Post by Darth Kairos on Mar 10, 2019 13:56:50 GMT
When the Dark Jedi who would found the ancient Sith Empire arrived on Korriban the native species (known as the Sith) believed them to be gods and, in turn, the Dark Jedi declared themselves to be Sith’ari or, when translated Galactic Basic, Lords of the Sith. And so was this most ancient of Dark Paths born. Ever since then the Sith Lords have existed, scheming, plotting and manipulating to bring the Galaxy under Sith control. Domination, intrigue and political savvy exemplify those who follow this Path as does the ruthless efficiency with which they pursue their grandiose ambitions. The Lords of the New Sith Brotherhood serve by expanding the Dark Lord’s influence outwards and drawing supporters to the cause. Cunning manipulators and devious tacticians, Sith Lords generally fill leadership positions amongst the Sith. Sith Lords manipulate galactic affairs from behind the scenes; the most powerful Lords control entire planetary governments. And while not so potent as the Acolytes, Lords are also quite skilled in the Force.
Progression bonuses: On every level up, Sith Lords 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 10 + Spirit Modifier.
Special Abilities:
Expert Defence: Sith Lords are relentless in their pursuit of greater power, and push themselves to even greater lengths to achieve it. On entering their Advanced Path, Sith Lords receive a +4 Path bonus to their Will Save and a +2 Path bonus to their Reflex Save.
Assets: Social connections and secure assets are of vital use to a Sith Lord and, unlike other Paths, they put continuing emphasis on these Assets. Every odd numbered level (from five to eleven) a Sith Lord gains a Rank in the Asset of their choice (excluding Unnatural Ability). Upon first entering the Path, a Lord receives two additional Asset points.
Contacts & Allies: A Sith Lord's defining feature, that which separates them from the other Dark Paths, is the cultivation of shadowy networks. This ability, gained at level five, grants access to a unique Asset with two functions: Contacts and Allies. Each individual Rank of this Asset represents one contact and one ally, and the overall Asset Ranks determine the quality of these contacts and allies. Each Contact represents a single organization or group in which the Sith Lord has one or more information sources. The number of Ranks in Contacts determines how deeply placed one's information sources are, with each Rank being equivalent to a Rank of Status in the organization for the purposes of information gathering only. Allies are either small groups or single individuals that are willing to come to the Sith Lord's aid when called upon. The Ranks possessed represent how far the Ally is willing to go in their assistance. Rank one Allies will only offer aid which is within their routine functions. Two Rank Allies will comply with nearly all reasonable requests. Three Rank allies offer significant but short-term assistance. While a Rank four Ally would commit to a long-term, costly endeavor to aid the Sith Lord. Contacts and Allies may overlap if desired. Additional Contacts & Allies can be purchased beyond the fourth Rank, which provides another contact and ally but does not increase the quality in anyway beyond Rank 4. When this ability is initially gained the Sith Lord receives a free Rank in the Contacts & Allies Asset.
Minions: As the Lord’s reputation grows he begins to attract minions who either side with in the hopes that some of his profits will trickle down to them or out of great respect for the Lord himself. These minions are of minimal ability and are considered either Tier 1 or Tier 2 Followers. The total number of minions a Lord may have is determined by adding 5*Charisma to his level and multiplying the result by five; treat their Charisma as +1 if it is lower. Should the Lord opt to take less than his maximum allowable number of minions then the minions increase in skill; if the total number of minions is less than half of the Lord's maximum total than they are considered Tier 2, otherwise they are considered Tier 1. These minions may not be Force Sensitive. The Minions ability is gained at level six.
Influence: Starting at level seven a Sith Lord begins to spread a web of insidious control across the Galaxy. Influence is a special Asset only available once this ability is gained, similarly to Contacts and Allies. Influence represents control over an organization, and the Asset may be taken multiple times, each for a different group under the Sith Lord's control. A maximum of four Ranks of Influence can be taken in a single organization, though some smaller organizations may require fewer then three Ranks for the Sith Lord to hold complete control. At level seven a Lord receives two free Influence Ranks, at level ten three free Ranks and, at level twelve, four free Ranks. Free Ranks may be allocated all to one Influence or spread between multiple ones.
Twister of Thoughts: At eighth level the Lord gains a unique ability that allows him to alter the philosophic beliefs of others. In order for this ability to work, the Lord must engage s target in at least an hour of philosophic debate (the target needn’t be willing, this power works just as well on a prisoner as it does on a dinner date). If the target is not Force-sensitive then the power automatically succeeds, if the target is Force-sensitive then the power only works if the target is either lower level or has a lower spirit stat. If successful the target finds themselves agreeing with the Lord’s beliefs. This does not manifest as a uncontrollable urge to ally or agree with the Lord but rather a persistent, creeping feeling that the Lord may be right. Anyone who has two or more Ranks in the Knowledge (Sith Lore) Skill is immune to this power; they know the Lord’s tricks too well. Furthermore, this piercing psychological insight allows the Lord to take Advantage on an Intimidate, Bluff, Sense Motive or Diplomacy check against the target; the Lord must take a short or long rest before taking this Advantage against the same target again. Characters immune to the first effect of Twister of Thoughts are not immune to this bonus effect.
Skilled Lieutenants: When a Sith Lord reaches level nine, they begin to attract truly skilled individuals to their service. This handful of Tier 2 followers lead the more motley minions that the Lord acquired at level seven. The maximum amount of Lieutenants a Lord may have is equal to his level plus his Charisma. As with Minions, taking half or fewer of the maximum amount of Lieutenants increases their capabilities to Tier 3. These lieutenants may not be Force Sensitive.
Exceptional Minions: When the Lord reaches level eleven his Minions’ cumulative experience finally pushes them past the designations of “unskilled” and “inexperienced,”; they are now an elite force, and are considered either Tier 2 or Tier 3 (depending on total number). The Lord’s lieutenants also increase in skill at this point, to Tier 3 and Tier 4 (depending on total number). Additionally the maximum number of minions increases to ten times the sum of (5x the Lord's Charisma stat) and level (treat their Charisma as +1 if it is lower), and the maximum number of his lieutenants increase to one and a half times his level plus one fourth his Presence Stat.
Lord Special Abilities by Level
Lvl5: Expert Defence, Contacts & Allies, Asset Point
Lvl6: Minions
Lvl7: Influence, Asset Point
Lv8: Twister of Thoughts
Lvl9: Skilled Lieutenants, Asset Point
Lvl10: Influence
Lvl11: Exceptional Minions, Asset Point
Lvl12: Influence
Lord Proficiency Points
C: 6, 9, 12
S: 5, 7, 9, 11, 12
P: 6, 9, 11
F: 5, 6, 8, 9, 11
Progression bonuses: On every level up, Sith Lords 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 10 + Spirit Modifier.
Special Abilities:
Expert Defence: Sith Lords are relentless in their pursuit of greater power, and push themselves to even greater lengths to achieve it. On entering their Advanced Path, Sith Lords receive a +4 Path bonus to their Will Save and a +2 Path bonus to their Reflex Save.
Assets: Social connections and secure assets are of vital use to a Sith Lord and, unlike other Paths, they put continuing emphasis on these Assets. Every odd numbered level (from five to eleven) a Sith Lord gains a Rank in the Asset of their choice (excluding Unnatural Ability). Upon first entering the Path, a Lord receives two additional Asset points.
Contacts & Allies: A Sith Lord's defining feature, that which separates them from the other Dark Paths, is the cultivation of shadowy networks. This ability, gained at level five, grants access to a unique Asset with two functions: Contacts and Allies. Each individual Rank of this Asset represents one contact and one ally, and the overall Asset Ranks determine the quality of these contacts and allies. Each Contact represents a single organization or group in which the Sith Lord has one or more information sources. The number of Ranks in Contacts determines how deeply placed one's information sources are, with each Rank being equivalent to a Rank of Status in the organization for the purposes of information gathering only. Allies are either small groups or single individuals that are willing to come to the Sith Lord's aid when called upon. The Ranks possessed represent how far the Ally is willing to go in their assistance. Rank one Allies will only offer aid which is within their routine functions. Two Rank Allies will comply with nearly all reasonable requests. Three Rank allies offer significant but short-term assistance. While a Rank four Ally would commit to a long-term, costly endeavor to aid the Sith Lord. Contacts and Allies may overlap if desired. Additional Contacts & Allies can be purchased beyond the fourth Rank, which provides another contact and ally but does not increase the quality in anyway beyond Rank 4. When this ability is initially gained the Sith Lord receives a free Rank in the Contacts & Allies Asset.
Minions: As the Lord’s reputation grows he begins to attract minions who either side with in the hopes that some of his profits will trickle down to them or out of great respect for the Lord himself. These minions are of minimal ability and are considered either Tier 1 or Tier 2 Followers. The total number of minions a Lord may have is determined by adding 5*Charisma to his level and multiplying the result by five; treat their Charisma as +1 if it is lower. Should the Lord opt to take less than his maximum allowable number of minions then the minions increase in skill; if the total number of minions is less than half of the Lord's maximum total than they are considered Tier 2, otherwise they are considered Tier 1. These minions may not be Force Sensitive. The Minions ability is gained at level six.
Influence: Starting at level seven a Sith Lord begins to spread a web of insidious control across the Galaxy. Influence is a special Asset only available once this ability is gained, similarly to Contacts and Allies. Influence represents control over an organization, and the Asset may be taken multiple times, each for a different group under the Sith Lord's control. A maximum of four Ranks of Influence can be taken in a single organization, though some smaller organizations may require fewer then three Ranks for the Sith Lord to hold complete control. At level seven a Lord receives two free Influence Ranks, at level ten three free Ranks and, at level twelve, four free Ranks. Free Ranks may be allocated all to one Influence or spread between multiple ones.
Twister of Thoughts: At eighth level the Lord gains a unique ability that allows him to alter the philosophic beliefs of others. In order for this ability to work, the Lord must engage s target in at least an hour of philosophic debate (the target needn’t be willing, this power works just as well on a prisoner as it does on a dinner date). If the target is not Force-sensitive then the power automatically succeeds, if the target is Force-sensitive then the power only works if the target is either lower level or has a lower spirit stat. If successful the target finds themselves agreeing with the Lord’s beliefs. This does not manifest as a uncontrollable urge to ally or agree with the Lord but rather a persistent, creeping feeling that the Lord may be right. Anyone who has two or more Ranks in the Knowledge (Sith Lore) Skill is immune to this power; they know the Lord’s tricks too well. Furthermore, this piercing psychological insight allows the Lord to take Advantage on an Intimidate, Bluff, Sense Motive or Diplomacy check against the target; the Lord must take a short or long rest before taking this Advantage against the same target again. Characters immune to the first effect of Twister of Thoughts are not immune to this bonus effect.
Skilled Lieutenants: When a Sith Lord reaches level nine, they begin to attract truly skilled individuals to their service. This handful of Tier 2 followers lead the more motley minions that the Lord acquired at level seven. The maximum amount of Lieutenants a Lord may have is equal to his level plus his Charisma. As with Minions, taking half or fewer of the maximum amount of Lieutenants increases their capabilities to Tier 3. These lieutenants may not be Force Sensitive.
Exceptional Minions: When the Lord reaches level eleven his Minions’ cumulative experience finally pushes them past the designations of “unskilled” and “inexperienced,”; they are now an elite force, and are considered either Tier 2 or Tier 3 (depending on total number). The Lord’s lieutenants also increase in skill at this point, to Tier 3 and Tier 4 (depending on total number). Additionally the maximum number of minions increases to ten times the sum of (5x the Lord's Charisma stat) and level (treat their Charisma as +1 if it is lower), and the maximum number of his lieutenants increase to one and a half times his level plus one fourth his Presence Stat.
Lord Special Abilities by Level
Lvl5: Expert Defence, Contacts & Allies, Asset Point
Lvl6: Minions
Lvl7: Influence, Asset Point
Lv8: Twister of Thoughts
Lvl9: Skilled Lieutenants, Asset Point
Lvl10: Influence
Lvl11: Exceptional Minions, Asset Point
Lvl12: Influence
Lord Proficiency Points
C: 6, 9, 12
S: 5, 7, 9, 11, 12
P: 6, 9, 11
F: 5, 6, 8, 9, 11