Post by Darth Kairos on Mar 10, 2019 14:02:51 GMT
Sith Alchemist:
All Acolytes of skill, and even a few non-Acolytes, eventually learn the ancient art of Sith Alchemy but few can truly say that they have mastered it. Mastery of Alchemy, however, is the very goal of an elite sub-set of Acolytes known, appropriately enough, as Sith Alchemists. These individuals push the limits of what Alchemy can do in the quest for the ultimate essence of physical existence. The reasons for taking up this quest are myriad, some desire power, some seek transcendence but all turn to Alchemy as the methodology. The Alchemists birth occurred at roughly the same time as Sith Alchemy itself for not long after it was developed many Sith became obsessed with it. After the fall of the Ancient Sith Empire the number of Alchemists thinned but never truly died out. It seems that Alchemy will never want for devotees.
Philosopher’s Stone: The outwards most sign of an Alchemist’s power is a small talisman called a Philosopher’s Stone. Sometimes worn in a ring or necklace and other times simply held, the Stone is a great amplifier of the Alchemist’s power. At level thirteen an Alchemist creates his Philosopher’s Stone. Its power allows her to use any Tier 3 Sorcery or lower untrained with a Proficiency Modifier of 1.
Homunculus Master: Of all the creatures created by Alchemists, the Leviathan is easily the most known and the most feared. At level fourteen, an Alchemist learns the secrets of creating such terrible creatures. No matter how powerful an Alchemist becomes, however, he can never control more than one Leviathan. The Leviathan does not count against the Alchemist's maximum number of Sith Spawn, but requires 10,000 credits to acquire the materials to create and can only be made from a Colossal-sized creature. Leviathans are terrible and varied creatures; consult a moderator for their precise stats. Her maximum number of Sith Spawn is also drastically increased as her Alchemic abilities approach their zenith; an Alchemist may now have a maximum number of creatures under her control equal to her level, plus her Proficiency and Intellect Modifiers, plus her Spirit Stat.
Greater Philosopher’s Stone: By level fifteen, an Alchemist has become so in tune with her Philosopher’s Stone that its power is overwhelming. A Greater Philosopher’s Stone allows the Alchemist to use any Force Power untrained with a Proficiency Modifier of 1. Additionally, the Alchemist can now use her Philosopher's Stone as a Force Talisman; see the Dark Force Adept Basic Path for more details.
Elixir of Life: The pinnacle of the Great Work is the creation of an Elixir of Life. Once imbibed, the Elixir causes the Alchemist to cease aging, makes her immune to disease and poison and ensures she will never die of old age. Sufficient damage will still end the Alchemist’s life, however. An Alchemist’s Elixir may grant her immortality but it will instantly kill any other who drinks it. The Alchemist concocts their Elixir at level 16.
Level Special Abilities
13 Philosopher’s Stone
14 Homunculus Master
15 Greater Philosopher’s Stone
16 Elixir of Life
Proficiency Points:
C: 14, 16
S: 13, 14, 15
P: 13, 15
F: 13, 14, 16
Sith Necromancer:
The ancient and terrible practice of Sith Necromancy has always attracted those hungry for power and forbidden knowledge. These power hungry souls take their beliefs from Darth Andeddu, seeing the dead as nothing more than tools. Such individuals are the stereotypical Necromancers. Some Necromancers, however, follow an older view. Taking their cue from the Kissai priests who pioneered Necromancy, they treat the dead with great reverence and show the greatest respect towards their creations.
Lord of the Dead: True Necromancers cast aside the veil between this world and refuse to bind themselves with the rules that constrain other Sorcerers. Starting at level 13, a Necromancer can choose whether his Spells create zombies or ghouls. If the Necromancer chooses to create zombies with a Spell that would normally create ghouls, the number of minions he gains is doubled. If he instead chooses to use a zombie-raising Spell to raise ghouls, he raises half the normal number of minions (round down). Additionally, he may command a great many more undead than other Acolytes; his maximum number of undead increases to equal twice his level plus his Spirit Stat.
Master of the Shroud: As a Necromancer grows in power he learns to twist nature along different pathways to traditional Necromancy. Starting at level 14, the Necromancer automatically learn two wholly unique Spells that allow him to summon ghostly apparitions to do his bidding.
Tomb Guard: The ancient Necromancers created specific types of undead to guard the tombs of Korriban. These were the first Tomb Guardians. At level fifteen a Sith Necromancer learns how to create such tomb guardians. Tomb Guardians are skeletal creatures that have three Ranks in whatever weapon they are created holding and are able to use any armor they are created wearing. Tomb Guardians are notably more intelligent than zombies and wraiths but are still fairly simple minded. But the true power of the arcane knowledge the Necromancer unlocks is the creation of a Tomb Prince. In the Ancient Sith Empire, Dark Lords were often entombed with their foremost martial champion alongside them. These champions, known as Tomb Princes, at first filled a solely ceremonial role but, in time, the Sith Necromancers learned to turn them into exceptionally powerful Tomb Guardians. Tomb Princes have four Ranks and the Weapon Focus Perk in the weapon they are created holding and are proficient in the armour they are created wearing. Tomb Princes are fully intelligent, possessing the personality of the person they were before their death though they are compelled to obey their master. A Necromancer may only ever have one Tomb Prince at a time under his command.
Tomb Guardians and are created using a 10 minute 4th Tier Spell with a DC25 Spell check requiring V, S, M (bone dust). Tomb Guardians do not count against the Necromancer's usual total and are permanent, but are bound to one location on a planet (such as a temple). A Necromancer may not have more than his level in Tomb Guardians. The Tomb Prince using a 8 hour ceremony 6th Tier Spell with a DC35 Spell check requiring V, S, M (one litre of the Necromancer's blood) and is similarly bound. Stats for the Tomb Guardians and Tomb Prince are below.
Undead Apotheosis: At level sixteen a Sith Necromancer achieves the pinnacle of his art. After performing a dark ceremony and poisoning himself fatally, the Necromancer arises as an immortal undead sorcerer. No DC is required for this ceremony, but it is irreversible. The Necromancer need no longer eat nor sleep, is immune to disease and poison and will never die of old age or internal organ failure. The Necromancer’s body decays over time, however, and most have themselves mummified in some fashion after undergoing the transformation to avoid the worst of the decay. The Necromancer can still be destroyed with sufficient damage, however. Further, while the Necromancer may never be rendered unconscious he instead suffers an additional 1d8 unsoakable necrotic damage in any situation where he would normally be rendered unconscious.
Level Special Abilities
13 Lord of the Dead
14 Master of the Shroud
15 Tomb Guard
16 Undead Apotheosis
Proficiency Points:
C: 14
S: 13, 14, 15
P: 13, 15
F: 13, 14, 15, 16
Sith Lore Master:
Some, seeing how the Sith and Jedi Weapon Masters are highly similar, assume the Sith and Jedi Lore Masters also use alike methodologies. Nothing could be further from the truth. Though the Sith Lore Master does utilize similar scholarly techniques as his Jedi counter part at times, a Sith Lore Master’s primary interest is the Drain Knowledge Force Power. The ultimate form of forbidden knowledge, the Drain Knowledge Power allows the Lore Master a quick and easy path to unlimited understanding. In the hands of a true Lore Master, Drain Knowledge displays uses that would normally be unthinkable. Unlike other Master Paths, that of the Sith Lore Master has a known and confirmed founder. In the Ancient Sith Empire an Acolyte named Lothar first pioneered the techniques of Drain Knowledge that now define the Lore Master Path. Offering his services out of his fortress on Korriban which he dubbed the Bones of the Night, he offered the ill-gotten knowledge he possessed to those who were willing to pay his exorbitant fees. In time Lothar took on students and the Lore Masters have stalked the Galaxy ever since.
Hunger for Knowledge: As can be expected, a Sith Lore Master’s specialization in Drain Knowledge allows them to use the power in ways other find impossible. Starting at level thirteen, the Lore Master's ranks in Drain Knowledge are automatically set to maximum and he receives the Force Power Focus: Drain Knowledge if he does not already possess them. Further, a Lore Master may drain multiple targets with a single use of Drain Knowledge. Lastly, the Lore Master may optionally choose to damage an enemy's psyche on a successful Drain Knowledge such that they move up to 2 steps down the condition track.
Puppet Master: As a Lore Master increases in power he learns techniques with his favored Force Power that expand its purpose significantly. Perhaps the most terrifying of these is the transformation of others into mindless puppets. Beginning at level fourteen, anyone weak-willed enough to have all their knowledge drained by the Lore Master become a mindless slave to him; to do this they must be brought to Unconscious by the Lore Master's usage of Drain Knowledge. These puppets can perform simple tasks and enter into combat but can only use the simplest of Skills untrained, cannot use Force Powers and cannot communicate in any fashion. A puppet does nothing of its own accord, even eating and sleeping, unless its Lore Master commands it. A Lore Master may have a number of puppets at a time equal to his Spirit Stat.
Phantasm: At level fifteen, the Sith Lore Master gains an ability that truly opens up new avenues to knowledge: possession. Once a Lore Master has turned someone into a puppet, he may posses that puppet by making a DC15 Spirit check. The Lore Master’s body lies inert during the possession and if it perishes the Lore Master and his current puppet body die. This possession can last a maximum number of hours equal to his level plus his Spirit Stat. Once this time is up the Lore Master is forced back into his own body. Alternatively the Lore Master may return to his body before this time is up if he wishes. If the possessed body is killed while the Lore Master is within it then he is forced back into his body and remains unconscious for a time equal to his maximum possession length. At this stage the Lore Master's Puppetry skills also improve significantly and he gains a subtle variant of the previously learned technique. Programming this ability allows a Lore Master to subtly alter the behavior and memories of others. After using Drain Knowledge on a helpless victim, the Lore Master may reprogram the victim’s mind in any way he pleases. This may be as simple as removing all memory of the draining and programming in a subconscious command or it can be a complete overhaul of the victims personality and memories. In the latter case, Lore Masters often seek the aid of surgeons or an Alchemist to apply a more appropriate appearance to their…creation.
Soul Parasite: At level sixteen, a Sith Lore Master overcomes the previous limitations of his ability to possess. There is no longer a time limit on a Lore Master’s possession and he no longer dies if his original body is destroyed while he possesses another. However, a Lore Master may only survive being slain while in a puppet body if his original body still exists. If the Lore Master fails to jump to another puppet before dieing and his original body no longer lives then he passes into Chaos. A Lore Master may live forever using this technique provided he is clever and careful.
Level Special Abilities
13 Hunger for Knowledge
14 Puppet Master
15 Phantasm
16 Soul Parasite
Proficiency Points:
C: 16
S: 13, 14, 15, 16
P: 13
F: 13, 14, 15, 16
All Acolytes of skill, and even a few non-Acolytes, eventually learn the ancient art of Sith Alchemy but few can truly say that they have mastered it. Mastery of Alchemy, however, is the very goal of an elite sub-set of Acolytes known, appropriately enough, as Sith Alchemists. These individuals push the limits of what Alchemy can do in the quest for the ultimate essence of physical existence. The reasons for taking up this quest are myriad, some desire power, some seek transcendence but all turn to Alchemy as the methodology. The Alchemists birth occurred at roughly the same time as Sith Alchemy itself for not long after it was developed many Sith became obsessed with it. After the fall of the Ancient Sith Empire the number of Alchemists thinned but never truly died out. It seems that Alchemy will never want for devotees.
Philosopher’s Stone: The outwards most sign of an Alchemist’s power is a small talisman called a Philosopher’s Stone. Sometimes worn in a ring or necklace and other times simply held, the Stone is a great amplifier of the Alchemist’s power. At level thirteen an Alchemist creates his Philosopher’s Stone. Its power allows her to use any Tier 3 Sorcery or lower untrained with a Proficiency Modifier of 1.
Homunculus Master: Of all the creatures created by Alchemists, the Leviathan is easily the most known and the most feared. At level fourteen, an Alchemist learns the secrets of creating such terrible creatures. No matter how powerful an Alchemist becomes, however, he can never control more than one Leviathan. The Leviathan does not count against the Alchemist's maximum number of Sith Spawn, but requires 10,000 credits to acquire the materials to create and can only be made from a Colossal-sized creature. Leviathans are terrible and varied creatures; consult a moderator for their precise stats. Her maximum number of Sith Spawn is also drastically increased as her Alchemic abilities approach their zenith; an Alchemist may now have a maximum number of creatures under her control equal to her level, plus her Proficiency and Intellect Modifiers, plus her Spirit Stat.
Greater Philosopher’s Stone: By level fifteen, an Alchemist has become so in tune with her Philosopher’s Stone that its power is overwhelming. A Greater Philosopher’s Stone allows the Alchemist to use any Force Power untrained with a Proficiency Modifier of 1. Additionally, the Alchemist can now use her Philosopher's Stone as a Force Talisman; see the Dark Force Adept Basic Path for more details.
Elixir of Life: The pinnacle of the Great Work is the creation of an Elixir of Life. Once imbibed, the Elixir causes the Alchemist to cease aging, makes her immune to disease and poison and ensures she will never die of old age. Sufficient damage will still end the Alchemist’s life, however. An Alchemist’s Elixir may grant her immortality but it will instantly kill any other who drinks it. The Alchemist concocts their Elixir at level 16.
Level Special Abilities
13 Philosopher’s Stone
14 Homunculus Master
15 Greater Philosopher’s Stone
16 Elixir of Life
Proficiency Points:
C: 14, 16
S: 13, 14, 15
P: 13, 15
F: 13, 14, 16
Sith Necromancer:
The ancient and terrible practice of Sith Necromancy has always attracted those hungry for power and forbidden knowledge. These power hungry souls take their beliefs from Darth Andeddu, seeing the dead as nothing more than tools. Such individuals are the stereotypical Necromancers. Some Necromancers, however, follow an older view. Taking their cue from the Kissai priests who pioneered Necromancy, they treat the dead with great reverence and show the greatest respect towards their creations.
Lord of the Dead: True Necromancers cast aside the veil between this world and refuse to bind themselves with the rules that constrain other Sorcerers. Starting at level 13, a Necromancer can choose whether his Spells create zombies or ghouls. If the Necromancer chooses to create zombies with a Spell that would normally create ghouls, the number of minions he gains is doubled. If he instead chooses to use a zombie-raising Spell to raise ghouls, he raises half the normal number of minions (round down). Additionally, he may command a great many more undead than other Acolytes; his maximum number of undead increases to equal twice his level plus his Spirit Stat.
Master of the Shroud: As a Necromancer grows in power he learns to twist nature along different pathways to traditional Necromancy. Starting at level 14, the Necromancer automatically learn two wholly unique Spells that allow him to summon ghostly apparitions to do his bidding.
Tomb Guard: The ancient Necromancers created specific types of undead to guard the tombs of Korriban. These were the first Tomb Guardians. At level fifteen a Sith Necromancer learns how to create such tomb guardians. Tomb Guardians are skeletal creatures that have three Ranks in whatever weapon they are created holding and are able to use any armor they are created wearing. Tomb Guardians are notably more intelligent than zombies and wraiths but are still fairly simple minded. But the true power of the arcane knowledge the Necromancer unlocks is the creation of a Tomb Prince. In the Ancient Sith Empire, Dark Lords were often entombed with their foremost martial champion alongside them. These champions, known as Tomb Princes, at first filled a solely ceremonial role but, in time, the Sith Necromancers learned to turn them into exceptionally powerful Tomb Guardians. Tomb Princes have four Ranks and the Weapon Focus Perk in the weapon they are created holding and are proficient in the armour they are created wearing. Tomb Princes are fully intelligent, possessing the personality of the person they were before their death though they are compelled to obey their master. A Necromancer may only ever have one Tomb Prince at a time under his command.
Tomb Guardians and are created using a 10 minute 4th Tier Spell with a DC25 Spell check requiring V, S, M (bone dust). Tomb Guardians do not count against the Necromancer's usual total and are permanent, but are bound to one location on a planet (such as a temple). A Necromancer may not have more than his level in Tomb Guardians. The Tomb Prince using a 8 hour ceremony 6th Tier Spell with a DC35 Spell check requiring V, S, M (one litre of the Necromancer's blood) and is similarly bound. Stats for the Tomb Guardians and Tomb Prince are below.
Undead Apotheosis: At level sixteen a Sith Necromancer achieves the pinnacle of his art. After performing a dark ceremony and poisoning himself fatally, the Necromancer arises as an immortal undead sorcerer. No DC is required for this ceremony, but it is irreversible. The Necromancer need no longer eat nor sleep, is immune to disease and poison and will never die of old age or internal organ failure. The Necromancer’s body decays over time, however, and most have themselves mummified in some fashion after undergoing the transformation to avoid the worst of the decay. The Necromancer can still be destroyed with sufficient damage, however. Further, while the Necromancer may never be rendered unconscious he instead suffers an additional 1d8 unsoakable necrotic damage in any situation where he would normally be rendered unconscious.
Level Special Abilities
13 Lord of the Dead
14 Master of the Shroud
15 Tomb Guard
16 Undead Apotheosis
Proficiency Points:
C: 14
S: 13, 14, 15
P: 13, 15
F: 13, 14, 15, 16
Tomb Guardians (CL4)
Initiative: +8; Senses: Perception: +4
Languages: Basic
Defenses
Reflex Defense: 18 (Flat-Footed: 17), Fortitude Defense: 20, Will Defense: 17;
Soak: 0
Hit Points: 50, Damage Threshold: 25
Speed: 9m (6 Squares)
Attack Bonus: +4
Core Stats: Strength 14, Dexterity 12, Constitution 14, Intelligence 5, Charisma -, Wisdom 10
Perks: Power Attack, Rapid Strike
Skills: Endurance +9, Initiative +8
Tomb Prince (CL8)
Initiative: +19; Senses: Perception: +18
Languages: Basic
Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 21, Will Defense: 20
Soak: Depends on armor
Hit Points: 79, Damage Threshold: 21
Speed: 9m (6 Squares)
Base Attack Bonus: +10
Abilities: Strength 14, Dexterity 14, Constitution 15, Intelligence 10, Charisma 10, Spirit 12
Perks: Power Attack I, Cleave, Shake It Off, Mind Over Matter, Toughness, Rapid Strike
Skills: Sense Motive +4
Initiative: +8; Senses: Perception: +4
Languages: Basic
Defenses
Reflex Defense: 18 (Flat-Footed: 17), Fortitude Defense: 20, Will Defense: 17;
Soak: 0
Hit Points: 50, Damage Threshold: 25
Speed: 9m (6 Squares)
Attack Bonus: +4
Core Stats: Strength 14, Dexterity 12, Constitution 14, Intelligence 5, Charisma -, Wisdom 10
Perks: Power Attack, Rapid Strike
Skills: Endurance +9, Initiative +8
Tomb Prince (CL8)
Initiative: +19; Senses: Perception: +18
Languages: Basic
Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 21, Will Defense: 20
Soak: Depends on armor
Hit Points: 79, Damage Threshold: 21
Speed: 9m (6 Squares)
Base Attack Bonus: +10
Abilities: Strength 14, Dexterity 14, Constitution 15, Intelligence 10, Charisma 10, Spirit 12
Perks: Power Attack I, Cleave, Shake It Off, Mind Over Matter, Toughness, Rapid Strike
Skills: Sense Motive +4
Sith Lore Master:
Some, seeing how the Sith and Jedi Weapon Masters are highly similar, assume the Sith and Jedi Lore Masters also use alike methodologies. Nothing could be further from the truth. Though the Sith Lore Master does utilize similar scholarly techniques as his Jedi counter part at times, a Sith Lore Master’s primary interest is the Drain Knowledge Force Power. The ultimate form of forbidden knowledge, the Drain Knowledge Power allows the Lore Master a quick and easy path to unlimited understanding. In the hands of a true Lore Master, Drain Knowledge displays uses that would normally be unthinkable. Unlike other Master Paths, that of the Sith Lore Master has a known and confirmed founder. In the Ancient Sith Empire an Acolyte named Lothar first pioneered the techniques of Drain Knowledge that now define the Lore Master Path. Offering his services out of his fortress on Korriban which he dubbed the Bones of the Night, he offered the ill-gotten knowledge he possessed to those who were willing to pay his exorbitant fees. In time Lothar took on students and the Lore Masters have stalked the Galaxy ever since.
Hunger for Knowledge: As can be expected, a Sith Lore Master’s specialization in Drain Knowledge allows them to use the power in ways other find impossible. Starting at level thirteen, the Lore Master's ranks in Drain Knowledge are automatically set to maximum and he receives the Force Power Focus: Drain Knowledge if he does not already possess them. Further, a Lore Master may drain multiple targets with a single use of Drain Knowledge. Lastly, the Lore Master may optionally choose to damage an enemy's psyche on a successful Drain Knowledge such that they move up to 2 steps down the condition track.
Puppet Master: As a Lore Master increases in power he learns techniques with his favored Force Power that expand its purpose significantly. Perhaps the most terrifying of these is the transformation of others into mindless puppets. Beginning at level fourteen, anyone weak-willed enough to have all their knowledge drained by the Lore Master become a mindless slave to him; to do this they must be brought to Unconscious by the Lore Master's usage of Drain Knowledge. These puppets can perform simple tasks and enter into combat but can only use the simplest of Skills untrained, cannot use Force Powers and cannot communicate in any fashion. A puppet does nothing of its own accord, even eating and sleeping, unless its Lore Master commands it. A Lore Master may have a number of puppets at a time equal to his Spirit Stat.
Phantasm: At level fifteen, the Sith Lore Master gains an ability that truly opens up new avenues to knowledge: possession. Once a Lore Master has turned someone into a puppet, he may posses that puppet by making a DC15 Spirit check. The Lore Master’s body lies inert during the possession and if it perishes the Lore Master and his current puppet body die. This possession can last a maximum number of hours equal to his level plus his Spirit Stat. Once this time is up the Lore Master is forced back into his own body. Alternatively the Lore Master may return to his body before this time is up if he wishes. If the possessed body is killed while the Lore Master is within it then he is forced back into his body and remains unconscious for a time equal to his maximum possession length. At this stage the Lore Master's Puppetry skills also improve significantly and he gains a subtle variant of the previously learned technique. Programming this ability allows a Lore Master to subtly alter the behavior and memories of others. After using Drain Knowledge on a helpless victim, the Lore Master may reprogram the victim’s mind in any way he pleases. This may be as simple as removing all memory of the draining and programming in a subconscious command or it can be a complete overhaul of the victims personality and memories. In the latter case, Lore Masters often seek the aid of surgeons or an Alchemist to apply a more appropriate appearance to their…creation.
Soul Parasite: At level sixteen, a Sith Lore Master overcomes the previous limitations of his ability to possess. There is no longer a time limit on a Lore Master’s possession and he no longer dies if his original body is destroyed while he possesses another. However, a Lore Master may only survive being slain while in a puppet body if his original body still exists. If the Lore Master fails to jump to another puppet before dieing and his original body no longer lives then he passes into Chaos. A Lore Master may live forever using this technique provided he is clever and careful.
Level Special Abilities
13 Hunger for Knowledge
14 Puppet Master
15 Phantasm
16 Soul Parasite
Proficiency Points:
C: 16
S: 13, 14, 15, 16
P: 13
F: 13, 14, 15, 16