Post by Darth Kairos on Mar 10, 2019 13:57:35 GMT
Masters of the battlefield, the Sith Marauders are the martial arm of the Sith. They bring the enemies of the Sith to their knees through martial prowess augmented by the Force. In all the Brotherhood there are none more skilled in the art of combat than the Marauders. The Sith were born in battle. The Hundred Year Darkness was their womb and those Dark Jedi who fought on the front lines were forever marked by their Order’s bloody birth. Only slightly younger than the Dark Path of Sith Lord, the Marauders have always been there to bring death to the Sith’s enemies on the field of battle. In the time of the Ancient Sith Empire, the Marauders led the Empire’s Massassi warriors in combat thus establishing themselves not only as warriors but also as brilliant squad leaders. Though the institution of the Rule of Two caused the Path of the Marauder to languish, the establishment of the New Sith Brotherhood has sparked the creation of a new generation of Marauders. Now the warriors of the Sith stand ready to face off against any who would deny the Sith’s manifest destiny of Galactic rule.
HP/Force Well Progression: On every level up, Sith Marauders gain 1d12 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 6 + Spirit Modifier.
Special Abilities:
Expert Defence: Countless hours on the battlefield and more injuries than they can recall have permanently sharpened a Marauder's defences. On entering their Advanced Path, Sith Marauders gain a +3 Path bonus to their Reflex Save and their Fortitude Save.
Jedi Hunter, Killer, and Slayer: The Marauder is specially trained to fight the Sith’s ancient enemy, the Jedi. At level five the Marauder is known as a Jedi Hunter and receives a +5 to his attack roll when the opponent he is facing follows the is a member of the Jedi Order. At level eight he becomes a Jedi Killer and the critical hit range of his current weapon is increased by one when facing Jedi opponents. Finally, at level eleven, the Marauder becomes a Jedi Slayer, and rolls two additional dice of damage when facing a Jedi opponent.
Action Surge: Few can match a Sith Marauder's conditioning and enthusiasm for combat. Starting at level six, a Sith Marauder may choose to take one additional action on their turn, which cannot be a Full Round action. After this ability is used, the Marauder must complete a short or long rest before using it again.
Piercing Strike: The Marauder's body is a weapon as much as any sword he wields. At ninth level, whenever the Marauder's unarmed damage exceeds his target's Soak the damage he may ignore half of his opponent's Soak score when calculating that damage.
Expert Soldier: At ninth level the Marauder chooses a specific type of military unit that he has been trained to be part of. When fighting in this sort of group he fights more effectively than normal and gains multiple benefits. First, whenever he attempts to use the Aid Another action to aid another member of this military unit the attempt automatically succeeds; the same applies for his allies. Second, the Marauder may choose to swap his Initiative score with one of his allies at the beginning of combat. Lastly, he receives a +5 bonus to his attack check. A few examples of possible unit types for this ability include:
Standard Infantry
Scout Infantry
Terrain-specialized Infantry (pick one kind of terrain the squad specializes in)
Cavalry (Bonus instead goes to Ride Skill checks)
Mechanized (Bonus instead goes to Pilot Skill checks)
Starfighters (Bonus instead goes to Pilot Skill checks)
Promise of Violence: Marauders quickly learn to play to their strengths in combat, and at level ten they apply this principle to diplomacy as well. This ability allows a Marauder to take advantage on any Intimidate check, and they may further use the higher of their Strength or Presence modifier on Intimidation rolls. This only scratches the surface of a Marauder's threatening nature, however; a Marauder may select a target in combat and declare an Intimidation check as a free action, opposed by the target's Will Save. Should it succeed, the target is overcome by fear and their Initiative is set to 0 for the remainder of the combat encounter. The target's level must be lower than the Marauder's for this ability to take effect and a short or long rest must be taken before using this effect again.
Expert Squad Leader: Stories of the Marauder’s exploits have attracted a band of fighters to his service. These warriors are of the same type as denoted by the Marauder’s Expert Soldier ability and are equipped fully for their role. These followers are Tier 2 and a Marauder has a number of them equal to the Marauder's Presence Bonus + Proficiency Modifier.
Marauder Special Abilities by level
Lvl5: Expert Defence, Jedi Hunter
Lvl6: Action Surge
Lvl7: Piercing Strike
Lvl8: Jedi Killer
Lvl9: Expert Soldier
Lvl10: Promise of Violence
Lvl11: Jedi Slayer
Lvl12: Expert Squad Leader
Marauder Proficiency Points
C: 5, 6, 8, 9, 11, 12
S: 5, 7, 10
P: 5, 6, 11, 12
F: 7, 9, 12
HP/Force Well Progression: On every level up, Sith Marauders gain 1d12 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 6 + Spirit Modifier.
Special Abilities:
Expert Defence: Countless hours on the battlefield and more injuries than they can recall have permanently sharpened a Marauder's defences. On entering their Advanced Path, Sith Marauders gain a +3 Path bonus to their Reflex Save and their Fortitude Save.
Jedi Hunter, Killer, and Slayer: The Marauder is specially trained to fight the Sith’s ancient enemy, the Jedi. At level five the Marauder is known as a Jedi Hunter and receives a +5 to his attack roll when the opponent he is facing follows the is a member of the Jedi Order. At level eight he becomes a Jedi Killer and the critical hit range of his current weapon is increased by one when facing Jedi opponents. Finally, at level eleven, the Marauder becomes a Jedi Slayer, and rolls two additional dice of damage when facing a Jedi opponent.
Action Surge: Few can match a Sith Marauder's conditioning and enthusiasm for combat. Starting at level six, a Sith Marauder may choose to take one additional action on their turn, which cannot be a Full Round action. After this ability is used, the Marauder must complete a short or long rest before using it again.
Piercing Strike: The Marauder's body is a weapon as much as any sword he wields. At ninth level, whenever the Marauder's unarmed damage exceeds his target's Soak the damage he may ignore half of his opponent's Soak score when calculating that damage.
Expert Soldier: At ninth level the Marauder chooses a specific type of military unit that he has been trained to be part of. When fighting in this sort of group he fights more effectively than normal and gains multiple benefits. First, whenever he attempts to use the Aid Another action to aid another member of this military unit the attempt automatically succeeds; the same applies for his allies. Second, the Marauder may choose to swap his Initiative score with one of his allies at the beginning of combat. Lastly, he receives a +5 bonus to his attack check. A few examples of possible unit types for this ability include:
Standard Infantry
Scout Infantry
Terrain-specialized Infantry (pick one kind of terrain the squad specializes in)
Cavalry (Bonus instead goes to Ride Skill checks)
Mechanized (Bonus instead goes to Pilot Skill checks)
Starfighters (Bonus instead goes to Pilot Skill checks)
Promise of Violence: Marauders quickly learn to play to their strengths in combat, and at level ten they apply this principle to diplomacy as well. This ability allows a Marauder to take advantage on any Intimidate check, and they may further use the higher of their Strength or Presence modifier on Intimidation rolls. This only scratches the surface of a Marauder's threatening nature, however; a Marauder may select a target in combat and declare an Intimidation check as a free action, opposed by the target's Will Save. Should it succeed, the target is overcome by fear and their Initiative is set to 0 for the remainder of the combat encounter. The target's level must be lower than the Marauder's for this ability to take effect and a short or long rest must be taken before using this effect again.
Expert Squad Leader: Stories of the Marauder’s exploits have attracted a band of fighters to his service. These warriors are of the same type as denoted by the Marauder’s Expert Soldier ability and are equipped fully for their role. These followers are Tier 2 and a Marauder has a number of them equal to the Marauder's Presence Bonus + Proficiency Modifier.
Marauder Special Abilities by level
Lvl5: Expert Defence, Jedi Hunter
Lvl6: Action Surge
Lvl7: Piercing Strike
Lvl8: Jedi Killer
Lvl9: Expert Soldier
Lvl10: Promise of Violence
Lvl11: Jedi Slayer
Lvl12: Expert Squad Leader
Marauder Proficiency Points
C: 5, 6, 8, 9, 11, 12
S: 5, 7, 10
P: 5, 6, 11, 12
F: 7, 9, 12