Sith Warrior Class

The Sith warrior combines combat mastery with the power of the dark side to create a living embodiment of rage and savagery. Physical conditioning and punishing discipline make the Sith warrior into a formidable opponent, and facility with the powers of the dark side add a wicked barb to an otherwise deadly weapon. The Sith Warrior is dedicated to the conquest and subjugation of any obstacle to the Sith tradition.

Throughout history, a single Sith Warrior has usually been more than a match for most Jedi. When Sith Warriors gathered in numbers, as they did four thousand years before the days of Darth Maul and Darth Sidious, the galaxy trembled.

But those times are gone, and the few Sith Warriors to appear since the rule of Darth Bane have worked in secrecy to preserve the Sith tradition and prepare for their ultimate conquest of the galaxy. Throughout the thousand years since Bane established the rule of one master and one apprentice, footsoldiers, outlaws, warlords, mercenaries, pirates, fighter pilots, survivalists, duelists, and even the occasional Jedi Knight have turned to the dark side and embraced the way of the Sith, becoming mighty warriors or dying brutal deaths-often both. The way of the Sith warrior is a constant, unforgiving test of will and ability, honing each into a blade fearsome enough to cut through the heart of the hated Jedi Order. Every Sith Warrior dreams of being the one who will destroy this ancient enemy of the Sith.

Where other Sith focus on plots and deceptions, the Sith Warrior devotes himself to the art of violence. The two complement each other perfectly, with the Sith Warrior often delivering the final blow to a foe laid low by the machinations of a Sith Acolyte or Sith Lord. When the plans of the Sith hinge on a crime boss or a senator or a military officer dying a vicious death, the Sith Warrior is in his element. His is the last face the enemies of the Sith ever see - if they see him at all.

The training of a Sith Warrior is always one of deprivation and hardship. Mercy and forbearance
create a weak weapon, and such a weapon is useless. The Sith Warrior is subjected to endless conditioning and drilling. Displays of fear or uncertainty are rewarded with painful and educational punishment. Displays of strength and rewarded with another day's survival. The Sith Warrior learns to live for the precious few words of encouragement his master gives, and the dream that he will one day
stand atop a pile of slain Jedi. For the Sith Warrior, battle is its own reward.

Requirements
To qualify to become a Sith Warrior, a character must fulfill the following criteria.
Base Attack Bonus: +4
Skills: Battlemind 6 ranks, Knowledge (Sith Lore) 4 ranks, Intimidate 6 ranks, Read/Write Sith
Dark Side Skills (any): 4 ranks total
Feats: Alter, Control, Exotic Weapon Proficiency (Sith Sword or Lightsaber), Force-Sensitive
Reputation: +1
Dark Side Points: 6
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. For a character to become a Sith Warrior when there are already two Sith, one of them must expire. The ambitious character will engineer this turn of events himself, the customary Sith method being to vanquish a Sith Acolyte, Sith warrior, or (considerably less likely) a Sith Lord in combat. Once there is only one Sith in existence, a character can adopt the Sith Warrior class.

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

Class Skills
The Sith warrior’s class skills (and the key ability for each skill) are as follows.
Climb (Str), Computer Use (Int), Craft* (Int), Intimidate (Cha), Jump (Str), Knowledge* (Int), Profession* (Wis), Swim (Str), Tumble (Dex)
*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: 4 + Int modifier

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

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

Preferred Weapon
The Sith Warrior begins to wield the weapon be has been trained to use - either the Sith Sword or the Lightsaber.

Bonus Feats
At 2nd level, and every other level thereafter (4th, 6th, 8th, and 10th), the Sith Warrior gains a bonus feat. These bonus feats must be drawn from the following list, and the Sith Warrior must meet any prerequisites.
Advanced Martial Arts, Ambidexterity, Armor Proficiency (Heavy), Armor Proficiency (Medium), Blind-Fight, Cleave, Defensive Martial Arts, Dodge, Echani, Echani Expertise, Echani Mastery, Exotic Weapon Proficiency, Far Shot, Great Cleave, Greater Two-Weapon Fighting, Hatred, Heroic Surge, Improved Initiative, Improved Martial Arts, Improved Two-Weapon Fighting, K'tara, K'tara Expertise, K'tara Mastery, K'thri, K'thri Expertise, K'thri Mastery, Malevolent, Martial Arts, Mobility, Mettle, Point Blank Shot, Precise Shot, Power Attack, Quick Draw, Rage, Rapid Shot, Shot on the Run, Sith Sword Defense, Sith Sword Expert Defense, Sith Sword Mastery, Spring Attack, Stava, Stava Expertise, Stava Mastery, Teräs Käsi, Teräs Käsi Expertise, Teräs Käsi Mastery, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Whirlwind Attack, Wrruushi, [Wrruushi Expertise, Wrruushi Mastery

Sense
If a Sith Warrior does not already have the Sense feat, he gains it at 3rd level.

Enemy Bonus
As the Sith Warrior advances in training, he learns to focus his aggression against the traditional oppressors of the Sith: the Jedi. When fighting Jedi opponents, the Sith Warrior gains a +1 attack bonus against a chosen Jedi opponent. If there is more than one Jedi involved in a battle, the player of the Sith Warrior must announce which is his target before his first action.

Even if that opponents removed from the fray (by death or by escape), the Sith Warrior cannot nominate a new target enemy for the remainder of the combat. The bonus increases to +2 at 6th level and +3 at 9th level.

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

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

Uncanny Dodge
Starting at 5th level, the Sith Warrior gains the extraordinary ability to react to danger before his senses would normally allow him is do so. At 5th level and above, the Sith Warrior retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized.) Note that this level of uncanny dodge does not negate flank attacks.

At 7th level, the Sith Warrior can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker.

Ex-Sith
A Sith Warrior with a total of less than six 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 +1 +2 +2 +1 Preferred Weapon +1 +0
2 +2 +3 +2 +2 Bonus Feat +1 +0
3 +3 +3 +3 +2 Sense, Enemy bonus +1, Increase Preferred Weapon Damage +2 +1
4 +4 +4 +3 +3 Bonus Feat +2 +1
5 +5 +4 +4 +3 Uncanny dodge (Dex Bonus) +3 +1
6 +6 +5 +4 +4 Bonus Feat, Enemy Bonus +2, Increase Preferred Weapon Damage +3 +2
7 +7 +5 +5 +4 Uncanny Dodge (Flanking) +4 +2
8 +8 +6 +5 +5 Bonus Feat +4 +2
9 +9 +6 +6 +5 Enemy Bonus +3 +5 +3
10 +10 +7 +6 +6 Bonus Feat, Increase Preferred Weapon Damage +5 +3
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