Post by Darth Xaos on Apr 30, 2015 23:57:13 GMT
Unrivaled in the mystical aspects of Sith tradition; the Sith Acolytes are the lore keepers of the Sith. Acolytes have mastered Force Powers that most haven’t even heard of and are unrivaled in knowledge of and skill with the Force. Mystical and inscrutable, the Sith Acolytes risk not only life and limb but their very sanity in the pursuit of knowledge. The Acolytes evolved out of circles of Alchemists, magicians and scholars during the middle period of the Ancient Sith Empire. The newly minted Acolytes soon combined the knowledge of the original Dark Jedi with the native magics of the Kissai priest-caste into a new form of Force Magic known as Sith Sorcery. Soon the Acolytes were deeply integrated in the Ancient Empire, selling their expertise to patrons in exchange for potent artifacts and political influence. After the fall of the Ancient Empire the Acolytes continued to remain a vital part of the post-Ancient Sith, so much so that the Path of the Acolyte was the only other Dark Path besides Sith Lord to be represented among those Sith who followed the Rule of Two. Now, with the rise of the New Sith Brotherhood, the Acolytes’ ranks swell once again, proving how indispensable these mystics are to the Sith.
Special Abilities:
Magical Affinity: Sith Acolytes are defined by their skill with the ancient arts of Sith Magic. Sith Sorcery and Sith Alchemy cost only a single point each when purchasing Ranks (see Force Magic in the Advanced Paths section for more). However, this mystical specialization takes its toll in reduced combat ability. Acolytes must pay two points per rank for Exotic Weapons and Armor Proficiency. This comes into effect at level five.
Ancient Traditions: A central task for Acolytes is keeping alive Sith culture and teachings that stretch back millennia. In furtherance of this, intensive cultural study is undertaken at level six; such study yields several different rewards. The first, and most obvious, is a free Rank in Knowledge (Sith Lore) and the ability to read, write and speak Sithese. But Acolytes also hold firm to the axiom, “know your enemy,” and therefore gain a free Rank in Knowledge (Jedi Lore). Should the Acolyte possess maximum Ranks in either Skill then the Rank may be applied to a different Knowledge. The Acolyte is not content with merely academic initiation into the ancient Sith ways, however. As a final benefit, Magical Affinity’s penalty to Exotic Weapons is waived for weapons commonly used in the original Sith Empire, and a free Rank is granted in the Exotic Weapon (Sith Sword) proficiency.
Archeology: Beyond studying what has already been unearthed, Acolytes also engage in actively reclaiming lost Sith relics. If not for the Acolytes, the Sith would have become blind to their past long ago. At level seven, an Acolyte is given three points to split between Unusual Item and Artifact Assets. The Acolyte continues to gain such Asset points at the rate of one per additional Advanced Path level. Points may be held in reserve to buy higher value Unusual Items but the Acolytes’ mystical talents mean that Artifacts can be made and upgraded with one of these points freely. Additionally, a bonus Rank is provided in the Haggle Skill to help navigate the antiquities market.
Mysticism: An Acolyte’s depth of magical capabilities must constantly increase if they are to reach their fullest expression. Level eight grants a free Rank in two Schools of Sith Sorcery and one of Sith Alchemy. The Schools chosen must be ones in which the Acolyte does not already possess Ranks.
Disciples: Eventually, a Sith Acolyte’s academic and antiquarian undertakings become too expansive to be maintained without aid. Traditionally, the solution to this problem has been for the Acolyte to assemble a small Sith cult of academics to serve them. These disciples are gained at level nine and generally stay in one location, avoiding and unfit for combat or field work. The number of disciples possessed is equal to the Acolyte’s total Ranks in all Sith Sorcery and Sith Alchemy Schools. The cult can perform one sub-type of a Skill Group -for example Knowledge (History) or Craft (Weaponsmith)- per each member. The Rank of these Skills is equal to the highest Ranked School of Sith Magic the Acolyte possesses (to a maximum of three).
Secret Knowledge: There are things that the entire Galaxy has forgotten, that no one remembers...no one except the Acolytes. Gained at level ten, the Secret Knowledge ability allows the Sith Acolyte to purchase a special fourth rank in any Knowledge skill.
Font of Power: At level eleven, the Acolyte’s knowledge of and familiarity with the Force is such that he gains an extra Force Power use per turn, an extra turn on all sustained Powers and, if his Spirit Stat is less than sixteen, a turn less of cooldown.
High Arts: By the time a Sith Acolyte reaches level twelve, their ability to use Sith Magic may not set them apart from their peers as much as it once did. By this point, a Sith Lord, Assassin or Marauder has had time and opportunities to learn at least some of the ancient Sith spellcraft. In order to retain their distinction, Acolytes of this caliber begin to deepen their arts in ways other Dark Paths cannot emulate. This translates in to the ability to purchase a special fourth Rank in any Sith Magic School. The Acolyte’s disciples’ Skill Rank cap is also increased to four.
Metamagic: The fullest mastery of Sith Sorcery lies not in maximizing a single aspect but, rather, combining effects to generate a whole greater than the sum of its parts. This ability, gained at level thirteen, allows a Sith Acolyte to combine multiple Sorcery Schools into a single casting. This combined spell carries an effect from each of the Schools utilized. It is considered to have Ranks equal to the averaged Ranks of all combined Schools (rounded down if not a whole number) plus an additional Rank. An Acolyte has five Metamagic casts per Mission. Using the Metamagic ability consumes one cast for each School beyond the first used in a Metamagic spell. So a Metamagic spell using two Schools costs one Metamagic cast, while a three School spell would cost two.
Ancient Treasure: At fourteenth level, the Acolyte's never-ending search for lost knowledge and items bears heavy fruit. Sith Masters of antiquity often ensured that their wisdom and esoteric knowledge would be passed on to future Apprentices by creating Sith Holocrons. Though many have been destroyed by time or by Jedi, a few still remain in vaults and the far corners of the galaxy, and it is one of these that the Acolyte acquires -- a prize any scholar would be envious of. Each Holocron is unique, and the knowledge contained within may range from esoteric views on the Force to advanced combat techniques; the player should work with a moderator to determine the exact nature of the Holocron.
Lvl Special Abilities
5 Magical Affinity
6 Ancient Traditions
7 Archeology
8 Mysticism
9 Disciples
10 Secret Knowledge
11 Font of Power
12 High Arts
13 Metamagic
14 Ancient Treasure
Proficiency Points:
C: 7, 10, 12
S: 7, 10, 12
P: 7, 10, 12
F: 5, 6, 10, 11, 12, 13, 14
Special Abilities:
Magical Affinity: Sith Acolytes are defined by their skill with the ancient arts of Sith Magic. Sith Sorcery and Sith Alchemy cost only a single point each when purchasing Ranks (see Force Magic in the Advanced Paths section for more). However, this mystical specialization takes its toll in reduced combat ability. Acolytes must pay two points per rank for Exotic Weapons and Armor Proficiency. This comes into effect at level five.
Ancient Traditions: A central task for Acolytes is keeping alive Sith culture and teachings that stretch back millennia. In furtherance of this, intensive cultural study is undertaken at level six; such study yields several different rewards. The first, and most obvious, is a free Rank in Knowledge (Sith Lore) and the ability to read, write and speak Sithese. But Acolytes also hold firm to the axiom, “know your enemy,” and therefore gain a free Rank in Knowledge (Jedi Lore). Should the Acolyte possess maximum Ranks in either Skill then the Rank may be applied to a different Knowledge. The Acolyte is not content with merely academic initiation into the ancient Sith ways, however. As a final benefit, Magical Affinity’s penalty to Exotic Weapons is waived for weapons commonly used in the original Sith Empire, and a free Rank is granted in the Exotic Weapon (Sith Sword) proficiency.
Archeology: Beyond studying what has already been unearthed, Acolytes also engage in actively reclaiming lost Sith relics. If not for the Acolytes, the Sith would have become blind to their past long ago. At level seven, an Acolyte is given three points to split between Unusual Item and Artifact Assets. The Acolyte continues to gain such Asset points at the rate of one per additional Advanced Path level. Points may be held in reserve to buy higher value Unusual Items but the Acolytes’ mystical talents mean that Artifacts can be made and upgraded with one of these points freely. Additionally, a bonus Rank is provided in the Haggle Skill to help navigate the antiquities market.
Mysticism: An Acolyte’s depth of magical capabilities must constantly increase if they are to reach their fullest expression. Level eight grants a free Rank in two Schools of Sith Sorcery and one of Sith Alchemy. The Schools chosen must be ones in which the Acolyte does not already possess Ranks.
Disciples: Eventually, a Sith Acolyte’s academic and antiquarian undertakings become too expansive to be maintained without aid. Traditionally, the solution to this problem has been for the Acolyte to assemble a small Sith cult of academics to serve them. These disciples are gained at level nine and generally stay in one location, avoiding and unfit for combat or field work. The number of disciples possessed is equal to the Acolyte’s total Ranks in all Sith Sorcery and Sith Alchemy Schools. The cult can perform one sub-type of a Skill Group -for example Knowledge (History) or Craft (Weaponsmith)- per each member. The Rank of these Skills is equal to the highest Ranked School of Sith Magic the Acolyte possesses (to a maximum of three).
Secret Knowledge: There are things that the entire Galaxy has forgotten, that no one remembers...no one except the Acolytes. Gained at level ten, the Secret Knowledge ability allows the Sith Acolyte to purchase a special fourth rank in any Knowledge skill.
Font of Power: At level eleven, the Acolyte’s knowledge of and familiarity with the Force is such that he gains an extra Force Power use per turn, an extra turn on all sustained Powers and, if his Spirit Stat is less than sixteen, a turn less of cooldown.
High Arts: By the time a Sith Acolyte reaches level twelve, their ability to use Sith Magic may not set them apart from their peers as much as it once did. By this point, a Sith Lord, Assassin or Marauder has had time and opportunities to learn at least some of the ancient Sith spellcraft. In order to retain their distinction, Acolytes of this caliber begin to deepen their arts in ways other Dark Paths cannot emulate. This translates in to the ability to purchase a special fourth Rank in any Sith Magic School. The Acolyte’s disciples’ Skill Rank cap is also increased to four.
Metamagic: The fullest mastery of Sith Sorcery lies not in maximizing a single aspect but, rather, combining effects to generate a whole greater than the sum of its parts. This ability, gained at level thirteen, allows a Sith Acolyte to combine multiple Sorcery Schools into a single casting. This combined spell carries an effect from each of the Schools utilized. It is considered to have Ranks equal to the averaged Ranks of all combined Schools (rounded down if not a whole number) plus an additional Rank. An Acolyte has five Metamagic casts per Mission. Using the Metamagic ability consumes one cast for each School beyond the first used in a Metamagic spell. So a Metamagic spell using two Schools costs one Metamagic cast, while a three School spell would cost two.
Ancient Treasure: At fourteenth level, the Acolyte's never-ending search for lost knowledge and items bears heavy fruit. Sith Masters of antiquity often ensured that their wisdom and esoteric knowledge would be passed on to future Apprentices by creating Sith Holocrons. Though many have been destroyed by time or by Jedi, a few still remain in vaults and the far corners of the galaxy, and it is one of these that the Acolyte acquires -- a prize any scholar would be envious of. Each Holocron is unique, and the knowledge contained within may range from esoteric views on the Force to advanced combat techniques; the player should work with a moderator to determine the exact nature of the Holocron.
Lvl Special Abilities
5 Magical Affinity
6 Ancient Traditions
7 Archeology
8 Mysticism
9 Disciples
10 Secret Knowledge
11 Font of Power
12 High Arts
13 Metamagic
14 Ancient Treasure
Proficiency Points:
C: 7, 10, 12
S: 7, 10, 12
P: 7, 10, 12
F: 5, 6, 10, 11, 12, 13, 14