Sith Lord Class

The Sith Lord is the pinnacle of the Sith tradition. His most sacred tasks include preserving the lore and glory of the Sith and plotting their eventual ascendance to their place as rulers of the galaxy. The Sith Lord must allow nothing to stand in the way of this goal: not all the forces of the Republic military, nor
the entirety of the Jedi Order. When the time comes, the Sith Lord must be prepared to ruthlessly crush all opposition, leaving no traces behind. This has been the way of the Sith for a thousand years.

Most Sith Lords begin as Sith Acolytes or Sith Warriors. The Sith Lord cultivates individuals with the potential for both great power and great evil, training them from childhood, when possible, to be every bit as ruthless as he is himself. The training can be better described as physical and mental torture, but it is designed to create someone strong, fast, cunning, and deadly. The Sith Lord passes on his knowledge of the dark side of the Force, instilling in his apprentice both a lust for power and a fear of failure.

Arguably, only the truly ambitious or deeply twisted ever seek to become Sith Lords. Following the path of the Sith dominates one's destiny, requiring a constant devotion to engineering the reascendance of the Sith. A Sith Lord cannot afford the luxury of friends, mercy, or even rest. The dark side sustains him through decades of scheming and planning, of masterminding plots subtle and grandiose. Even then, a Sith Lord may meet his end without ever seeing his contributions to the Sith grand scheme come to fruition. Each must content himself with knowing that his apprentice, or a descendant of his apprentice a hundred generations down the line, will one day honor his sacrifice by destroying the Jedi Order and replacing it with the dark empire of the Sith.

Requirements
To qualify to become a Sith Lord, a character must fulfill the following criteria.
Base Attack Bonus: +6
Skills: Battlemind 6 ranks, Intimidate 8 ranks, Knowledge (Sith Lore) 8 ranks, Read/Write Language (Sith), Speak Language (Sith)
Dark Side Skills (any): 8 ranks total
Feats: Alter, Control, Exotic Weapon Proficiency (Sith Sword, Lightsaber, or Double-Bladed Lightsaber), Force-Sensitive, Sense
Reputation: +3
Dark Side Points: Equal to or greater than character’s Wisdom score
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 and become one of the rare Sith Lords. But since the days of Darth Bane, the rule of the Sith has mandated that there be only two Sith at any one time. For a character to become a Sith Lord when there are already two Sith, one of them must expire. The ambitious character engineers this turn of events, the customary Sith method being to vanquish a Sith Acolyte, Sith Warrior, or a Sith Lord in combat. Once there is only one Sith in existence, a character can adopt the Sith Lord class — even if the other surviving Sith is himself a Sith Lord.

Game Rule Information
Vitality: Sith Lords gain 1d10 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Sith Lord’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 + Int modifier

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

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

Deflect (Defense)
A Sith Lord 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 Lord a move action in his next round. The Sith Lord 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 Lord 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 Lord 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 Lord expects to come under heavy fire.

Deflect (Attack)
A Sith Lord learns to deflect blaster bolts with his lightsaber to redirect the attack towards a target within one range increment of the Sith Lord's position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability.

Deflecting and redirecting an attack is a reaction that cost the Jedi a move action in his next round. The Sith Lord must indicate that his is using his Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Sith Lord can decide not to use the defense if he wants a better chance of redirecting the incoming attack).

The Sith Lord can deflect and redirect a number of attacks equal to one-half his Sith Lord and Jedi levels, rounded up. The redirected attack must miss the Sith Lord by 5 or less; any attack that hits the Jedi or misses by 6 or more points can’t be redirected.

If the Sith Lord can redirect the attack, the Sith Lord immediately rolls an attack roll using his lightsaber attack bonus and applying a – 4 penalty as described below. If this roll is high enough to hit the target, the redirected attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack).

Each time the Sith Lord gains Deflect (Attack), the penalty associated with the redirected attack is lessened by 1.

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

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

Resource Access
Beginning at 2nd level, the Sith Lord has access to an array of resources. Once per game session, the Sith Lord may make a Charisma check to use those resources during the game session.

The value of the resources gained equals the Sith Lord's class level x the result of the Charisma check x 50. Thus, a 4th-level Sith Lord who got a check result of 17 would gain (4 x 17 x 50) 3,400 credits' worth of resources.

These resources can take virtually any form the Sith Lord chooses (within reason) and are his to do with as he pleases. He may keep them, use them, give them away, or sell them as he sees fit.

Sith Battle Prowess
At 3rd, 6th, and 9th level, the Sith Lord gets a bonus feat associated with combat. This bonus feat must be drawn from the following list. The Sith Lord must meet the prerequisite for the feat to select it, though the Sith Lord may substitute his Sith levels for Jedi levels for purposes of qualifying for feats.
Knight Defense, Lightsaber Defense, Master Defense, Mettle, Sith Sword Defense, Sith Sword Expert Defense, Sith Sword Mastery

Sith Secrets
The Sith Lord plunges boldly into the abyss of Sith knowledge. At 4th level, then again at 7th level, the Sith Lord gains a bonus feat involving Sith lore. This bonus feat must be drawn from the following list.
Dark Power, Drain Force, Force Mastery, Force Mind, Hatred, Malevolent, Mind Trick, Rage, Sith Sorcery, Summon Storm

Minions
Beginning at 5th level, a Sith Lord can add his Sith Lord level to any Reputation checks made to attract followers (see Followers).

Exceptional Minions
Beginning at 8th level, the level limit of the Sith Lord’s minions is twice his Reputation bonus.

Sith Master
At the pinnacle of his ability, the Sith Lord is able to bolster the Force abilities of his minions with his own. The Sith Lord may grant temporary ranks in any skill he possesses to any Force-Sensitive being. The maximum number of ranks that can be granted in this ability is his total ranks in the skill in question. While the Sith Lord is exercising this power, he loses that number of ranks from the skill. The Sith Lord can grant skill ranks to any number of targets - but the more skill ranks he grants to others, the more he weakens himself. Using this ability requires a daily expenditure of 1 vitality point per skill rank granted, beginning at the moment the ranks are initially granted. Vitality points spent in this fashion are recovered normally. The Sith Lord can alter the precise number granted to the target at the same time that he spends vitality points. He may also completely withdraw bonus ranks at this same time, regaining them immediately. Should he withdraw all granted ranks from a target at any time, that target immediately becomes fatigued. If the Sith Lord should perish, the transferred ranks remain with the target until the time they would ordinarily be renewed the next day.

To bestow the skill ranks, a target must be within 2 meters of the Sith Lord. But afterward, the target can range as far as he or she likes; the bonus remains for as long as the Sith Lord continues to expend vitality on the target's behalf.

The target can only gain skill ranks in his or her class skills in this fashion. If the target does not meet the requirements of the skill - generally, by not possessing the proper feats - he or she gains no benefit from the transfer of skill ranks.

For example, a 10th-level Sith Lord has 13 ranks in Affect Mind. By expending 6 vitality points, he can transfer 6 ranks to his favorite assassin, a Dark Jedi with the Alter feat. The Sith Lord now effectively has only 7 ranks in Affect Mind, and the Dark Jedi has 6 ranks (which are added to his Charisma modifier and any ranks in Affect Mind he may already have). If the Dark Jedi had not yet taken the Alter feat, he would not gain any ranks in Affect Mind. The Sith Lord would be wasting vitality and lowering his own ability with the skill for no reason.

Block
This is a modified version of deflect that allows the Sith Lord to deflect a ranged attack without the use of a lightsaber. If the Sith Lord 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 Lord 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 Lord makes in the subsequent round.) Block doesn't allow the Sith Lord to extend the defense beyond the Sith Lord's position, and all other rules concerning deflect (defense) and deflect (attack) apply. A Sith Lord gains this ability when they gain Deflect (Defense) at +2.

Ex-Sith
A Sith Lord with a total of Dark Side Points equal to less than his Wisdom score 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 +1 +2 +2 +2 Deflect (Defense) +2 +1
2 +2 +3 +2 +2 Resource Access, Deflect (Attack), Increase Preferred Weapon Damage +2 +1
3 +3 +3 +3 +3 Sith Battle Prowess +3 +1
4 +4 +4 +3 +3 Sith Secrets +3 +2
5 +5 +4 +4 +4 Minions, Deflect (Attack) Increase Preferred Weapon Damage +4 +2
6 +6 +5 +4 +4 Sith Battle Prowess +4 +2
7 +7 +5 +5 +5 Sith Secrets, Deflect (Defense) +5 +3
8 +8 +6 +5 +5 Exceptional Minions +5 +3
9 +9 +6 +6 +6 Sith Battle Prowess, Increase Preferred Weapon Damage +6 +3
10 +10 +7 +6 +6 Sith Master +6 +4
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