Sith Acolyte Class

The Sith Acolyte is a Force-using adherent of the Sith tradition. Descended from a rogue Jedi faction, the Sith tradition dominated a corner of the galaxy for millennia before being discovered-and ultimately decimated-by Old Republic forces and the Jedi Knights. Their survivors eventually succumbed to internal conflict, leaving only one Sith: Darth Bane, who established the rules by which the Sith tradition managed to survive another thousand years. Although Sith Acolyte came and went in fits and spurts during this time, they were far more common when the Sith were strong. before Bane.

Every Sith Acolyte delves deep into the mysteries of Sith, learning how to wield the Force in ways that draw upon the dark side. They are dark sorcerers and fell priests, practitioners of living sacrifices and base deception. They come to the Sith tradition from the ranks of the Force adepts, the dark side devotees, and in ancient times, from the Sith species itself. During the past thousand years, others sensitive to the Force discovered the Sith tradition and were seduced by it, resulting in warriors, merchants, smugglers, explorers, ambassadors, rogues, and even famous political figures becoming Sith Acolytes. But Darth Bane's "rule of two" ensured that their existence — or at least, their true loyalties — remained a secret. Those who become Sith Acolytes accept that there can never be more than two of them, and that for another to begin following the tradition, one of the existing acolytes must die.

People who become Sith Acolytes often do so simply out of naked ambition. The Sith path teaches the power the dark side of the Force, and such a weapon is often irresistible to those without power of their own. Victims and subordinates make excellent Sith Acolytes. Those with more authority and control make even better Sith Acolytes.

The Sith Acolyte proceeds from a position of weakness, even within the ranks of the Sith. Sith Warriors are far more physically capable, and Sith Lords combine the best aspects of both the cultist and the warrior. Therefore the Sith Acolyte comes to rely on cunning and subterfuge, advancing more through assassination and betrayal than conquest and domination. For those who perform well, the role of Acolyte is only the beginning. For those who perform poorly, the dark side is a yawning abyss of madness. The path of the Sith Acolyte should never be traveled lightly.

To qualify to become a Sith Acolyte, a character must fulfill the following criteria.
Base Attack Bonus: +3
Skills: Knowledge (Sith Lore) 6 ranks, Read/Write Sith, See Force 6 ranks
Dark Side Skills (any): 6 ranks total
Feats: Alter, Force-Sensitive, Sense
Reputation: +4
Dark Side Points: 4
Special: During the Golden Age of the Sith, the Sith proliferated in their own corner of the galaxy, with plenty of opportunities for Sith Acolytes and Warriors to flourish. But since the days of Darth Bane, the rule of the Sith has mandated that there be only two Sith at any one time - a master and an apprentice. For a character to become a Sith Acolyte in a future era, an existing Sith must die and the Sith Master must seek out the character as an apprentice. Certainly a character can aspire to such a position, but it falls to the GM to decide if the campaign will take this particular path-and if the Sith Master will approach the character and offer the apprenticeship.

Game Rule Information
Vitality: A Sith Acolyte gains 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Sith Acolyte's class skills (and the key ability for each skill) are as follows.
Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy (Cha, Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Profession* (Wis), Read/Write Language, Sense Motive (Wis), Speak Language
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + lnt modifier

Class Features
The following are features of the Sith Acolyte prestige class.

Starting Feats
The Sith Acolyte gains the following fests.
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Simple Weapons)

Sith Sorcery
The Sith Acolyte gains the dark side feat Sith Sorcery, provided he fulfills the prerequisites.

Exotic Weapon Proficiency
The Sith Acolyte begins training in the proper use of the preferred weapon of the Sith. In ancient times, this would be the Sith Sword (see weapons). In modern times, however, this is the lightsaber. If the Sith Acolyte wishes to use a double-bladed lightsaber, he must take the proficiency as one of his level-based feats.

If a Sith Adoes not already have the Control feat, he gains it at 3rd level.

Preferred Weapon
The Sith Acolyte receives a Sith Sword or Lightsaber.

Increase Preferred Weapon Damage
As a Sith Acolyte gains levels, the amount of damage he can deal with his Preferred Weapon increases.

Each time the Sith Acolyte gains Increase Preferred Weapon, the weapon’s damage increases by +1d8.

Deflect (Defense)
A Sith Acolyte learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an active lightsaber to use this special ability.

Deflecting an attack is a reaction that costs the Sith Acolyte a move action in his next round. The Sith Acolyte must indicate he is using Deflect (Defense) when an opponent declares an attack against him, but before any attack rolls are made. When used in this fashion, the Sith Acolyte gains the dodge bonus against all ranged attacks directed at him in the round.

For example, if Sen Udo-Mal uses his activated lightsaber to deflect any number of blaster attacks in round three of combat, in round four Sen Udo-Mal loses a move action to account for the effort expended to deflect the attacks in round three.

Each time the Sith Acolyte gains Deflect (Defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks.

Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, Deflect (Defense) isn’t a reaction; it’s an attack action used in a round when the Sith Acolyte expects to come under heavy fire.

Bonus Feat
At 6th level, and again at 8th and 10th, the Sith acolyte gains a bonus feat. This bonus knight feat must be drawn from the following list, and the Sith Acolyte must meet any prerequisites though the Sith Acolyte may substitute his Sith levels for Jedi levels for purposes of qualifying for feats.
Dissipate/Absorb Energy, Drain Force, Force Mind, Frightful Presence, Hatred, Infamy, Knight Mind, Lightsaber Defense, Master Mind, Rage

This is a modified version of deflect that allows the Sith Acolyte to deflect a ranged attack without the use of a lightsaber. If the Sith Acolyte does not have some sort of protective gear (such as an armored gauntlet), or an item that can withstand the ranged attack (such as an energy shield or suitably dense material), the Sith Acolyte must spend a Force Point to use this ability. (Force Points spent in this way do not add the usual bonus dice to d20 rolls that the Sith Acolyte makes in the subsequent round.) Block doesn't allow the Sith Acolyte to extend the defense beyond the Sith Acolyte's position, and all other rules concerning deflect (defense) and deflect (attack) apply. A Sith Acolyte gains this ability when they gain Deflect (Defense) at +2.

A Sith Acolyte with a total of less than four Dark Side Points loses all special abilities derived from this prestige class until such time as he acquires enough Dark Side Points to meet the prestige class’s requirement again.

Level BaB Fort Save Ref Save Will Save Special Defense Bonus Reputation
1 +0 +2 +1 +2 Sith Sorcery +1 +0
2 +1 +3 +2 +3 Exotic Weapon Proficiency +2 +0
3 +2 +3 +2 +4 Control, Preferred Weapon +2 +0
4 +2 +4 +2 +4 Increase Preferred Weapon Damage +2 +1
5 +3 +4 +3 +5 Deflect (Defense) +3 +1
6 +4 +5 +3 +6 Bonus Feat +3 +1
7 +4 +5 +4 +6 +4 +2
8 +5 +6 +4 +7 Bonus Feat, Increase Preferred Weapon Damage +4 +2
9 +6 +6 +4 +8 Deflect (Defense) +4 +2
10 +6 +7 +5 +8 Bonus Feat +5 +3
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