Post by Darth Kairos on Mar 10, 2019 14:08:25 GMT
Sith Weapon Master:
All Marauders are well trained in weaponry but some amongst the Marauder elite focus their efforts almost entirely on weapons training. As old as the Sith themselves, these Sith Weapon Masters’ roots can be traced back as far as the Minions of Xendor’s rebellion when Xendor counted a number of Jedi Weapon Masters as members of his army. To an outsider there seems to be little difference between a Sith Weapon Master and his Jedi counterparts; nothing could be further from the truth. While Sith and Jedi Weapon Masters both dedicate themselves to weapons training the underlying reason behind the choice to do this is what separates them. Whereas Jedi Weapon Masters learn the way of weapons as a means of defending others, the Sith Weapon Master seeks to mastery the art of armed combat in order to prove their strength and bring ruin to their enemies.
Special Abilities:
Fearful Blade: Sith Weapon Masters are feared by many for their vast array of armaments but each Weapon Master has a specific tool that has made their combat prowess infamous. At level thirteen, a weapon Master chooses a specific type of weapon to pair with this ability. Any enemy who enters combat with an appropriately armed Weapon Master compares their Will Save to an Intimidate check made by the Weapon Master; if the Intimidate check exceeds the enemy's Will Save then the target suffers a one Rank penalty to any weapon wielded until the combat ends. Further, the Weapon Master may choose to add their full level to a damage roll when using this weapon rather than the standard half-level, this aspect of the ability requires a short or long rest to recharge once used. Once chosen, the type of fear-inspiring weapon can not be changed; please note which weapon you have chosen in your bio. A Weapon Master may not wield multiple weapons when utilizing Fearful Blade nor may they choose a double-headed weapon for this ability.
Supreme Weapon Training: For the Weapon Master, existence is defined by the perfection of combat. Their minds relate all their experiences back to the principles that govern the techniques of violence. This mindset eventually allows them to transcend the normal limits of technique. Starting at level fourteen, the Weapon Master's maximum rank for standard weapon groups and exotic weapons is increased by one.
Supreme Form Training: The same advanced principles derived from the previous level’s special ability may, in time, be translated to lightsabers as well. Starting at level fifteen, the Weapon Master's maximum Ranks in any Lightsaber Form is increased by one.
Peerless Combat Focus: As the Weapon Master reaches the pinnacle of their ability their old definitions of perfection fall away. Their minds are opened to new vistas of technique previously undreamed and their abilities grow into the legendary. This ability, gained at level sixteen, doubles the benefit provided by the Weapon Focus Perk, and further adds the effects of the Weapon Focus Perk to the Lightsaber Form Focus Perk (note that the doubled benefit of Weapon Focus is not applied to the Lightsaber Form Focus Perk, only the original benefit).
Weapon Master Special Abilities by level
Lvl13: Fearful Blade
Lvl14: Supreme Weapon Training
Lvl15: Supreme Form Training
Lvl16: Peerless Combat Focus
Weapon Master Proficiency Points
C: 13, 14, 15, 16
S: 14
P: 14, 15, 16
F: 13, 15
Sith Juggernaut:
Over the millennia many fighting styles have waxed and waned in popularity among the Marauders. The Devouring Mantis, the Tower of Purest Cortosis, Twin Serpent Style and many others proved innovative for their time but were quickly rendered obsolete. One style, however, has proven so enduring that it has become a staple of many a Master Marauder’s studies: Juggernaut Style. Named after an archaic term for Ch’hodos Rhinos, Juggernaut Style was first pioneered by Marka Ragnos’ personal guards. Calling themselves the Brothers of the Juggernaut, these ancient Marauders accompanied their liege into the thick of battle. It wasn't until centuries later, however, that Juggernaut Style first caught the popular imagination of Sith Marauders. Ever since those days there have been many willing to risk life and limb to learn its secrets.
Special Abilities:
Lightsaber Style: The key point of Juggernaut Style is that its users wield only one single-bladed lightsaber at a time. What this sacrifices in versatility, Juggernaut Style more than makes up for in proficiency. Starting at level thirteen, whenever a Juggernaut wields only a single-bladed lightsaber they receive a bonus Rank in whatever lightsaber form they are currently using.
Armor Specialization: The War Rhino is covered in thick hide and those Sith who bear its name strive to similarly impenetrable. At level fourteen, any armor worn by the Sith Juggernaut receives a bonus to Soak equal to their Proficiency Modifier. Juggernauts also learn the dangerous art of contorting their body to minimize the impact of lightsaber blows; as such they may add their Dexterity to their Soak score for lightsaber hits. A Juggernaut must be wearing armor to gain these effects.
Unstoppable Charge: The Ch’hodos Rhino stampedes and all flee, and those who follow in its tracks seek to emulate its furious charge. Starting at level fifteen, whenever a Sith Juggernaut declares an Charge they receive +1 to Strength, Constitution, and Soak, further, the Juggernaut adds their Armor's Soak score to their Damage Threshold. This effect lasts until the start of the Juggernaut's next turn.
Body of Cortosis: The Rhino’s neck is dense, those who think their strike will behead are often disappointed. Sith Juggernauts mark the pinnacle of their achievement when they can reproduce this invulnerability. This ability, gained at level sixteen, allows a Juggernaut to spend a Force Boon and add 2d6 (2d8 if the Juggernaut possesses the Strong in the Force perk) to their Soak score for one turn; the Juggernaut may optionally choose to add a flat value of 6 (8 if the Juggernaut possesses the Strong in the Force perk) rather than placing their trust in luck. Once used, the Juggernaut must complete a short or long rest before using it again.
Juggernaut Special Abilities by level
Lvl13: Lightsaber Style
Lvl14: Armor Specialization
Lvl15: Unstoppable Charge
Lvl16: Body of Cortosis
Juggernaut Proficiency Points
C: 13, 15, 16
S: 14, 15
P: 13, 14, 15, 16
F: 15
Sith Templar:
Amongst many species there are orders of warrior-monks, mos people might not believe that such individuals would exist amongst the Sith but, then, many things are surprising about the Sith Templars. Equally devoted to combat and mysticism, the Templars are the most skilled in the Force amongst the Marauders. The Templars have their origins in a monastic order of elite bodyguards that served Sith Lords and Acolytes in the ancient Sith Empire. As these guards spent more and more time protecting their charges, they began to pick up on the arcane Force techniques used by them. After a few generations, the Templars were born. After the advent of the Rule of Two, the Templars went extinct but now, as ancient holocrons are coming to light a handful of Marauders have decided to take up this ancient path.
Special Abilities:
Magician-Warrior: The first true sign of a Templar is the mystical knowledge they originally learned from the sorcerers they protected. At level thirteen, a Templar pays points costs for Sith Sorcery as though they were an Acolyte. Any extra costs previously incurred for buying Sith Sorcery spells as a Marauder prior to gaining this ability are refunded, as are the two Asset points for Sorcerer's Ways.
Defensive Stance, Stance of Iron, Invulnerable Stance: Suiting a tradition of bodyguards, the combat arts of Sith Templars are primarily defensive in orientation. At level thirteen a Templar learns Defensive Stance; this allows them to make to use the Parry and Riposte actions while Unarmed; further, a Templar wearing heavy armor vambraces may use the Deflect action while Unarmed (but not the Redirect action). At level fifteen, the Templar learns the Stance of Iron, allowing them to use the Unarmed Parry, Riposte, and Deflect actions to protect any beings within their threatened space. Further, the Templar may choose to follow a successful unarmed Parry with a Disarm attempt (they must complete a short or long rest before using this aspect again). Finally, at level 16 the Templar learns Invulnerable Stance, and may use a Full Round Action to declare they are entering this stance. While in Invulnerable Stance, the Templar may not attack normally, but the Unarmed Parry, Riposte, Deflect, and Disarm Reactions are considered to be Free Actions when made while protecting beings within their threatened space (including themselves) and may add their highest rank in the Martial Arts perk tree to their Soak score.
Monastery Smith: Practitioners of Sith Alchemy often require finely crafted arms and armor for enchanting, yet bookish Acolytes and aloof Lords rarely have the brawn of a true smith. So the early Sith mystics first turned over production of weapons and armor for later enchanting to their bodyguards and, when these guards became the first Templars, gave them the task of creating Sith Swords and Dark Armor. This ability, gained at level thirteen, gives a Templar permanent Advantage on Craft (weaponsmith) and Craft (armorsmith) checks.
Refinements of the Battlefield: While most alchemists work their arts in laboratories, a Sith Templar is still a Marauder and their magic is worked in combat. After the end of a combat encounter in which the Templar's side was victorious, the Templar may choose to activate this ability, which is gained at level fourteen, by taking a short rest. This rest does not confer any of the normal benefits, instead, the Marauder spends this time brewing a potion from the remains of their slain enemies (even non-organic remains can be used in this way). The potion can be used by any individual by pouring it over them. When activated one of the following effects, chosen when the potion is created, will be gained by the user: increase darkvision by twenty squares, gain 3 lightsaber-resistant points of soak, gain +3 damage in melee on a turn you charged, or gain advantage on Athletics and Acrobatics checks. This benefit last until the beneficiary takes a short or long rest and a Templar must take a long rest before making another potion.
Chrysalide Commander: Acolytes of the ancient Sith faced a conundrum: how to build an army of Sithspawn with individual ability to control only a limited number of them. Early Sithspawn armies, assembled by multiple Acolytes, often fell to in-fighting among the Sith commanders. The problem was solved with the advent of the Templars, whose loyalty could be relied upon. At level fifteen, any followers the Templar gains from their Marauder Path's Expert Squad Leader ability can be turned into Chrysalides without counting against the total number of Sithspawn the Templar can control.
Riddle of Durasteel: At level sixteen, a Templar masters the highest mysteries of their Path's mystic smithcraft. Any time the Templar successfully forges a Sith Sword or set of Dark Armor, they may choose one of the following traits to freely grant the item: it gains +50 HP, it gains 10 points of hardness, a Sith Sword deals an extra 1d6 damage against members of the Jedi Order, the item is sentient and can communicate telepathically with whomever wields/wears it.
Templar Special Abilities by level
Lvl13: Magician-Warrior, Defensive Stance, Monastery Smith
Lvl14: Refinements of the Battlefield
Lvl15: Stance of Iron, Chrysalide Commander
Lvl16: Invulnerable Stance, Riddle of Durasteel
Templar Proficiency Points
C: 13, 15, 16
S: 14
P: 13, 16
F: 13, 14, 15, 16
All Marauders are well trained in weaponry but some amongst the Marauder elite focus their efforts almost entirely on weapons training. As old as the Sith themselves, these Sith Weapon Masters’ roots can be traced back as far as the Minions of Xendor’s rebellion when Xendor counted a number of Jedi Weapon Masters as members of his army. To an outsider there seems to be little difference between a Sith Weapon Master and his Jedi counterparts; nothing could be further from the truth. While Sith and Jedi Weapon Masters both dedicate themselves to weapons training the underlying reason behind the choice to do this is what separates them. Whereas Jedi Weapon Masters learn the way of weapons as a means of defending others, the Sith Weapon Master seeks to mastery the art of armed combat in order to prove their strength and bring ruin to their enemies.
Special Abilities:
Fearful Blade: Sith Weapon Masters are feared by many for their vast array of armaments but each Weapon Master has a specific tool that has made their combat prowess infamous. At level thirteen, a weapon Master chooses a specific type of weapon to pair with this ability. Any enemy who enters combat with an appropriately armed Weapon Master compares their Will Save to an Intimidate check made by the Weapon Master; if the Intimidate check exceeds the enemy's Will Save then the target suffers a one Rank penalty to any weapon wielded until the combat ends. Further, the Weapon Master may choose to add their full level to a damage roll when using this weapon rather than the standard half-level, this aspect of the ability requires a short or long rest to recharge once used. Once chosen, the type of fear-inspiring weapon can not be changed; please note which weapon you have chosen in your bio. A Weapon Master may not wield multiple weapons when utilizing Fearful Blade nor may they choose a double-headed weapon for this ability.
Supreme Weapon Training: For the Weapon Master, existence is defined by the perfection of combat. Their minds relate all their experiences back to the principles that govern the techniques of violence. This mindset eventually allows them to transcend the normal limits of technique. Starting at level fourteen, the Weapon Master's maximum rank for standard weapon groups and exotic weapons is increased by one.
Supreme Form Training: The same advanced principles derived from the previous level’s special ability may, in time, be translated to lightsabers as well. Starting at level fifteen, the Weapon Master's maximum Ranks in any Lightsaber Form is increased by one.
Peerless Combat Focus: As the Weapon Master reaches the pinnacle of their ability their old definitions of perfection fall away. Their minds are opened to new vistas of technique previously undreamed and their abilities grow into the legendary. This ability, gained at level sixteen, doubles the benefit provided by the Weapon Focus Perk, and further adds the effects of the Weapon Focus Perk to the Lightsaber Form Focus Perk (note that the doubled benefit of Weapon Focus is not applied to the Lightsaber Form Focus Perk, only the original benefit).
Weapon Master Special Abilities by level
Lvl13: Fearful Blade
Lvl14: Supreme Weapon Training
Lvl15: Supreme Form Training
Lvl16: Peerless Combat Focus
Weapon Master Proficiency Points
C: 13, 14, 15, 16
S: 14
P: 14, 15, 16
F: 13, 15
Sith Juggernaut:
Over the millennia many fighting styles have waxed and waned in popularity among the Marauders. The Devouring Mantis, the Tower of Purest Cortosis, Twin Serpent Style and many others proved innovative for their time but were quickly rendered obsolete. One style, however, has proven so enduring that it has become a staple of many a Master Marauder’s studies: Juggernaut Style. Named after an archaic term for Ch’hodos Rhinos, Juggernaut Style was first pioneered by Marka Ragnos’ personal guards. Calling themselves the Brothers of the Juggernaut, these ancient Marauders accompanied their liege into the thick of battle. It wasn't until centuries later, however, that Juggernaut Style first caught the popular imagination of Sith Marauders. Ever since those days there have been many willing to risk life and limb to learn its secrets.
Special Abilities:
Lightsaber Style: The key point of Juggernaut Style is that its users wield only one single-bladed lightsaber at a time. What this sacrifices in versatility, Juggernaut Style more than makes up for in proficiency. Starting at level thirteen, whenever a Juggernaut wields only a single-bladed lightsaber they receive a bonus Rank in whatever lightsaber form they are currently using.
Armor Specialization: The War Rhino is covered in thick hide and those Sith who bear its name strive to similarly impenetrable. At level fourteen, any armor worn by the Sith Juggernaut receives a bonus to Soak equal to their Proficiency Modifier. Juggernauts also learn the dangerous art of contorting their body to minimize the impact of lightsaber blows; as such they may add their Dexterity to their Soak score for lightsaber hits. A Juggernaut must be wearing armor to gain these effects.
Unstoppable Charge: The Ch’hodos Rhino stampedes and all flee, and those who follow in its tracks seek to emulate its furious charge. Starting at level fifteen, whenever a Sith Juggernaut declares an Charge they receive +1 to Strength, Constitution, and Soak, further, the Juggernaut adds their Armor's Soak score to their Damage Threshold. This effect lasts until the start of the Juggernaut's next turn.
Body of Cortosis: The Rhino’s neck is dense, those who think their strike will behead are often disappointed. Sith Juggernauts mark the pinnacle of their achievement when they can reproduce this invulnerability. This ability, gained at level sixteen, allows a Juggernaut to spend a Force Boon and add 2d6 (2d8 if the Juggernaut possesses the Strong in the Force perk) to their Soak score for one turn; the Juggernaut may optionally choose to add a flat value of 6 (8 if the Juggernaut possesses the Strong in the Force perk) rather than placing their trust in luck. Once used, the Juggernaut must complete a short or long rest before using it again.
Juggernaut Special Abilities by level
Lvl13: Lightsaber Style
Lvl14: Armor Specialization
Lvl15: Unstoppable Charge
Lvl16: Body of Cortosis
Juggernaut Proficiency Points
C: 13, 15, 16
S: 14, 15
P: 13, 14, 15, 16
F: 15
Sith Templar:
Amongst many species there are orders of warrior-monks, mos people might not believe that such individuals would exist amongst the Sith but, then, many things are surprising about the Sith Templars. Equally devoted to combat and mysticism, the Templars are the most skilled in the Force amongst the Marauders. The Templars have their origins in a monastic order of elite bodyguards that served Sith Lords and Acolytes in the ancient Sith Empire. As these guards spent more and more time protecting their charges, they began to pick up on the arcane Force techniques used by them. After a few generations, the Templars were born. After the advent of the Rule of Two, the Templars went extinct but now, as ancient holocrons are coming to light a handful of Marauders have decided to take up this ancient path.
Special Abilities:
Magician-Warrior: The first true sign of a Templar is the mystical knowledge they originally learned from the sorcerers they protected. At level thirteen, a Templar pays points costs for Sith Sorcery as though they were an Acolyte. Any extra costs previously incurred for buying Sith Sorcery spells as a Marauder prior to gaining this ability are refunded, as are the two Asset points for Sorcerer's Ways.
Defensive Stance, Stance of Iron, Invulnerable Stance: Suiting a tradition of bodyguards, the combat arts of Sith Templars are primarily defensive in orientation. At level thirteen a Templar learns Defensive Stance; this allows them to make to use the Parry and Riposte actions while Unarmed; further, a Templar wearing heavy armor vambraces may use the Deflect action while Unarmed (but not the Redirect action). At level fifteen, the Templar learns the Stance of Iron, allowing them to use the Unarmed Parry, Riposte, and Deflect actions to protect any beings within their threatened space. Further, the Templar may choose to follow a successful unarmed Parry with a Disarm attempt (they must complete a short or long rest before using this aspect again). Finally, at level 16 the Templar learns Invulnerable Stance, and may use a Full Round Action to declare they are entering this stance. While in Invulnerable Stance, the Templar may not attack normally, but the Unarmed Parry, Riposte, Deflect, and Disarm Reactions are considered to be Free Actions when made while protecting beings within their threatened space (including themselves) and may add their highest rank in the Martial Arts perk tree to their Soak score.
Monastery Smith: Practitioners of Sith Alchemy often require finely crafted arms and armor for enchanting, yet bookish Acolytes and aloof Lords rarely have the brawn of a true smith. So the early Sith mystics first turned over production of weapons and armor for later enchanting to their bodyguards and, when these guards became the first Templars, gave them the task of creating Sith Swords and Dark Armor. This ability, gained at level thirteen, gives a Templar permanent Advantage on Craft (weaponsmith) and Craft (armorsmith) checks.
Refinements of the Battlefield: While most alchemists work their arts in laboratories, a Sith Templar is still a Marauder and their magic is worked in combat. After the end of a combat encounter in which the Templar's side was victorious, the Templar may choose to activate this ability, which is gained at level fourteen, by taking a short rest. This rest does not confer any of the normal benefits, instead, the Marauder spends this time brewing a potion from the remains of their slain enemies (even non-organic remains can be used in this way). The potion can be used by any individual by pouring it over them. When activated one of the following effects, chosen when the potion is created, will be gained by the user: increase darkvision by twenty squares, gain 3 lightsaber-resistant points of soak, gain +3 damage in melee on a turn you charged, or gain advantage on Athletics and Acrobatics checks. This benefit last until the beneficiary takes a short or long rest and a Templar must take a long rest before making another potion.
Chrysalide Commander: Acolytes of the ancient Sith faced a conundrum: how to build an army of Sithspawn with individual ability to control only a limited number of them. Early Sithspawn armies, assembled by multiple Acolytes, often fell to in-fighting among the Sith commanders. The problem was solved with the advent of the Templars, whose loyalty could be relied upon. At level fifteen, any followers the Templar gains from their Marauder Path's Expert Squad Leader ability can be turned into Chrysalides without counting against the total number of Sithspawn the Templar can control.
Riddle of Durasteel: At level sixteen, a Templar masters the highest mysteries of their Path's mystic smithcraft. Any time the Templar successfully forges a Sith Sword or set of Dark Armor, they may choose one of the following traits to freely grant the item: it gains +50 HP, it gains 10 points of hardness, a Sith Sword deals an extra 1d6 damage against members of the Jedi Order, the item is sentient and can communicate telepathically with whomever wields/wears it.
Templar Special Abilities by level
Lvl13: Magician-Warrior, Defensive Stance, Monastery Smith
Lvl14: Refinements of the Battlefield
Lvl15: Stance of Iron, Chrysalide Commander
Lvl16: Invulnerable Stance, Riddle of Durasteel
Templar Proficiency Points
C: 13, 15, 16
S: 14
P: 13, 16
F: 13, 14, 15, 16