Post by Darth Kairos on Mar 10, 2019 13:55:05 GMT
Unrivaled in the mystical aspects of Sith tradition; the Sith Acolytes are the lore keepers of the Sith. 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 in 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 Sith Empire, selling their expertise to patrons in exchange for potent artifacts and political influence. After the fall of the ancient Sith, the Acolytes continued to remain a vital part of the modern Sith. Now, with the rise of the New Sith Brotherhood, the Acolytes’ ranks swell once again.
HP/Force Well Progression: On every level up, Sith Acolytes gain 1d8 hit points + their Constitution Modifier; the die roll defaults to the character's Constitution Modifier if it rolls lower than that Con Mod.. They also increase their Force Well by 12 + Spirit Modifier.
Expert Defence: Resolute in understanding the Force's mysteries, Acolytes armour their minds and hone their bodies before they venture into the forgotten places of the galaxy. On entering their Advanced Path, Sith Acolytes gain a +5 Path bonus to their Will Save and a +1 Class bonus to their Reflex Save.
Magical Affinity: Sith Acolytes are defined by their skill with the ancient arts of Sith Magic. From level 5, a Sith Acolyte may purchase ranks in Sith Sorcery, and they may do so without needing to spend a Skill Point. Further, they gain two Force Power Points and one Perk Point exclusively for use in purchasing Ranks in Sith Sorcery and the Sith Alchemy Perk tree.
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). Additionally, the Acolyte may take advantage on a roll of their choice using these any one of these Skills; the Acolytes regains the ability to take Advantage after a short or long rest. Should the Acolyte already possess maximum Ranks in either Skill then the free Rank may be applied to a different Knowledge. Acolytes are not content with merely academic initiation into the ancient Sith ways, however. As a final benefit, Acolytes gain a free Rank in Exotic Weapon (Sith Sword).
Archaeology: 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 the Exotic Item and Artifact Assets. The Acolyte continues to gain such Asset points at the rate of one per additional Acolyte Advanced Path level. Points may be held in reserve to buy higher value Exotic Items, but the Acolytes’ mystical talents mean that Artifacts can also be made and later upgraded with one of these points freely. Additionally, a bonus Rank is provided in the Haggle Skill to help navigate the antiquities market.
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 eight and generally stay in one location and are usually considered Tier 1 Followers with one or two Tier 2 scholars to lead them, avoiding and unfit for combat or field work. The number of disciples possessed is equal to the Acolyte’s total Tiers in all known Sith Sorcery Spells plus their Proficiency and Charisma Modifiers. An Acolyte who possesses at least two ranks in the Resources Asset may choose to hire armed guards for their disciples, allowing them to undertake field expeditions and archaelogical digs.
Secret Knowledge: There are things that the entire Galaxy has forgotten, that no one remembers...no one except the Acolytes. Gained at level nine, the Secret Knowledge ability allows the Sith Acolyte to purchase a special fifth rank in any Knowledge skill.
Font of Power: At level ten, the Acolyte’s knowledge of and familiarity with the Force is such that he gains an extra Movement and an extra Swift action per turn explicitly for the purpose of casting and sustaining Force Powers.
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 eleven, allows a Sith Acolyte to combine multiple Sorcery Spells into a single casting. This combined spell carries an effect from each of the Spells cast; the exact nature of the combined effect is at the GM's discretion. It is considered to have a Tier equal to the averaged Tiers of all combined Spells (rounded down if not a whole number) plus one. The DC is equal to the highest DC of all Spells being cast and is cast as a Full Round Action; spending two Force Boons allows an Acolyte to cast it as a Standard Action. An Acolyte can use Metamagic five times; these usages refresh after a short or long rest. Using the Metamagic ability consumes an additional Metamagic cast for each Spell beyond the first two used in a Metamagic spell. So a Metamagic spell using two Spells takes one Metamagic cast, while a three Spell metacast would take two.
Ancient Treasure: At twelfth level, the Acolyte's never-ending search for lost knowledge and items bears heavy fruit as they gain access to an object any scholar would be envious of - a Sith Holocron. Each Holocron is unique, and the knowledge and power contained within depends on the Holocron and the Sith who created it. The player should work with a moderator to determine the exact nature of the Holocron.
Acolyte Special Abilities by Level
Lvl5: Magical Affinity
Lvl6: Ancient Traditions
Lvl7: Archaeology
Lvl8: Disciples
Lvl9: Secret Knowledge
Lvl10: Font of Power
Lvl11: Metamagic
Lvl12: Ancient Treasure
Acolyte Proficiency Points
C: 5, 9, 12
S: 5, 9, 12
P: 5, 9, 12
F: 5, 6, 8, 9, 10, 11, 12
HP/Force Well Progression: On every level up, Sith Acolytes gain 1d8 hit points + their Constitution Modifier; the die roll defaults to the character's Constitution Modifier if it rolls lower than that Con Mod.. They also increase their Force Well by 12 + Spirit Modifier.
Expert Defence: Resolute in understanding the Force's mysteries, Acolytes armour their minds and hone their bodies before they venture into the forgotten places of the galaxy. On entering their Advanced Path, Sith Acolytes gain a +5 Path bonus to their Will Save and a +1 Class bonus to their Reflex Save.
Magical Affinity: Sith Acolytes are defined by their skill with the ancient arts of Sith Magic. From level 5, a Sith Acolyte may purchase ranks in Sith Sorcery, and they may do so without needing to spend a Skill Point. Further, they gain two Force Power Points and one Perk Point exclusively for use in purchasing Ranks in Sith Sorcery and the Sith Alchemy Perk tree.
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). Additionally, the Acolyte may take advantage on a roll of their choice using these any one of these Skills; the Acolytes regains the ability to take Advantage after a short or long rest. Should the Acolyte already possess maximum Ranks in either Skill then the free Rank may be applied to a different Knowledge. Acolytes are not content with merely academic initiation into the ancient Sith ways, however. As a final benefit, Acolytes gain a free Rank in Exotic Weapon (Sith Sword).
Archaeology: 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 the Exotic Item and Artifact Assets. The Acolyte continues to gain such Asset points at the rate of one per additional Acolyte Advanced Path level. Points may be held in reserve to buy higher value Exotic Items, but the Acolytes’ mystical talents mean that Artifacts can also be made and later upgraded with one of these points freely. Additionally, a bonus Rank is provided in the Haggle Skill to help navigate the antiquities market.
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 eight and generally stay in one location and are usually considered Tier 1 Followers with one or two Tier 2 scholars to lead them, avoiding and unfit for combat or field work. The number of disciples possessed is equal to the Acolyte’s total Tiers in all known Sith Sorcery Spells plus their Proficiency and Charisma Modifiers. An Acolyte who possesses at least two ranks in the Resources Asset may choose to hire armed guards for their disciples, allowing them to undertake field expeditions and archaelogical digs.
Secret Knowledge: There are things that the entire Galaxy has forgotten, that no one remembers...no one except the Acolytes. Gained at level nine, the Secret Knowledge ability allows the Sith Acolyte to purchase a special fifth rank in any Knowledge skill.
Font of Power: At level ten, the Acolyte’s knowledge of and familiarity with the Force is such that he gains an extra Movement and an extra Swift action per turn explicitly for the purpose of casting and sustaining Force Powers.
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 eleven, allows a Sith Acolyte to combine multiple Sorcery Spells into a single casting. This combined spell carries an effect from each of the Spells cast; the exact nature of the combined effect is at the GM's discretion. It is considered to have a Tier equal to the averaged Tiers of all combined Spells (rounded down if not a whole number) plus one. The DC is equal to the highest DC of all Spells being cast and is cast as a Full Round Action; spending two Force Boons allows an Acolyte to cast it as a Standard Action. An Acolyte can use Metamagic five times; these usages refresh after a short or long rest. Using the Metamagic ability consumes an additional Metamagic cast for each Spell beyond the first two used in a Metamagic spell. So a Metamagic spell using two Spells takes one Metamagic cast, while a three Spell metacast would take two.
Ancient Treasure: At twelfth level, the Acolyte's never-ending search for lost knowledge and items bears heavy fruit as they gain access to an object any scholar would be envious of - a Sith Holocron. Each Holocron is unique, and the knowledge and power contained within depends on the Holocron and the Sith who created it. The player should work with a moderator to determine the exact nature of the Holocron.
Acolyte Special Abilities by Level
Lvl5: Magical Affinity
Lvl6: Ancient Traditions
Lvl7: Archaeology
Lvl8: Disciples
Lvl9: Secret Knowledge
Lvl10: Font of Power
Lvl11: Metamagic
Lvl12: Ancient Treasure
Acolyte Proficiency Points
C: 5, 9, 12
S: 5, 9, 12
P: 5, 9, 12
F: 5, 6, 8, 9, 10, 11, 12