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Sith (Dark Jedi) Starting Class

Sith are the dark to the light of the Jedi; some are born into, some are chosen, some are thrust into it. Not all of the Sith are trained from Childhood like the Order of the Jedi; some are teenagers, even aged adults when taken into the Sith Tradition. Such is the way of the corruption of the Dark Side, and such is the road you may now choose. Your choice stands, light or dark? Obviously if youre reading this youre deciding whether the Dark Side holds what you seek, and if I may answer your question it does. Sharing a good deal of traits and talents with the Jedi, the Sith are wholly different allowing their Force users to strike out at their enemies with a power the Jedi shun and fear allowing their emotion to rule their abilities. As a member of the Sith you would gain the following. For further info on the Sith please read the Behind the Threat- The Sith Hit Points Sith begin play at 1st level with a number of hit points equal to 30 + their Constitution modifier. At each level, Sith apprentices gain ldl0 hit points + their Constitution modifier. Dark Side Score is automatically equal to your Wisdom Score upon selection of this class. Force Points Sith apprentices gain a number of Force Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class. CLASS FEATURES The following are features of the Sith apprentice prestige class. Defense Bonuses At 1st level, you gain a +1 class bonus to your Reflex, Fortitude, and Will Defense. Starting Feats At 1st level, you gain the following bonus feats: Force Sensitivity Weapon Proficiency (Iightsabers) Weapon Proficiency (simple weapons) Talents At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the Armor Specialist talent tree (see page 51), the Duelist talent tree (see page 218), the Lightsaber Combat talent tree (see page 41), or the Sith talent tree (presented below). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

You may also select Force Abilities from the following books (any and all prerequisites apply. Except for any marked Light Side.): Knights of the Old Republic: Pages 51-54 The Jedi Training Manual: Chapter 1 is entirely dedicated to Force Abilities. The Clone Wars: Pages 50-55 The Force Unleashed: Pages 86-92

*Jump and Mechanics are included in your Class Skills. [DM Note: If you are human I would suggest Skill Focus: Use the Force.] At Level 7 you can choose to become an Apprentice to an existing Sith Lord, to do so you would gain a + 2 to your defenses, and uses the same talent trees/books that are available to the Sith Class already. At Level 12 you can become a Sith Lord, which is available in the Core Book on Page 224. Ask me for further info. SITH TALENT TREE The Sith tradition believes in order through tyranny. In ancient days, Sith warriors battled Jedi Knights for galactic supremacy until, finally, the few surviving Sith were driven into hiding. Since

then, the Sith have conspired to annihilate the Jedi and everything they stand for. Dark Healing: You can spend a Force Point to heal wounds by drawing life energy from another creature within 6 squares of you. Using this ability is a standard action, and you must succeed on a ranged attack roll. If the attack equals or exceeds the target's Fortitude Defense, you deal ld6 points of damage per class level to the target and you heal an equal amount. If the attack fails, there is no effect. Dark Scourge: You have dedicated your life to wiping out the Jedi, and your hatred of them knows no bounds. Against Jedi characters, you gain a + 1 dark side bonus on attack rolls. Dark Side Adept: Force powers that are strongly tied to the dark side flow through you more easily. You can reroll any Use the Force check made when activating Force powers with the [dark side] descriptor, but you must keep the re sult of the reroll, even if it is worse. Dark Side Master: As Dark Side Adept (see above), except that you can spend a Force Point and keep the better of the two Use the Force checks. Prerequisite: Dark Side Adept. Force Deception: You can use your Use the Force check modifier instead of your Deception check modifier when making Deception checks, as you use the Force to cloak your vile treachery. You are considered trained in the Deception skill. If you are entitled to a Deception check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations). Improved Dark Healing: Your dark healing ability (see above) improves. The range of this ability increases to 12 squares, and even if the attack fa ils the target takes half damage while you heal an equal amount. Prerequisite: Dark Healing. Wicked Strike: When you score a critical hit with a lightsaber, you may spend a Force Point to move the target -2 steps along the condition track (see Conditions, page 148). Prerequisites: Weapon Focus (Iightsabers) feat (see page 89). Weapon Specialization (Iightsabers) (see page 41) . Force Technique You have learned improved techniques to control the Force. At every evennumbered

level (2nd, 4th, 6th, and so on). you gain one Force technique that, once selected, cannot be changed (see Force Techniques, page 101, for more information). FALLEN JEDI A Jedi who turns to the dark side and becomes a Sith apprentice retains all of his Jedi class features, including talents, Force powers, bonus feats, and other abilities. The only exceptions are Force powers with the [light side} descriptor, which the character can no longer use.

BUILDING A LIGHTSABER You can build a lightsaber if you have at least seven heroic levels as well as the Force Sensitivity and Weapon Proficiency (lightsabers) feats. You must spend 1,500 credits to obtain the basic components and 24 uninterrupted hours constructing the weapon. At the end of this time, make a DC 20 Use the Force check; you can't take 20 on this check. If the check succeeds, you complete the lightsaber's construction. If the check fails, you must spend another 24 hours dismantling and rebuilding the flawed weapon. Once the lightsaber is constructed, you must spend a Force Point to attune it (a full-round action). From that point on, you gain a + 1 bonus on attack rolls made with your scratch-built lightsaber. No one else who wields the weapon gains this bonus. You can build a double-bladed lightsaber instead of a normal lightsaber, but the cost for components increases to 3,000 credits.

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