Post by Darth Xaos on May 1, 2019 2:20:00 GMT
There is an old saying which, depending on the speaker, is intoned as either a motto, warning or boast; it states that, “the Sith shall never die.” It is a phrase that has yet to be effectively disproved but, what fewer realize, is that which is born of the Sith shall never die either. The Krath cult is one such offshoot of the Sith which has plagued the galaxy for millennia. First emerging during, and helping to create, a period of strife for the Old Republic, the Krath began as a conspiracy of young nobles of the Empress Teta system. Naming themselves after a demonic sorcerer from their culture’s myths, the cabal members were self-taught prodigies in Sith magic, having learned these dark arts by reclaiming artifacts seized by the Republic from Onderon. Overthrowing their elders, they took control of the Teta system and began a reign of terror which saw them ally with the Sith forces. Ultimately the Krath were defeated but not destroyed.
Though they have since moved into the wider galaxy from the Empress Teta system and shifted back from political hegemony to shadowy cabal, the Krath have retained a membership consisting of ruthlessly ambitious nobles bored by notions of conventional political advancement yet strong in the Force. While most of the galactic population at large only remembers the cult for having invented the practice of freezing prisoners in carbonite, the Krath have continued to play an active role in shaping the galaxy’s history. Though splintered into decentralized covens ever since their defeat millennia ago, the Krath have a tendency to rally to the Sith banner whenever the latter becomes ascendant. Their unique position as an offshoot tradition rather than a true claimant to the Sith lineage has allowed the Krath to avoid any purist purges by Dark Lords seeking to squash Sith splinter factions, even ensuring they survived the Rule of Two’s implementation. Now, as the galaxy is once more plunged into darkness, the Krath emerge from the shadows to begin the crusade against the Republic anew.
HP/Force Well Progression: On every level up, Krath Enchanters gain 1d8 hit points + their Constitution Modifier; the die roll defaults to the character's Constitution Modifier if it rolls lower than that Con Mod. They also increase their Force Well by 10 + Spirit Modifier.
Special Abilities:
Expert Defense: To survive the deadly intrigue of the Krath nobility, the Enchanters had sharp and slippery minds with enough physical acumen to avoid deadly duels and assassinations. At level 5, the Enchanter gains a +4 Path Bonus to their Will Save, and +2 Class Path to their Reflex Save.
Enchanter: Upon entering their Advanced Path, a member of the Krath cult earns the title of Enchanter and gains the secret knowledge of influencing minds that comes with it. The Enchanter may now spend a Force Boon to take Advantage on any use of Mind-trick or Dominate Mind. They also receive a free rank in Mind-trick. Finally, the Enchanter discovers an esoteric method of channeling the Dark Side which allows them to treat the result of a Force Boon bonus die as maximum so long as it is being used to enhance a Dark Side Force Power or perform an evil act. This ability may be used again after a short or long rest.
Prince of Crime: While once, millennia ago, the Krath ruled openly, in the ages since their loss of the Teta system they have instead become masters of the underworld, exerting their influence through criminal empires. At level 6, a Krath Enchanter gains access to the Influence Asset (see the Sith Lord Advanced Path for more) for use exclusively with the galaxy's criminal underworld. An Enchanter receives one Influence Asset point at level 6, another at level 9, and a final point at level 11. Further, their Influence over the criminal underworld funnels considerable credits their way and they receive a rank in the Resources Asset for every Influence Rank.
Illusion Weaver: Building on the dark mysteries that were imparted upon their initiation into the Krath, an Enchanter learns to create illusions that can bewitch and bedevil their victims. From level 6, a Krath Enchanter may spend a Force Boon to take Advantage on any use of Force Illusion. Further, the penalty a Krath Enchanter suffers when attempting to weave exceptionally large illusions is halved (round up, minimum -1). They also gain a free rank in Force Illusion.
Krath’s Legacy: As previously mentioned, the Krath cult takes its name from an evil magician prominent in Tetan folklore. The cult revels in how this affectation deepens their dreadful reputation and has learned to wield terror like a weapon. From level 7, a Krath Enchanter may spend a Force Boon to take Advantage on any use of Force Fear and Force Insanity. They also gain a free rank in Force Fear.
Refinements of Cinnagar: While Krath magic has its roots in that of the Sith, the unorthodox way they originally learned these arts lead to the sorts of innovations that can only come when a system is removed from its original context. In the forges and mines of Cinnagar, capital of the Teta system, the Krath developed Alchemical techniques previously unknown that allowed them to imbue the power of Sith Alchemy into the fearsome war droids they loosed upon the galaxy. This ability, gained at level grants a free Perk in the Alchemy Perk tree as well as the use of a unique Alchemy Perk explained below.
The Refinements of Cinnagar allow a Krath Enchanter to enhance the power of any droid, but it is most commonly applied to combat droids. To apply this Refinement to a droid requires a DC15 Mechanics check and an hour-long ceremony; a critical failure destroys the item while a critical success allows one more known Refinement to be added without any additional roll or time.
Armaments: The droid's weapon systems deal an additional d6 of lightning, cold, or fire damage.
Armor: The droid receives either an additional +5 Soak, or +10 Ion Soak.
Senses: The droid's perceptions are enhanced such that either its Awareness bonus is doubled or its range penalties are reduced by one step (ie. Short Range becomes Point Blank Range, Medium Range becomes Short Range etc.)
War Droids: The aftermath of the Krath conspiracy seizing power in their home system initially weakened the Tetan armies, as loyalists to the old regime had to be purged. In order to launch their Holy Crusade in time with the Sith invasion of Republic space, the Krath turned to mass-producing war droids in the factories of Cinnagar. Though the Krath would no longer openly lead massive armies in the millennia following their expulsion, they still have use for war droids in the arenas of violent intrigue in which they operate. At level 9, the Krath Enchanter assembles a small force of war droids to fight for them. The Enchanter gains a base pool of 20 points to use to assemble their droid forces; a Tier 1 Droid Follower costs 1 point, a Tier 2 Droid Follower costs 2 points, and a Tier 3 Droid Follower costs 3 points. The Enchanter may mix and match droids however they like so long as they do not exceed their maximum point total; they do not have to pay for purchasing, equipping, maintaining or replacing these droids. Further, the Krath Enchanters gain exclusive access to a modernised version of the ancient Krath War Droids.
Master of Torture: From when it was first used to solidify their coup or in the millennia of underworld activity since, the Krath have always found torture to be a useful tool and have mastered it in ways that only their jaded cruelty could allow. At level 10, when conducting a torture session designed to extract information the Enchanter may take Advantage on any related Skill checks up to two times. This benefit can be used again after a short or long rest.
Crusader’s Zeal: Though it is ages removed, the Krath still remember their Holy Crusade against the Republic and Jedi fondly. Little remains of those days but there comes a time in every Krath Enchanter’s development that they learn the old ways of war which so threatened their foes’ lives. Using rudimentary Sith sorcery, the Enchanter can channel Dark Side energy in a manner that boosts one use of a Force Power. As a Swift Action, you can add 1 die of damage (if the Force Power deals damage) or extend the range of the Force Power by 9m (6 squares) (if it has a range beyond yourself or a single target). Further, if wielding a Sith Sword, the Enchanter may spend a Force Boon to maximize the damage on the dice. These two effects can be called upon twice and refresh after a short or long rest
Born of the Sith: The study of Sith Magic was the beginning of the Krath cult and the mastery of Sith Magic is the end of an Enchanter’s progression. While not fully a Sith tradition, the Krath none-the-less will always bear the marks of their erstwhile progenitors’ influence. At level 12, the Krath Enchanter may select one of the four Schools of Sith Sorcery (Pyromancy, Cryomancy, Necromancy, Living Alchemy) to inherit the arcane knowledge of; whenever they use Sorcery from this School their Proficiency Modifier gets a +1 bonus.
Enchanter Special Abilities by Level
Lvl5: Expert Defense, Enchanter
Lvl6: Illusion Weaver, Prince of Crime
Lvl7: Krath’s Legacy
Lvl8: Refinements of Cinnagar
Lvl9: War Droids, Influence Point
Lvl10: Master of Torture
Lvl11: Crusader’s Zeal, Influence Point
Lvl12: Born of the Sith
Enchanter Proficiency Points
C: 5, 7, 9, 11
S: 6, 8, 10
P: 7, 9, 11
F: 5, 6, 7, 8, 10, 12
Though they have since moved into the wider galaxy from the Empress Teta system and shifted back from political hegemony to shadowy cabal, the Krath have retained a membership consisting of ruthlessly ambitious nobles bored by notions of conventional political advancement yet strong in the Force. While most of the galactic population at large only remembers the cult for having invented the practice of freezing prisoners in carbonite, the Krath have continued to play an active role in shaping the galaxy’s history. Though splintered into decentralized covens ever since their defeat millennia ago, the Krath have a tendency to rally to the Sith banner whenever the latter becomes ascendant. Their unique position as an offshoot tradition rather than a true claimant to the Sith lineage has allowed the Krath to avoid any purist purges by Dark Lords seeking to squash Sith splinter factions, even ensuring they survived the Rule of Two’s implementation. Now, as the galaxy is once more plunged into darkness, the Krath emerge from the shadows to begin the crusade against the Republic anew.
HP/Force Well Progression: On every level up, Krath Enchanters gain 1d8 hit points + their Constitution Modifier; the die roll defaults to the character's Constitution Modifier if it rolls lower than that Con Mod. They also increase their Force Well by 10 + Spirit Modifier.
Special Abilities:
Expert Defense: To survive the deadly intrigue of the Krath nobility, the Enchanters had sharp and slippery minds with enough physical acumen to avoid deadly duels and assassinations. At level 5, the Enchanter gains a +4 Path Bonus to their Will Save, and +2 Class Path to their Reflex Save.
Enchanter: Upon entering their Advanced Path, a member of the Krath cult earns the title of Enchanter and gains the secret knowledge of influencing minds that comes with it. The Enchanter may now spend a Force Boon to take Advantage on any use of Mind-trick or Dominate Mind. They also receive a free rank in Mind-trick. Finally, the Enchanter discovers an esoteric method of channeling the Dark Side which allows them to treat the result of a Force Boon bonus die as maximum so long as it is being used to enhance a Dark Side Force Power or perform an evil act. This ability may be used again after a short or long rest.
Prince of Crime: While once, millennia ago, the Krath ruled openly, in the ages since their loss of the Teta system they have instead become masters of the underworld, exerting their influence through criminal empires. At level 6, a Krath Enchanter gains access to the Influence Asset (see the Sith Lord Advanced Path for more) for use exclusively with the galaxy's criminal underworld. An Enchanter receives one Influence Asset point at level 6, another at level 9, and a final point at level 11. Further, their Influence over the criminal underworld funnels considerable credits their way and they receive a rank in the Resources Asset for every Influence Rank.
Illusion Weaver: Building on the dark mysteries that were imparted upon their initiation into the Krath, an Enchanter learns to create illusions that can bewitch and bedevil their victims. From level 6, a Krath Enchanter may spend a Force Boon to take Advantage on any use of Force Illusion. Further, the penalty a Krath Enchanter suffers when attempting to weave exceptionally large illusions is halved (round up, minimum -1). They also gain a free rank in Force Illusion.
Krath’s Legacy: As previously mentioned, the Krath cult takes its name from an evil magician prominent in Tetan folklore. The cult revels in how this affectation deepens their dreadful reputation and has learned to wield terror like a weapon. From level 7, a Krath Enchanter may spend a Force Boon to take Advantage on any use of Force Fear and Force Insanity. They also gain a free rank in Force Fear.
Refinements of Cinnagar: While Krath magic has its roots in that of the Sith, the unorthodox way they originally learned these arts lead to the sorts of innovations that can only come when a system is removed from its original context. In the forges and mines of Cinnagar, capital of the Teta system, the Krath developed Alchemical techniques previously unknown that allowed them to imbue the power of Sith Alchemy into the fearsome war droids they loosed upon the galaxy. This ability, gained at level grants a free Perk in the Alchemy Perk tree as well as the use of a unique Alchemy Perk explained below.
The Refinements of Cinnagar allow a Krath Enchanter to enhance the power of any droid, but it is most commonly applied to combat droids. To apply this Refinement to a droid requires a DC15 Mechanics check and an hour-long ceremony; a critical failure destroys the item while a critical success allows one more known Refinement to be added without any additional roll or time.
Armaments: The droid's weapon systems deal an additional d6 of lightning, cold, or fire damage.
Armor: The droid receives either an additional +5 Soak, or +10 Ion Soak.
Senses: The droid's perceptions are enhanced such that either its Awareness bonus is doubled or its range penalties are reduced by one step (ie. Short Range becomes Point Blank Range, Medium Range becomes Short Range etc.)
War Droids: The aftermath of the Krath conspiracy seizing power in their home system initially weakened the Tetan armies, as loyalists to the old regime had to be purged. In order to launch their Holy Crusade in time with the Sith invasion of Republic space, the Krath turned to mass-producing war droids in the factories of Cinnagar. Though the Krath would no longer openly lead massive armies in the millennia following their expulsion, they still have use for war droids in the arenas of violent intrigue in which they operate. At level 9, the Krath Enchanter assembles a small force of war droids to fight for them. The Enchanter gains a base pool of 20 points to use to assemble their droid forces; a Tier 1 Droid Follower costs 1 point, a Tier 2 Droid Follower costs 2 points, and a Tier 3 Droid Follower costs 3 points. The Enchanter may mix and match droids however they like so long as they do not exceed their maximum point total; they do not have to pay for purchasing, equipping, maintaining or replacing these droids. Further, the Krath Enchanters gain exclusive access to a modernised version of the ancient Krath War Droids.
Master of Torture: From when it was first used to solidify their coup or in the millennia of underworld activity since, the Krath have always found torture to be a useful tool and have mastered it in ways that only their jaded cruelty could allow. At level 10, when conducting a torture session designed to extract information the Enchanter may take Advantage on any related Skill checks up to two times. This benefit can be used again after a short or long rest.
Crusader’s Zeal: Though it is ages removed, the Krath still remember their Holy Crusade against the Republic and Jedi fondly. Little remains of those days but there comes a time in every Krath Enchanter’s development that they learn the old ways of war which so threatened their foes’ lives. Using rudimentary Sith sorcery, the Enchanter can channel Dark Side energy in a manner that boosts one use of a Force Power. As a Swift Action, you can add 1 die of damage (if the Force Power deals damage) or extend the range of the Force Power by 9m (6 squares) (if it has a range beyond yourself or a single target). Further, if wielding a Sith Sword, the Enchanter may spend a Force Boon to maximize the damage on the dice. These two effects can be called upon twice and refresh after a short or long rest
Born of the Sith: The study of Sith Magic was the beginning of the Krath cult and the mastery of Sith Magic is the end of an Enchanter’s progression. While not fully a Sith tradition, the Krath none-the-less will always bear the marks of their erstwhile progenitors’ influence. At level 12, the Krath Enchanter may select one of the four Schools of Sith Sorcery (Pyromancy, Cryomancy, Necromancy, Living Alchemy) to inherit the arcane knowledge of; whenever they use Sorcery from this School their Proficiency Modifier gets a +1 bonus.
Enchanter Special Abilities by Level
Lvl5: Expert Defense, Enchanter
Lvl6: Illusion Weaver, Prince of Crime
Lvl7: Krath’s Legacy
Lvl8: Refinements of Cinnagar
Lvl9: War Droids, Influence Point
Lvl10: Master of Torture
Lvl11: Crusader’s Zeal, Influence Point
Lvl12: Born of the Sith
Enchanter Proficiency Points
C: 5, 7, 9, 11
S: 6, 8, 10
P: 7, 9, 11
F: 5, 6, 7, 8, 10, 12