Post by Darth Kairos on Mar 10, 2019 14:06:38 GMT
Sith Warlord:
The Sith were born in war. The Hundred Year Darkness was one of the most brutal conflicts the Galaxy has ever seen and from that conflict was born the Sith Warlords. Warlords focus their energies on becoming master tacticians and military leaders. As the oldest of the Lordly paths, the path of the Warlord has been practiced throughout the vast majority of Sith history. With the instatement of the Rule of Two the path of the Warlord fell into disuse but now that the Sith once again openly stalk the Galaxy the time has returned for the Warlord to lead his armies in glorious conquest.
Special Abilities:
Lord of the Battlefield: As one might expect, out of all Sith Lords, Warlords spend the most time engaged in direct confrontations with the enemies of the Sith, both as a commander and as combatant. Starting at level thirteen, a Warlord gains a bonus Rank in and applies an extra d4 to Force Boons spent on Battle Meditation, Battlemind and Battle Precognition.
Forces: The defining characteristic of a Sith Warlord is their legions of loyal soldiers. At level thirteen, they first gain access to such a following. Forces works as an Asset available only to Warlords, who gain a Rank of it every time they gain a Warlord level, including the first level. Upon gaining Forces a Warlord must select a fleet doctrine which will determine what ships they gain for every Rank of Forces. Ships are classified by the Anaxes War College system, and a table showing these classifications is included at the start of the doctrines. Ships are fully crewed and come with a full compliment of starfighters, transports, etc in their hangars. Additionally, for every Rank of Forces, the Warlord selects two kinds of army divisions they may deploy as ground troops; every Warlord gains the Troopers division for free. A Warlord may deploy into battle as many troops as their fleet can transport.
Fleet Doctrines
Army Divisions
Master Strategist: It is said that a man’s personality is reflected in his work and, for the Warlord, in his stratagems. Gained at level fourteen, this ability allows a Warlord to use the sense motive skill to gain insight into a commander by studying their strategies. The Warlord makes a DC20 Sense Motive check; for every five points above this target the Warlord achieves they learn additional information about their foe, and receive a stacking +2 Insight bonus to skill checks opposing their enemy's tactics and strategies. Additionally, the Warlord receives a bonus rank in the Knowledge (Tactics), Intimidate and Gather Information skills; when applying a Force Boon to Knowledge (Tactics) the Warlord gets an extra d4.
Exceptional Lieutenants: The Warlord’s exceptional abilities often inspire his subordinate officers to greater heights of glory. At level fifteen the Warlord’s lieutenants grow significantly in skill in imitation of their leader (see the Sith Lord Section). One quarter of his maximum total lieutenants (round down if necessary) is considered to be Tier 5; the remainder are considered Tier 4.
Military Dictator: No conqueror lives by military might alone, governance is equally important. At level sixteen, this ability grants two Asset Points that can be used only for Influence, and two more to establish further Contacts and Allies.
Lvl Special Abilities
13 Lord of the Battlefield, Forces
14 Master Strategist
15 Exceptional Lieutenants
16 Military Dictator
Proficiency Points:
C: 13, 16
S: 13, 16
P: 13, 14, 16
F: 13, 15, 16
Sith Architect:
To one not versed in Sith lore the title of Sith Architect sounds rather benign but the title’s apparent innocence hides a deeper darkness, which fits the Sith Architect perfectly. Sith Architect is in fact a term for a Sith Lord who specializes in making puppets of important organizations. The path of the Architect is the newest of refinements to the Lord’s path having originated some time after Darth Bane declared the Rule of Two. With the Rule of Two’s emphasis on secrecy, the paths of the Warlord and Priest-King became impossible to follow due to their overt nature thus necessitating the need for a new type of Lord, one whose power was concealed behind a more public figurehead. Darth Sidious would be the Sith who completed the magnum opus of this path as he established a new Sith Empire that spanned the Galaxy without the citizens ever realizing it was the Sith who ruled them.
Special Abilities:
Assets: While Warlords and Priest-Kings tend to lose focus on the fundamentals of their Advanced Path once they begin their Masterhood, Architects instead expand their proficiency with these fundamentals in the way only a Sith Master can. For every level of Architect, the character gains four Asset points, which may be spent on any Asset (even Influence and Allies & Contacts) except Unnatural Ability.
Shadow Web: Armies march on their stomachs and wallets, nations and religions are led by mortal beings with needs and secrets that can be manipulated; for the Architect it is the subtle power of carefully cultivated webs of influence that ultimately win the day over more overt displays of power. This ability, gained at level thirteen, represents the networks of control which the Sith Architect has spread throughout the galaxy. The first benefit of Shadow Web is that every single Rank in the Resources Asset counts as its own Rank 4 Resources Asset for the Architect. The second is that the Architect gets a Rank 4 Companion, Rank 4 Alternate Identity and a new Ally & Contact for every level in their Master Path. Finally, as the Architects are traditionally fond of collecting and preserving ancient Sith treasures, every other level of Architect, starting at thirteen, you gain either a Rank 4 Artifact or a Rank 4 Exotic Item.
Qey’tek: Though they tend to focus on political acumen, Architects are not without their own mystical inclinations. Force Stealth, though now a universally practiced discipline, originated amongst the Sith under its ancient name of Qey’tek. Over the millennia, Architects have perfected the ancient arts of Qey’tek to a level that even the Sith Assassins can only envy. At level fourteen, an Architect receives a bonus Rank in the Force Stealth Power. They may also take Advantage on any Force Stealth check. And if the Architect has no normal Ranks in Force Stealth/Qey’tek then they may use it untrained. Use of Qey’tek also provides a final, more insidious effect. This aspect of the ability affects individuals who have first seen the Architect while they used Qey’tek and then later see them without the Power (or vice versa). The Architect’s identity is shrouded to those individuals as though through a Rank 4 Disguise Skill check with a Focus and Advantage which cannot be negated, thus making it very difficult for them to realize that the Architect with Qey’tek active is the same person as the Architect with it inactive. Even Force-users and their Powers are subject to this effect. Furthermore, this allows the Architect to henceforth ignore all restrictions on mixing Fame and Alternate Identity.
Deceiver of Fools: Master Demagogues and devious deceivers, there are no beings in the galaxy so practiced at manipulation as are the Sith Architects. Starting at level fifteen, a Sith Architect’s free Advantages from a high Charisma recharge with a short or long rest rather than being usable once per mission. Furthermore, the Architect receives a bonus rank in every Charisma-based Skill (except Perform) and every Spirit-based Skill, as well as Gather Information and Haggle. Any non-Charisma Skill enhanced by Deceiver of Fools becomes eligible for use with Charisma Advantage on a roll, and all Skills enhanced by Deceiver of Fools mabe used untrained even if they normally can’t.. All the Architect’s mind-Influencing Force Powers gain a bonus rank for the Architect and can be used untrained even if they normally can’t. Finally, the Sith Lore and Specialization immunities of those targeted by the Architect for Twister of Thoughts and Dun Moch are removed.
Power behind the Throne: By this point an Architect’s strands of control extend throughout the Galaxy, yet this power continues to grow. This level sixteen ability grants eight Ranks of Influence and two new Allies & Contacts.
Lvl Special Abilities
13 Assets, Shadow Web
14 Qey'tek
15 Deceiver of Fools
16 Power Behind the Throne
C: 14
S: 13, 14, 15, 16
P: 14, 16
F: 13, 15, 16
Sith Priest-King:
The study of the Force has led many to adopt more spiritual lives. This usually results in the scholar leading an ascetic life far away from civilization. But amongst primitive species such individuals are often revered and obeyed, enter the Sith Priest-King. Priest-Kings can trace the history of their path back to the Ancient Sith Empire where the exiled Dark Jedi were worshiped as gods by the native Sith species. Though many Priest-Kings have used their talent for demagoguery to dominate primitive cultures there is a sub-group who prefers to establish cults and heresies amongst civilized species. The path endured for millennia but ultimately fell into disuse due to the Rule of Two’s strict adherence to secrecy. Now, with the Sith once again an overt presence in the Galaxy, the time has come for the Priest-Kings to return to their roles as Supreme Prophets and God-Emperors.
Master of Rituals: While some Sith Lords dabble in Sorcery, the Prist-Kings are distinguished by a talent for these arcane arts that rivals that of the Acolytes. Starting at level thirteen, a Priest-King pays points costs for Sith Sorcery as though they were an Acolyte. Any extra costs previously incurred for buying Sith Sorcery spells as a Lord prior to gaining this ability are refunded, as are the two Asset points for Sorcerer's Ways.
Cultus: Building and maintaining a throng of worshippers is the core of the Priest-King’s Path. Starting at level thirteen, the Priest-King develops such a cult. Upon gaining this ability, a Priest-King chooses one of the Holy Doctrines below, which determines what benefits are given. Cultus functions as an Asset and the Priest-King has a Rank of it for every Priest-King level. Regardless of Holy Doctrine, every Rank of Cultus also acts as a Rank of Resources.
Void Pilgrim Doctrine
1: Receive a Battlecruiser (as defined under Warlord) with a full crew and compliment of starfighters and transports.
2: Gain a number of tier-2 followers equal to the maximum troop transport capacity of your Battlecruiser.
3: Gain 36 sub-corvettes (as defined under Warlord) with pilots.
4: Gain speeder vehicles equal to the Battlecruiser’s capacity, along with pilots for them.
Crusade Doctrine
1: When desired, the Priest-King may call for a crusade. A crusade must have a specific stated cause and a war goal. Crusaders only remain active until the war goal is met, definitive defeat of the crusade is suffered or the Priest-King dismisses them. Upon calling the crusade, the Priest-King rolls a d12, adds their level, adds their Presence then multiplies their result by 10,000; this is the number of tier-1 followers that respond to the call. The crusaders will provide starfighters, armed transports and freighters to transport themselves and engage in space combat.
2: When calling a crusade you also receive one tier-two follower for every ten tier-1 followers. These tier-2 followers will remain active if the crusade war goal involves taking a location as territory, but will only be available as defenders for the location. These tier-2 followers continue in service until the location is lost and do not count against future crusades.
3: Your crusaders now provide speeders and light walkers when going to war, along with the means to transport them through space. Additionally, you now gain one tier-3 follower for every hundred tier-1s in a crusade. These persist in the same manner as tier-2s.
4: Crusades under you command now bring tanks and artillery to bear. Finally, crusades now attract one tier-4 follower for every thousand tier-1s. These persist as tier-2s and 3s.
Ritualism Doctrine
1: Receive a Rank 4 Companion Asset, this companion has four levels of a Basic Path, with the rest in a Class, and is Force-sensitive. Give this Companion the Sith Alchemy Perk and two of its Refinements Perks, along with eight Force Power points and five first-tier Sith Sorcery spells.
2: Receive two more of the companions described above.
3: Receive a Force-sensitive tier-5 follower.
4: Receive a Rank 4 Companion Asset, this companion has four levels of a Basic Path and six levels of Sith Acolyte.
Reclusiarch Doctrine
Priest-Kings that take this doctrine receive a temple which enhances Force Magic spells in profound ways. Every time a new Rank of Cultus is gained choose one of the benefits below. Though presented as numbered for convenience, they may be taken in any order.
1: Alchemic Laboratory; you may take twenty on Living Alchemy checks while within your temple. Gain twenty-four first tier, ten second tier, five third tier and one fourth tier Sith Spawn to defend your temple; they will not usually leave its grounds. These do not count against the maximum Sith Spawn you can control.
2: Necropolis; you may take twenty on Necromancy checks while within your temple. Gain fifty first tier, twenty-five second tier, ten third tier and five fourth tier Revenants to defend your temple; they will not usually leave its grounds. These do not count against the maximum number of Revenants you can control.
3: Malign Altar; so long as they possess at least three grams of a material from a being’s body, the Priest-King does not need to be in range or have line of sight to target the being with Force Powers while the Preist-King is within the temple.
4: Meditation Chamber; so long as they are within the temple, the Priest-King may sustain or maintain concentration on any number of Force Powers without any cost or requirements. Gain two Force-sensitive Rank 4 Companion Assets, with four levels of a Basic Path and six of a Class.
Inquisitorial Doctrine
1: Every Rank of Cultus acts as a Rank of Allies & Contacts and Influence for the Priest-King; gain a Rank 4 Companion that has four levels of a Basic Path with the rest in a Class. This follower can use one type of lightsaber and has two Ranks in Shii-Cho and one in a Lightsaber Form of your choice, in addition to what they normally gain from their Path.
2: Receive two more of the companions described above.
3: Receive a Force-sensitive tier-5 follower.
5: Receive a Rank 4 Companion Asset, this companion has four levels of a Basic Path and six levels of either Sith Assassin or Sith Marauder.
Patron Spirit: While the kingly aspects of this Path manifest in Cultus, the priestly are most emphasized in the seeking of a Patron Spirit. For aeons the Priest-Kings have sought the patronage of powerful entities from the Beyond; some the ascended lords and heroes of old…others more alien. At level fourteen, a Priest-King seeks out such a patron, and receives one of the benefits listed below, depending on the specific spirit chosen. Potential patrons are divided into three groups: the Princes of Chaos, the Sleeping Kings and the Old Gods. The Princes are those Dark Lords and Sith Masters whose arcane insight was sufficient that they found spiritual immortality in Chaos, the part of the Force Netherworld where the Dark Side is strongest. The Sleeping Kings are monarchs and heroes of the Red Sith species, interred in the ancient Valley of Sleeping Kings in Golg, where they were worshipped by their descendents for generations. The Old Gods, unlike the others, were never mortal beings, and are the divinities once worshiped by the Sith species in its earliest days; though not the center of Red Sith religious life for millennia now, the Old Gods are still said to influence the galaxy from their home in darkest Ilathurion.
However, a Priest-King’s patron is not just an occult goody dispenser; the choice of a patron will heavily impact a Priest-King’s life. The Patron will send visions, assign quests, make demands, impose taboos, require regular ritual appeasement, use the Priest-King as a pawn in rivalries with other spirits and otherwise act in such a way as to routinely create plotlines for the player around these interactions.
Princes of Chaos
Exar Kun: Declare a boast then make a Diplomacy, Bluff or Intimidate check against the highest non-allied Will Save present as a free action. If successful, immediately take a check related to your boast with Advantage, all other normal rules apply. This ability recharges after a short or long rest.
Ajunta Pall: Only Priest-Kings with the Void Pilgrim Doctrine may select Ajunta Pall as a Patron. Add four cruisers, five frigates and six corvettes to your fleet. Additionally, you gain a bonus Rank in and add an extra d4 when applying a Force Boon to Battle Meditation.
Marka Ragnos: Force Boons spent on Sith Sword attacks get an extra d4; gain a bonus Rank in Sith Swords.
Naga Sadow: Increase your Sith Spawn cap by half your level.
Tulak Hord: Force Boons spent on lightsaber attacks get an extra d4.
Belia Darzu: The Priest-King may apply Dark Armor Refinements to their Sith Spawns’ hides and Sith Sword Refinements to their natural weapons.
Vodal Kressh: Only Priest-Kings who have not taken the Reclusiarch Doctrine may take Vodal Kressh as a patron. Gain a temple as a Reclusiarch and choose one Reclusiarch benefit.
Elcho Kressh: Only Crusade Doctrine Priest-Kings may take Elcho Kressh as a patron spirit. When calling a Crusade add an additional 5d12 second tier and 4d10 third tier followers, you may apply a Force Boon to these rolls.
Freedon Nadd: A target affected by your use of the Beast Control Force Power may gain one benefit of your choice associated with any kind of Sith Spawn (except Leviathans) for the duration of the control.
Darth Revan: When using both a Force Power traditionally associated with the Dark Side and a Force Power traditionally associated with the Light Side in the same turn, gain Advantage on both rolls. This ability recharges after a short or long rest.
Darth Ruin: When one of your Force-sensitive minions activates a Control Force Power on themselves, you also gain the benefits for so long as it’s active.
Sorzus Syn: The Priest-King may create Leviathans with Living Alchemy.
XoXaan: Gain a Bonus Rank in and add an extra d4 when applying Force Boons to Force Heal, Awaken, Detoxify Poison, Breath Control and Tapas.
Broodica: Gain three Rank four Artifacts and two Rank four Exotic Items. Additionally, any Force Powers you possess that you also possess an Artifact containing gain a bonus Rank and add an additional d4 when applying a Force Boon to them.
Sleeping Kings
Dathka Graush: Increase your Revenant cap by twice your level.
Adas the Black: Force Boons spent on Simple, Advanced and Primitive melee weapon attacks get an extra d4.
Aloysius Kallig: Decrease purchase costs of Sith Sorcery spells by one (to a minimum of one).
Old Gods
Typhojem: Receive the first tier benefit of the Inquisitorial Doctrine, even if you already possess it. Gain a bonus Rank in and an extra d4 when applying a Force Boon to Force Heal.
Queen of the Stars: As a swift action, choose an enemy to suffer Disadvantage the next time they take an action you had taken previously taken in the same turn. This ability recharges after a short rest.
Red Ashar: Receive the first tier benefit of the Ritualism Doctrine, even if you already possess it. Gain a bonus Rank in and an extra d4 when applying a Force Boon to Mind Trick.
Night Spirit: You, and all your followers, may survive without protection or oxygen in space indefinitely. Furthermore you and your followers may move through space as though it were normal terrain and can make hyperspace jumps as a starfighter with a successful DC 25 Astrogate check.
Evangelism: As a Priest-King reaches level fifteen, their proselytizing and scheming bears fruit in greater converts. The Preist-King gains four Ranks of Influence, in addition the Priest-King receives a bonus rank in the Bluff, Diplomacy, Gather Information and Sense Motive Skills.
High Priesthood: Though the Priest-King has always commanded the loyalty of Force-sensitive disciples, at level sixteen a select few of their followers prove worthy of elevation to the status of High Priests. A Priest-King may have two High Priests. A High Priest is a Rank 4 Companion Asset, these companions have four levels of a Basic Path and eight levels of Sith Assassin, Sith Acolyte, Krath Enchanter or Sith Marauder.
Lvl Special Abilities
13 Cultus, Master of Rituals
14 Patron Spirit
15 Evangelism
16 High Priesthood
C: 15
S: 13, 15, 16
P: 14, 16
F: 13, 14, 15, 16
The Sith were born in war. The Hundred Year Darkness was one of the most brutal conflicts the Galaxy has ever seen and from that conflict was born the Sith Warlords. Warlords focus their energies on becoming master tacticians and military leaders. As the oldest of the Lordly paths, the path of the Warlord has been practiced throughout the vast majority of Sith history. With the instatement of the Rule of Two the path of the Warlord fell into disuse but now that the Sith once again openly stalk the Galaxy the time has returned for the Warlord to lead his armies in glorious conquest.
Special Abilities:
Lord of the Battlefield: As one might expect, out of all Sith Lords, Warlords spend the most time engaged in direct confrontations with the enemies of the Sith, both as a commander and as combatant. Starting at level thirteen, a Warlord gains a bonus Rank in and applies an extra d4 to Force Boons spent on Battle Meditation, Battlemind and Battle Precognition.
Forces: The defining characteristic of a Sith Warlord is their legions of loyal soldiers. At level thirteen, they first gain access to such a following. Forces works as an Asset available only to Warlords, who gain a Rank of it every time they gain a Warlord level, including the first level. Upon gaining Forces a Warlord must select a fleet doctrine which will determine what ships they gain for every Rank of Forces. Ships are classified by the Anaxes War College system, and a table showing these classifications is included at the start of the doctrines. Ships are fully crewed and come with a full compliment of starfighters, transports, etc in their hangars. Additionally, for every Rank of Forces, the Warlord selects two kinds of army divisions they may deploy as ground troops; every Warlord gains the Troopers division for free. A Warlord may deploy into battle as many troops as their fleet can transport.
Fleet Doctrines
Sub-corvette: less than 100 meters
Corvette: 100 – 200 meters
Frigate: 200 – 400 meters
Cruiser: 400 – 600 meters
Heavy Cruiser: 600 – 1000 meters
Star Destroyer: 1000 – 2000 meters
Battlecruiser: 2000 – 5000 meters
Dreadnought: 5 kilometers or more
Capital Ship Doctrine
1: Battlecruiser flagship, 2 star destroyers, 3 heavy cruisers, 10 corvettes, 36 subcorvettes
2: Battlecruiser flagship, 2 star destroyers, 5 heavy cruisers, 7 cruisers, 15 corvettes, 47 subcorvettes
3: Battlecruiser flagship, 2 star destroyers, 7 heavy cruisers, 10 cruisers, 8 frigates, 15 corvettes, 60 subcorvettes
4: Battlecruiser flagship, 3 star destroyers, 10 heavy cruisers, 10 cruisers, 10 frigates, 20 corvettes, 75 subcorvettes
Cruiser Doctrine
1: Heavy Cruiser flagship, 5 heavy cruisers, 15 cruisers, 8 frigates, 10 corvettes, 78 sub-corvettes
2: Heavy Cruiser flagship, 7 heavy cruisers, 20 cruisers, 10 frigates, 15 corvettes, 108 sub-corvettes
3: Heavy Cruiser flagship, 9 heavy cruisers, 25 cruisers, 12 frigates, 20 corvettes, 138 sub-corvettes
4: Heavy Cruiser flagship, 11 heavy cruisers, 30 cruisers, 15 frigates, 25 corvettes, 200 sub-corvettes
Carrier Doctrine
1: Battlecruiser or Star Destroyer flagship, 5 heavy cruisers, 36 sub-corvettes
2: Battlecruiser or Star Destroyer flagship, 6 heavy cruisers, 5 cruisers, 47 sub-corvettes
3: Battlecruiser or Star Destroyer flagship, 7 heavy cruisers, 10 cruisers, 5 frigates, 10 corvettes, 60 sub-corvettes
4: Battlecruiser or Star Destroyer flagship, 2 star destroyers or 1 battlecruiser, 8 heavy cruisers, 15 cruisers, 10 frigates, 15 corvettes, 75 sub-corvettes
Flagship Doctrine
1: Dreadnought flagship, 5 frigates, 10 corvettes, 36 sub-corvettes
2: Dreadnought flagship, 2 cruisers, 8 frigates, 15 corvettes, 47 sub-corvettes
3: Dreadnought flagship, 5 cruisers, 13 frigates, 20 corvettes, 60 sub-corvettes
4: Dreadnought flagship, 2 heavy cruisers or 1 star destroyer, 8 cruisers, 15 frigates, 20 corvettes, 75 sub-corvettes
Swarm Doctrine
1: Heavy Cruiser flagship, 6 frigates, 20 corvettes, 108 sub-corvettes
2: Heavy Cruiser flagship, 10 frigates, 25 corvettes, 216 sub-corvettes
3: Heavy Cruiser flagship, 12 frigates, 30 corvettes, 324 sub-corvettes
4: Heavy Cruiser flagship, 5 cruisers, 16 frigates, 40 corvettes, 432 sub-corvettes
Star Destroyer Doctrine
1: Star Destroyer flagship, 2 star destroyers, 36 sub-corvettes
2: Star Destroyer flagship, 3 star destroyers, 5 corvettes, 47 sub-corvettes
3: Star Destroyer flagship, 4 star destroyers, 5 frigates, 10 corvettes, 60 sub-corvettes
4: Star Destroyer flagship, 5 star destroyers, 3 cruisers, 10 frigates, 20 corvettes, 75 sub-corvettes
Corvette: 100 – 200 meters
Frigate: 200 – 400 meters
Cruiser: 400 – 600 meters
Heavy Cruiser: 600 – 1000 meters
Star Destroyer: 1000 – 2000 meters
Battlecruiser: 2000 – 5000 meters
Dreadnought: 5 kilometers or more
Capital Ship Doctrine
1: Battlecruiser flagship, 2 star destroyers, 3 heavy cruisers, 10 corvettes, 36 subcorvettes
2: Battlecruiser flagship, 2 star destroyers, 5 heavy cruisers, 7 cruisers, 15 corvettes, 47 subcorvettes
3: Battlecruiser flagship, 2 star destroyers, 7 heavy cruisers, 10 cruisers, 8 frigates, 15 corvettes, 60 subcorvettes
4: Battlecruiser flagship, 3 star destroyers, 10 heavy cruisers, 10 cruisers, 10 frigates, 20 corvettes, 75 subcorvettes
Cruiser Doctrine
1: Heavy Cruiser flagship, 5 heavy cruisers, 15 cruisers, 8 frigates, 10 corvettes, 78 sub-corvettes
2: Heavy Cruiser flagship, 7 heavy cruisers, 20 cruisers, 10 frigates, 15 corvettes, 108 sub-corvettes
3: Heavy Cruiser flagship, 9 heavy cruisers, 25 cruisers, 12 frigates, 20 corvettes, 138 sub-corvettes
4: Heavy Cruiser flagship, 11 heavy cruisers, 30 cruisers, 15 frigates, 25 corvettes, 200 sub-corvettes
Carrier Doctrine
1: Battlecruiser or Star Destroyer flagship, 5 heavy cruisers, 36 sub-corvettes
2: Battlecruiser or Star Destroyer flagship, 6 heavy cruisers, 5 cruisers, 47 sub-corvettes
3: Battlecruiser or Star Destroyer flagship, 7 heavy cruisers, 10 cruisers, 5 frigates, 10 corvettes, 60 sub-corvettes
4: Battlecruiser or Star Destroyer flagship, 2 star destroyers or 1 battlecruiser, 8 heavy cruisers, 15 cruisers, 10 frigates, 15 corvettes, 75 sub-corvettes
Flagship Doctrine
1: Dreadnought flagship, 5 frigates, 10 corvettes, 36 sub-corvettes
2: Dreadnought flagship, 2 cruisers, 8 frigates, 15 corvettes, 47 sub-corvettes
3: Dreadnought flagship, 5 cruisers, 13 frigates, 20 corvettes, 60 sub-corvettes
4: Dreadnought flagship, 2 heavy cruisers or 1 star destroyer, 8 cruisers, 15 frigates, 20 corvettes, 75 sub-corvettes
Swarm Doctrine
1: Heavy Cruiser flagship, 6 frigates, 20 corvettes, 108 sub-corvettes
2: Heavy Cruiser flagship, 10 frigates, 25 corvettes, 216 sub-corvettes
3: Heavy Cruiser flagship, 12 frigates, 30 corvettes, 324 sub-corvettes
4: Heavy Cruiser flagship, 5 cruisers, 16 frigates, 40 corvettes, 432 sub-corvettes
Star Destroyer Doctrine
1: Star Destroyer flagship, 2 star destroyers, 36 sub-corvettes
2: Star Destroyer flagship, 3 star destroyers, 5 corvettes, 47 sub-corvettes
3: Star Destroyer flagship, 4 star destroyers, 5 frigates, 10 corvettes, 60 sub-corvettes
4: Star Destroyer flagship, 5 star destroyers, 3 cruisers, 10 frigates, 20 corvettes, 75 sub-corvettes
Army Divisions
Troopers (standard infantry)
Special Forces (scouts, terrain-specific troopers, space marines, commandoes)
Heavy Support (heavy weapon troopers, artillery)
Speeders (land speeders, speeder bikes)
Light walkers (AT-STs, AT-ARs, AT-RTs, etc.)
Heavy vehicles (tanks, MTTs, AT-TEs, etc.)
Super-heavy vehicles (AT-ATs, Super Tanks, HAVw Juggernauts, etc.)
Terrestrial Navy (water ships, submarines, marine troopers)
Cavalry (troopers mounted on beasts or speeder bikes)
Military Police (riot control troopers, planetary occupation squads)
Warbeasts (trained beasts and their handlers)
Air support (air speeders, jump troopers, paratroopers)
Special Forces (scouts, terrain-specific troopers, space marines, commandoes)
Heavy Support (heavy weapon troopers, artillery)
Speeders (land speeders, speeder bikes)
Light walkers (AT-STs, AT-ARs, AT-RTs, etc.)
Heavy vehicles (tanks, MTTs, AT-TEs, etc.)
Super-heavy vehicles (AT-ATs, Super Tanks, HAVw Juggernauts, etc.)
Terrestrial Navy (water ships, submarines, marine troopers)
Cavalry (troopers mounted on beasts or speeder bikes)
Military Police (riot control troopers, planetary occupation squads)
Warbeasts (trained beasts and their handlers)
Air support (air speeders, jump troopers, paratroopers)
Master Strategist: It is said that a man’s personality is reflected in his work and, for the Warlord, in his stratagems. Gained at level fourteen, this ability allows a Warlord to use the sense motive skill to gain insight into a commander by studying their strategies. The Warlord makes a DC20 Sense Motive check; for every five points above this target the Warlord achieves they learn additional information about their foe, and receive a stacking +2 Insight bonus to skill checks opposing their enemy's tactics and strategies. Additionally, the Warlord receives a bonus rank in the Knowledge (Tactics), Intimidate and Gather Information skills; when applying a Force Boon to Knowledge (Tactics) the Warlord gets an extra d4.
Exceptional Lieutenants: The Warlord’s exceptional abilities often inspire his subordinate officers to greater heights of glory. At level fifteen the Warlord’s lieutenants grow significantly in skill in imitation of their leader (see the Sith Lord Section). One quarter of his maximum total lieutenants (round down if necessary) is considered to be Tier 5; the remainder are considered Tier 4.
Military Dictator: No conqueror lives by military might alone, governance is equally important. At level sixteen, this ability grants two Asset Points that can be used only for Influence, and two more to establish further Contacts and Allies.
Lvl Special Abilities
13 Lord of the Battlefield, Forces
14 Master Strategist
15 Exceptional Lieutenants
16 Military Dictator
Proficiency Points:
C: 13, 16
S: 13, 16
P: 13, 14, 16
F: 13, 15, 16
Sith Architect:
To one not versed in Sith lore the title of Sith Architect sounds rather benign but the title’s apparent innocence hides a deeper darkness, which fits the Sith Architect perfectly. Sith Architect is in fact a term for a Sith Lord who specializes in making puppets of important organizations. The path of the Architect is the newest of refinements to the Lord’s path having originated some time after Darth Bane declared the Rule of Two. With the Rule of Two’s emphasis on secrecy, the paths of the Warlord and Priest-King became impossible to follow due to their overt nature thus necessitating the need for a new type of Lord, one whose power was concealed behind a more public figurehead. Darth Sidious would be the Sith who completed the magnum opus of this path as he established a new Sith Empire that spanned the Galaxy without the citizens ever realizing it was the Sith who ruled them.
Special Abilities:
Assets: While Warlords and Priest-Kings tend to lose focus on the fundamentals of their Advanced Path once they begin their Masterhood, Architects instead expand their proficiency with these fundamentals in the way only a Sith Master can. For every level of Architect, the character gains four Asset points, which may be spent on any Asset (even Influence and Allies & Contacts) except Unnatural Ability.
Shadow Web: Armies march on their stomachs and wallets, nations and religions are led by mortal beings with needs and secrets that can be manipulated; for the Architect it is the subtle power of carefully cultivated webs of influence that ultimately win the day over more overt displays of power. This ability, gained at level thirteen, represents the networks of control which the Sith Architect has spread throughout the galaxy. The first benefit of Shadow Web is that every single Rank in the Resources Asset counts as its own Rank 4 Resources Asset for the Architect. The second is that the Architect gets a Rank 4 Companion, Rank 4 Alternate Identity and a new Ally & Contact for every level in their Master Path. Finally, as the Architects are traditionally fond of collecting and preserving ancient Sith treasures, every other level of Architect, starting at thirteen, you gain either a Rank 4 Artifact or a Rank 4 Exotic Item.
Qey’tek: Though they tend to focus on political acumen, Architects are not without their own mystical inclinations. Force Stealth, though now a universally practiced discipline, originated amongst the Sith under its ancient name of Qey’tek. Over the millennia, Architects have perfected the ancient arts of Qey’tek to a level that even the Sith Assassins can only envy. At level fourteen, an Architect receives a bonus Rank in the Force Stealth Power. They may also take Advantage on any Force Stealth check. And if the Architect has no normal Ranks in Force Stealth/Qey’tek then they may use it untrained. Use of Qey’tek also provides a final, more insidious effect. This aspect of the ability affects individuals who have first seen the Architect while they used Qey’tek and then later see them without the Power (or vice versa). The Architect’s identity is shrouded to those individuals as though through a Rank 4 Disguise Skill check with a Focus and Advantage which cannot be negated, thus making it very difficult for them to realize that the Architect with Qey’tek active is the same person as the Architect with it inactive. Even Force-users and their Powers are subject to this effect. Furthermore, this allows the Architect to henceforth ignore all restrictions on mixing Fame and Alternate Identity.
Deceiver of Fools: Master Demagogues and devious deceivers, there are no beings in the galaxy so practiced at manipulation as are the Sith Architects. Starting at level fifteen, a Sith Architect’s free Advantages from a high Charisma recharge with a short or long rest rather than being usable once per mission. Furthermore, the Architect receives a bonus rank in every Charisma-based Skill (except Perform) and every Spirit-based Skill, as well as Gather Information and Haggle. Any non-Charisma Skill enhanced by Deceiver of Fools becomes eligible for use with Charisma Advantage on a roll, and all Skills enhanced by Deceiver of Fools mabe used untrained even if they normally can’t.. All the Architect’s mind-Influencing Force Powers gain a bonus rank for the Architect and can be used untrained even if they normally can’t. Finally, the Sith Lore and Specialization immunities of those targeted by the Architect for Twister of Thoughts and Dun Moch are removed.
Power behind the Throne: By this point an Architect’s strands of control extend throughout the Galaxy, yet this power continues to grow. This level sixteen ability grants eight Ranks of Influence and two new Allies & Contacts.
Lvl Special Abilities
13 Assets, Shadow Web
14 Qey'tek
15 Deceiver of Fools
16 Power Behind the Throne
C: 14
S: 13, 14, 15, 16
P: 14, 16
F: 13, 15, 16
Sith Priest-King:
The study of the Force has led many to adopt more spiritual lives. This usually results in the scholar leading an ascetic life far away from civilization. But amongst primitive species such individuals are often revered and obeyed, enter the Sith Priest-King. Priest-Kings can trace the history of their path back to the Ancient Sith Empire where the exiled Dark Jedi were worshiped as gods by the native Sith species. Though many Priest-Kings have used their talent for demagoguery to dominate primitive cultures there is a sub-group who prefers to establish cults and heresies amongst civilized species. The path endured for millennia but ultimately fell into disuse due to the Rule of Two’s strict adherence to secrecy. Now, with the Sith once again an overt presence in the Galaxy, the time has come for the Priest-Kings to return to their roles as Supreme Prophets and God-Emperors.
Master of Rituals: While some Sith Lords dabble in Sorcery, the Prist-Kings are distinguished by a talent for these arcane arts that rivals that of the Acolytes. Starting at level thirteen, a Priest-King pays points costs for Sith Sorcery as though they were an Acolyte. Any extra costs previously incurred for buying Sith Sorcery spells as a Lord prior to gaining this ability are refunded, as are the two Asset points for Sorcerer's Ways.
Cultus: Building and maintaining a throng of worshippers is the core of the Priest-King’s Path. Starting at level thirteen, the Priest-King develops such a cult. Upon gaining this ability, a Priest-King chooses one of the Holy Doctrines below, which determines what benefits are given. Cultus functions as an Asset and the Priest-King has a Rank of it for every Priest-King level. Regardless of Holy Doctrine, every Rank of Cultus also acts as a Rank of Resources.
Void Pilgrim Doctrine
1: Receive a Battlecruiser (as defined under Warlord) with a full crew and compliment of starfighters and transports.
2: Gain a number of tier-2 followers equal to the maximum troop transport capacity of your Battlecruiser.
3: Gain 36 sub-corvettes (as defined under Warlord) with pilots.
4: Gain speeder vehicles equal to the Battlecruiser’s capacity, along with pilots for them.
Crusade Doctrine
1: When desired, the Priest-King may call for a crusade. A crusade must have a specific stated cause and a war goal. Crusaders only remain active until the war goal is met, definitive defeat of the crusade is suffered or the Priest-King dismisses them. Upon calling the crusade, the Priest-King rolls a d12, adds their level, adds their Presence then multiplies their result by 10,000; this is the number of tier-1 followers that respond to the call. The crusaders will provide starfighters, armed transports and freighters to transport themselves and engage in space combat.
2: When calling a crusade you also receive one tier-two follower for every ten tier-1 followers. These tier-2 followers will remain active if the crusade war goal involves taking a location as territory, but will only be available as defenders for the location. These tier-2 followers continue in service until the location is lost and do not count against future crusades.
3: Your crusaders now provide speeders and light walkers when going to war, along with the means to transport them through space. Additionally, you now gain one tier-3 follower for every hundred tier-1s in a crusade. These persist in the same manner as tier-2s.
4: Crusades under you command now bring tanks and artillery to bear. Finally, crusades now attract one tier-4 follower for every thousand tier-1s. These persist as tier-2s and 3s.
Ritualism Doctrine
1: Receive a Rank 4 Companion Asset, this companion has four levels of a Basic Path, with the rest in a Class, and is Force-sensitive. Give this Companion the Sith Alchemy Perk and two of its Refinements Perks, along with eight Force Power points and five first-tier Sith Sorcery spells.
2: Receive two more of the companions described above.
3: Receive a Force-sensitive tier-5 follower.
4: Receive a Rank 4 Companion Asset, this companion has four levels of a Basic Path and six levels of Sith Acolyte.
Reclusiarch Doctrine
Priest-Kings that take this doctrine receive a temple which enhances Force Magic spells in profound ways. Every time a new Rank of Cultus is gained choose one of the benefits below. Though presented as numbered for convenience, they may be taken in any order.
1: Alchemic Laboratory; you may take twenty on Living Alchemy checks while within your temple. Gain twenty-four first tier, ten second tier, five third tier and one fourth tier Sith Spawn to defend your temple; they will not usually leave its grounds. These do not count against the maximum Sith Spawn you can control.
2: Necropolis; you may take twenty on Necromancy checks while within your temple. Gain fifty first tier, twenty-five second tier, ten third tier and five fourth tier Revenants to defend your temple; they will not usually leave its grounds. These do not count against the maximum number of Revenants you can control.
3: Malign Altar; so long as they possess at least three grams of a material from a being’s body, the Priest-King does not need to be in range or have line of sight to target the being with Force Powers while the Preist-King is within the temple.
4: Meditation Chamber; so long as they are within the temple, the Priest-King may sustain or maintain concentration on any number of Force Powers without any cost or requirements. Gain two Force-sensitive Rank 4 Companion Assets, with four levels of a Basic Path and six of a Class.
Inquisitorial Doctrine
1: Every Rank of Cultus acts as a Rank of Allies & Contacts and Influence for the Priest-King; gain a Rank 4 Companion that has four levels of a Basic Path with the rest in a Class. This follower can use one type of lightsaber and has two Ranks in Shii-Cho and one in a Lightsaber Form of your choice, in addition to what they normally gain from their Path.
2: Receive two more of the companions described above.
3: Receive a Force-sensitive tier-5 follower.
5: Receive a Rank 4 Companion Asset, this companion has four levels of a Basic Path and six levels of either Sith Assassin or Sith Marauder.
Patron Spirit: While the kingly aspects of this Path manifest in Cultus, the priestly are most emphasized in the seeking of a Patron Spirit. For aeons the Priest-Kings have sought the patronage of powerful entities from the Beyond; some the ascended lords and heroes of old…others more alien. At level fourteen, a Priest-King seeks out such a patron, and receives one of the benefits listed below, depending on the specific spirit chosen. Potential patrons are divided into three groups: the Princes of Chaos, the Sleeping Kings and the Old Gods. The Princes are those Dark Lords and Sith Masters whose arcane insight was sufficient that they found spiritual immortality in Chaos, the part of the Force Netherworld where the Dark Side is strongest. The Sleeping Kings are monarchs and heroes of the Red Sith species, interred in the ancient Valley of Sleeping Kings in Golg, where they were worshipped by their descendents for generations. The Old Gods, unlike the others, were never mortal beings, and are the divinities once worshiped by the Sith species in its earliest days; though not the center of Red Sith religious life for millennia now, the Old Gods are still said to influence the galaxy from their home in darkest Ilathurion.
However, a Priest-King’s patron is not just an occult goody dispenser; the choice of a patron will heavily impact a Priest-King’s life. The Patron will send visions, assign quests, make demands, impose taboos, require regular ritual appeasement, use the Priest-King as a pawn in rivalries with other spirits and otherwise act in such a way as to routinely create plotlines for the player around these interactions.
Princes of Chaos
Exar Kun: Declare a boast then make a Diplomacy, Bluff or Intimidate check against the highest non-allied Will Save present as a free action. If successful, immediately take a check related to your boast with Advantage, all other normal rules apply. This ability recharges after a short or long rest.
Ajunta Pall: Only Priest-Kings with the Void Pilgrim Doctrine may select Ajunta Pall as a Patron. Add four cruisers, five frigates and six corvettes to your fleet. Additionally, you gain a bonus Rank in and add an extra d4 when applying a Force Boon to Battle Meditation.
Marka Ragnos: Force Boons spent on Sith Sword attacks get an extra d4; gain a bonus Rank in Sith Swords.
Naga Sadow: Increase your Sith Spawn cap by half your level.
Tulak Hord: Force Boons spent on lightsaber attacks get an extra d4.
Belia Darzu: The Priest-King may apply Dark Armor Refinements to their Sith Spawns’ hides and Sith Sword Refinements to their natural weapons.
Vodal Kressh: Only Priest-Kings who have not taken the Reclusiarch Doctrine may take Vodal Kressh as a patron. Gain a temple as a Reclusiarch and choose one Reclusiarch benefit.
Elcho Kressh: Only Crusade Doctrine Priest-Kings may take Elcho Kressh as a patron spirit. When calling a Crusade add an additional 5d12 second tier and 4d10 third tier followers, you may apply a Force Boon to these rolls.
Freedon Nadd: A target affected by your use of the Beast Control Force Power may gain one benefit of your choice associated with any kind of Sith Spawn (except Leviathans) for the duration of the control.
Darth Revan: When using both a Force Power traditionally associated with the Dark Side and a Force Power traditionally associated with the Light Side in the same turn, gain Advantage on both rolls. This ability recharges after a short or long rest.
Darth Ruin: When one of your Force-sensitive minions activates a Control Force Power on themselves, you also gain the benefits for so long as it’s active.
Sorzus Syn: The Priest-King may create Leviathans with Living Alchemy.
XoXaan: Gain a Bonus Rank in and add an extra d4 when applying Force Boons to Force Heal, Awaken, Detoxify Poison, Breath Control and Tapas.
Broodica: Gain three Rank four Artifacts and two Rank four Exotic Items. Additionally, any Force Powers you possess that you also possess an Artifact containing gain a bonus Rank and add an additional d4 when applying a Force Boon to them.
Sleeping Kings
Dathka Graush: Increase your Revenant cap by twice your level.
Adas the Black: Force Boons spent on Simple, Advanced and Primitive melee weapon attacks get an extra d4.
Aloysius Kallig: Decrease purchase costs of Sith Sorcery spells by one (to a minimum of one).
Old Gods
Typhojem: Receive the first tier benefit of the Inquisitorial Doctrine, even if you already possess it. Gain a bonus Rank in and an extra d4 when applying a Force Boon to Force Heal.
Queen of the Stars: As a swift action, choose an enemy to suffer Disadvantage the next time they take an action you had taken previously taken in the same turn. This ability recharges after a short rest.
Red Ashar: Receive the first tier benefit of the Ritualism Doctrine, even if you already possess it. Gain a bonus Rank in and an extra d4 when applying a Force Boon to Mind Trick.
Night Spirit: You, and all your followers, may survive without protection or oxygen in space indefinitely. Furthermore you and your followers may move through space as though it were normal terrain and can make hyperspace jumps as a starfighter with a successful DC 25 Astrogate check.
Evangelism: As a Priest-King reaches level fifteen, their proselytizing and scheming bears fruit in greater converts. The Preist-King gains four Ranks of Influence, in addition the Priest-King receives a bonus rank in the Bluff, Diplomacy, Gather Information and Sense Motive Skills.
High Priesthood: Though the Priest-King has always commanded the loyalty of Force-sensitive disciples, at level sixteen a select few of their followers prove worthy of elevation to the status of High Priests. A Priest-King may have two High Priests. A High Priest is a Rank 4 Companion Asset, these companions have four levels of a Basic Path and eight levels of Sith Assassin, Sith Acolyte, Krath Enchanter or Sith Marauder.
Lvl Special Abilities
13 Cultus, Master of Rituals
14 Patron Spirit
15 Evangelism
16 High Priesthood
C: 15
S: 13, 15, 16
P: 14, 16
F: 13, 14, 15, 16