Post by Darth Kairos on Mar 10, 2019 13:20:08 GMT
Basic Path
Basic Paths represent a Sith character’s Apprenticeship prior to becoming a full member of the Brotherhood. After a character has advanced through all four levels of their Basic Path they move on to an Advanced Path, which represents their abilities as a Knight. Basic Paths are primarily divided between Apprentices that are trained either as Dark Jedi or as Dark Force Users. These two broad divisions break down into the seven Basic Paths, three Dark Jedi (Guardian, Consular, Sentinel) and four Dark Force User (Dark Force Warrior, Dark Force Devotee, Dark Force Hunter and Dark Force Adept). Descriptions for all seven Basic Paths can be found below along with Hit Points/Force Well progression and rules for the Path's special abilities. The are two lists which follow each Path description. The first list summarizes the character levels at which a Path's special abilities are gained. Second is the Path's proficiency points which consists of four rows abbreviated as C= Combat Proficiencies, S= Skills, P= Perks and F= Force Powers; the numbers in these four rows indicate the levels at which one proficiency point of that type is gained.
Dark Jedi Paths
The story of a fallen Jedi is older than history. From Ajunta Pall to Revan and Malak, Darth Ruin to Darth Vader, time and again the Galaxy has turned upon the corruption of a noble Jedi Knight. Jedi fall to the Dark Side for many reasons, some embracing it for personal power, others sliding into it in pursuit of secrets, yet others making one compromise too many in pursuit of a noble goal. Whatever their reason, the end result is always the same: once a Jedi has fallen, forever is their destiny dominated by the Dark Side.
This seemingly endless cycle of corruption has also resulted in the Jedi arts spreading among outsiders. Many Dark Side groups, including the Sith, will train their students in the Jedi ways of combat and Force-use as a preperation for what they view as higher mysteries. There are even some dedicated and cunning souls who have found ways of initiating themselves into Jedi techniques, however, the naked ambition and contempt of danger in such an act as stealing Jedi secrets almost inevitably leads these individuals to the Dark Side.
Dark Jedi can, still being practitioners of the Jedi arts, be divided in the same way as Jedi into Guardians, Consulars and Sentinels. Though, the Dark Side has a tendency to twist these roles into twisted reflections of their origins among the Jedi Order.
Dark Jedi Guardian
The Jedi Guardian is a protector of the Republic in the most literal sense. Guardians focus on gaining skill in combat, especially with Lightsabers. In times of war, when the Order marches into battle alongside their allies, Guardians make up the majority of frontline Jedi combatants. Their proficiency with a lightsaber has carried the day in a number of historical confrontations. Yet, in times of peace, the Guardians are not without purpose. They are often sent to locations where law and order have broken down. Here they supplement the local authorities’ beleaguered or undermanned police force, often working alongside Jedi Sentinels. But, while the Sentinels concentrated on investigation and gathering evidence, the Guardians do their part by patrolling the streets and handling violent situations like shoot-outs and riots.
The circumstances that cause a Guardian to become a Dark Jedi are myriad but, more often than not, have to do with physical conflict. Many are the Guardians who left the Jedi Order because they thought it too slow in its response to armed threats. This attitude was very common among those ancient Jedi who followed Revan to fight in the Mandalorian Wars. Not all Guardians who leave the Jedi do so over philosophical disagreement, however; many Guardians have departed or been thrown out of the Order because they embraced their fury and blood lust.
Dark Jedi Guardians initiated outside the Jedi Order are trained to kill, rather than to protect, and they give in fully to their anger far earlier in their careers than do fallen Jedi Guardians. It is an open debate as to whether the wrath of one always free from Jedi restraint, or of one who suffered under such restraint before being freed, flows more powerfully.
HP/Force Well Progression: A Dark Jedi Guardian's starting HP is equal to 30 + their Constitution Modifier. On every level up, Dark Jedi Guardians gain d10 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 4 + Spirit Modifier.
Starting Equipment
A Dark Jedi Guardian begins play with the following equipment:
• Lightsaber (2d8)
• Blaster Pistol (3d6)
• Light Jedi Battle Armor (3 Soak, +3 Fort. Save, +4 Max Dex., Light) (must meet prerequisites)
• Standard Issue Field Kit
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Guardian Special Abilities:
Starting Abilities: At first level Dark Jedi Guardians receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, two Skill points and a Rank in the Pistols, Rifles, and Simple Weapon Groups. Additionally, a Dark Jedi Guardian gains a +1 Path bonus to their Reflex Save and a +2 Path bonus to their Fortitude Save.
Lightsaber Training: At first level a Dark Jedi Guardian gains the ability to use a single-bladed Lightsaber, a Rank in the Shii-Cho Lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Force Training: Dark Jedi Guardians gain the Key Power Sense at second level, Control at third and Alter at fourth.
Forceful Warrior: Beginning at level three, whenever you score a critical hit in combat with a Lightsaber, you gain one bonus Force Boon. This Boon disappears if not used by the end of combat; only one temporary Force Boon can be held at a time from this ability.
Exposing Strike: When you use a Lightsaber to deal damage to a target, you can spend a Force Boon to make that target Flat-Footed for the duration of the next round. This ability is gained at level four.
Guardian Special Abilities by Level
Lvl1: Lightsaber Training, Starting Abilities
Lvl2: Sense
Lvl3: Control, Forceful Warrior
Lvl4: Alter, Exposing Strike
Guardian Proficiency Points
C: 2, 4
S: 3
P: 3
F: 4
Dark Jedi Consular
The term ‘Jedi Consular’ is derived from what has historically been these Force Users’ most visible role: negotiation and peaceful conflict resolution. The history books may not praise the glory of the Consulars’ accomplishments the way they do the battlefield triumphs of Guardians but an argument could be made that more lives have been saved through a Consulars’ words than by a lightsaber. But these Jedi also serve as scholars, lore-masters, teachers and philosophers. When not called into talks, they spend their time compiling, studying, interpreting and passing on the teachings and histories of the Jedi Order.
Like the Guardian there are usually two reasons why a Jedi Consular falls to the Dark Side, though these are two very different reasons than the Guardians’. The most common reason is that the Consular, long accustomed to manipulating others in negotiations, stops using his skills to further the Jedi Order’s goals and instead begins to focus on his own. Less common, though not unheard of, are Consulars who turn from the Jedi due to philosophical disagreement. These Consulars fail to see the reasoning in devoting one’s self to exploring and learning about the Force but refusing to examine an entire side of it.
Consulars first initiated among Dark Siders are selected to become manipulative agents that can enact their masters' schemes across the galaxy. They also serve a secondary purpose as unearthers of lost, forbidden knowledge and dark mystics.
HP/Force Well Progression: A Dark Jedi Consular's starting HP is equal to 18 + their Constitution Modifier. On every level up, Dark Jedi Consulars gain 1d6 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 8 + Spirit Modifier.
Starting Equipment
A Dark Jedi Consular begins play with the following equipment:
• Short Sword (1d6)
• Sporting Blaster Pistol (3d4)
• Standard Issue Field Kit
• Datapad
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Consular Special Abilities:
Starting Abilities: At first level Dark Jedi Consulars receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, three Skill points and a rank in the Pistols and Simple Weapon Groups. Additionally, Dark Jedi Consulars gain a +1 Path bonus to their Reflex Save and a +2 Path bonus to their Will Save.
Force Training: Dark Jedi Consulars gain the Key Power Sense at first level, Control at second, and Alter at third.
Adept Negotiator: As a Standard Action, you can weaken the resolve of one opponent with your words. The target must have an Intelligence of -4 or higher, and it must be able to see, hear, and understand you. Make a Diplomacy check; if the result equals or exceeds the target's Will Save, it moves -2 step along the Condition Track. The target gets a +5 bonus to it's Will Save if it is higher level than you. If the target reaches the end of it's Condition Track, it does not fall unconscious, instead, it cannot attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first. This ability can only be used against the same target once until you have taken a Long Rest. is gained at second level.
Lightsaber Training: At fourth level a Dark Jedi Consular gains the ability to use a single-bladed Lightsaber, a rank in the Shii-Cho Lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Aggressive Negotiator: Whenever you damage an opponent with a Lightsaber attack, you can Take 10 on any Diplomacy checks you make in the following turn, even if you would not normally be able to.
Consular Special Abilities by Level
Lvl1: Sense, Starting Abilities
Lvl2: Control, Adept Negotiator
Lvl3: Alter
Lvl4 Lightsaber Training, Aggressive Negotiator
Consular Proficiency Points
C: 4
S: 3
P: 2
F: 2, 3
Dark Jedi Sentinel
Jedi Sentinels began their existence as bodyguards and temple wardens but, in the millennia since, have taken on a bewildering array of other tasks. In pursuing their original purpose, Sentinels sought a balance between combat and Force ability. This resulted in their training being a middle-ground between that of their Consular and Guardian counterparts. With their broad skill sets, it was only a matter of time before individual Sentinels began to be called upon to handle tasks for which other Jedi were too specialized. As time wore on what had been individual assignments became new roles for the Sentinel as a whole and they now serve as investigators, tech experts, spies and resident officers in addition to their first charge as defenders. The Sentinels were once the rarest of the Jedi types but their tendency to stay in the field for years at a time translated into the highest survival rate during Palpatine’s Jedi Purge. Today Sentinels are more common than they have ever been before.
So too it is becoming less and less rare for a Sentinel to fall to the Dark Side. Because of their diverse functions, it is hard to generalize about those who become Dark Jedi Sentinels. But the most common reason for this is that the Sentinel failed to protect a charge and turned to the Dark Side for the power to better defend future charges. This, ironically enough, causes him to be cast out by the very Order he sought to serve better.
Rare as Sentinels were rare among the Jedi, it was even more rare to see a Dark Sentinel that was trained outside the Jedi Order. Such individuals were highly prized as students and minions among Dark Siders, and those who had the knowledge to train such followers had a keen advantage. As the number of Sentinels increases, it is doubtless that the Sith and others will gain more reliable access to the Sentinels' ways.
HP/Force Well Progression: A Dark Jedi Sentinel's starting HP is equal to 24 + their Constitution Modifier. On every level up, Dark Jedi Sentinels gain d8 hit points + their Constitution Modifier; the die roll defaults to the character's Constitution Modifier if it rolls lower than that Con Mod. They also increase their Force Well by 6 + Spirit Modifier.
Starting Equipment
A Dark Jedi Sentinel begins play with the following equipment.
• War Sword (1d8)
• Blaster Pistol (3d6)
• Standard Issue Field Kit
• Basic Datapad OR Pocket Scrambler OR Knockout Drugs
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Sentinel Special Abilities:
Starting Abilities: At first level Dark Jedi Sentinels receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, four Skill points and a Rank in the Pistols and Simple Weapon Groups. Additionally, Dark Jedi Sentinels a +1 Path bonus to all three Saves (Reflex, Fortitude, Will).
Force Training: Dark Jedi Sentinels gain the Key Power Sense at first level, Alter at third and Control at fourth.
Lightsaber Training: At second level a Dark Jedi Sentinel gains the ability to use a single-bladed Lightsaber, a Rank in the Shii-Cho lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Specialist: Upon reaching level three, a Sentinel receives a bonus rank in two separate Skills chosen from the following list: Awareness, Bluff, Computer Use, Disguise, Forgery, Gamble, Gather Information, Haggle, Intimidate, Legerdemain, Repair, Sabotage, Sense Motive, Stealth, Survival or Treat Injury.
Generalist: The diverse panoply of roles that a Sentinel might play in their career has necessitated training methods that help account for all possibilities. This ability, gained at level four, allows a Dark Jedi Sentinel to use the Focus effect of a Skill without taking the Skill Focus Perk or spending a Force Boon. However, the Hunter must possess at least 3 Ranks in the Skill, and +2 in the associated Core Stat for that Skill.
Sentinel Special Abilities by Level:
Lvl1: Sense, Starting Abilities
Lvl2: Lightsaber Training
Lvl3: Alter, Specialist
Lvl4: Control, Generalist
Sentinel Proficiency Points
C: 3
S: 2, 3
P: 4
F: 4
Dark Force User Paths
The galaxy is a vast place, and even at its height the Jedi Order could not locate and train every Force-sensitive in its ways. Some live out their lives without ever knowing the truth of their strange gifts...but others manage to manifest their talents, or find tutelage from more nefarious sources. 'Dark Force User' is a broad term that encompasses any individual fulfilling two criteria: they have learned to use the Force without the techniques of the Jedi...and their destiny is already dominated by the Dark Side.
Similarly to the Dark Jedi Paths, the Dark Force Paths are divided into those who seek to destroy their foes, those who concentrate on learning more about the Force, and those who uses their wits and skills to achieve shadowy ends. But there is a fourth, the Path of the Adept, which wields strange and ancient powers. In whatever way a Dark Force User began their training - an ancient Sith Holocron, a esoteric Force Order, or simply developing it on their own - their training has now lead them into the Ranks of the Sith Brotherhood.
Dark Force Warrior
Wielding weapons with expert precision and unrivaled ferocity, Dark Force Warriors are champions of the Dark Side who take battle straight to their foes. Of all the Paths, the Dark Force Warrior is perhaps the most aggressive and unrestrained - Dark Jedi Guardians have the remnants of Jedi training to keep their battle-lust in check, but Dark Force Warriors command their anger only through raw will. Often, Dark Force Warriors were gladiators or great soldiers in their old life, given an unknowing edge by the Force. In the New Sith Brotherhood, they are shaped into the warriors they were born to be.
HP/Force Well Progression: A Dark Force Warrior's starting HP is equal to 30 + their Constitution Modifier. On every level up, Dark Force Warriors gain d10 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 4 + Spirit Modifier.
Starting Equipment
A Dark Force Warrior begins play with the following equipment:
• Dire Sword (1d10)
• Blaster Pistol (3d6)
• Blaster Carbine (3d8)
• Standard Issue Field Kit
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Warrior Special Abilities:
Starting Abilities: At first level Dark Force Warrior receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), two Skill points and a Rank in the Pistols, Rifles, and Simple Weapon Groups. Additionally, a Dark Force Warrior gains a +1 Path bonus to their Reflex Save and a +2 Path bonus to their Fortitude Save.
Force Training: Dark Force Warriors gain the Key Power Alter at first level, Control at third and Sense at fourth.
Lightsaber Training: At second level a Dark Force Warrior gains the ability to use a single-bladed Lightsaber, a Rank in the Shii-Cho Lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Army of One: Upon reaching level three, a Dark Force Warrior gains a permanent +2 bonus to Reflex saves and a +1 bonus to Soak.
Way of the Blade: As previously noted, Dark Force Warriors devote themselves to the study of combat from an early age and show an affinity for it usually only found in legendary warriors. At level 4, the Warrior receives a Weapon Focus Perk and a Lightsaber Form Focus Perk; these Perks do not count against their normal maximum number of Focus Perks.
Warrior Special Abilities by Level:
Lvl1: Alter, Starting Abilities
Lvl2: Lightsaber Training
Lvl3: Control, Army of One
Lvl4: Sense, Way of the Blade
Warrior Proficiency Points
C: 2, 4
S: 3
P: 3
F: 2
Dark Force Devotee
Largely eschewing combat, the Dark Force Devotee seeks to understand and harness their latent power in the Force. They cultivate their abilities through careful practice and ferreting out ancient knowledge and teachings, and are among the most measured and thoughtful of their apprentice peers. But this should not be mistaken for a passive approach to power, for the Devotees are perhaps the most power-hungry of all and ruthlessly seek to expand their own abilities. Nurtured by the New Sith Brotherhood, Dark Force Devotees can achieve all of these dreams, and more.
HP/Force Well Progression: A Dark Force Devotees's starting HP is equal to 18 + their Constitution Modifier. On every level up, Dark Force Devotees gain d6 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 8 + Spirit Modifier.
Starting Equipment
A Dark Force Devotee begins play with the following equipment:
• Short Sword (1d6)
• Sporting Blaster Pistol (3d4)
• Standard Issue Field Kit
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Devotee Special Abilities:
Starting Abilities: At first level Dark Force Devotees receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), three Skill points and a rank in the Pistols and Simple Weapon Groups. Additionally, Dark Force Devotees gain a +1 Path bonus to their Reflex Save and a +2 Path bonus to their Will Save.
Force Training: Dark Force Devotee gain the Key Power Sense at first level, Control at second and Alter at third.
Scriptural Knowledge: Starting at level two, the Devotee may take advantage on any difficulty check made using the Diplomacy, Haggle, Sense Motive, or Treat Injury Skills. This ability may be used twice before needing to be recharged by a Long Rest. Additionally, the Devotee gain a free Rank in a Knowledge Skill of their choosing.
Force Immersion: As the Dark Force Users most dedicated to mastering Force Powers, the Devotee's training instills them with a deep connection to the Force's ebb and flow. On every even numbered combat round (round 2, round 4, round 6, etc.) a Devotee use one Force Power for half of its normal Force Well cost (round up if necessary). This ability is gained at level three.
Lightsaber Training: At fourth level a Dark Force Devotee gains the ability to use a single-bladed Lightsaber, a rank in the Shii-Cho Lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Devotee Special Abilities by Level
Lvl1: Sense, Starting Abilities
Lvl2: Control, Scriptural Knowledge
lvl3: Alter, Force Immersion
lvl4: Lightsaber Training
Devotee Proficiency Points
C: 4
S: 3
P: 3
F: 2, 4
Dark Force Hunter
At first glance, the Dark Force Hunter seems like a middle ground of the Warrior and Devotee - not as bloodthisty in battle as the Warrior, nor as contemplative as the Devotee, but yet skilled in both areas. This is a fatal mistake, for the Hunter puts their focus into developing their skills and blending them with their Force-given talents. Hunters stalk prey through crowded city streets, or elude deadly traps in an ancient Sith tomb; in the battlefield they choose their targets carefully to inflict maximum damage. They are well-rounded and fierce individuals, and the breadth and depth of the training they receive is second to none.
HP/Force Well Progression: A Dark Force Hunter's starting HP is equal to 24 + their Constitution Modifier. On every level up, Dark Force Devotees gain d8 hit points + their Constitution Modifier; the die roll defaults to the character's Constitution Modifier if it rolls lower than that Con Mod. They also increase their Force Well by 6 + Spirit Modifier.
Starting Equipment
A Dark Force Hunter begins play with the following equipment:
• War Sword (1d8) OR Short Sword (1d6) and Knife (1d4)
• Blaster Carbine (3d8) and Sporting Blaster Pistol (3d4) OR Sniper Blaster Rifle (3d8)
• Standard Issue Field Kit
• Basic Datapad OR Pocket Scrambler
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Starting Abilities: At first level Dark Force Hunters receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), four Skill points and a Rank in the Pistols and Simple Weapon Groups. Additionally, Dark Force Hunters gain a +1 Path bonus to all three Saves (Reflex, Fortitude, Will).
Force Training: Dark Force Hunter gain the Key Power Control at first level, Alter at second and Sense at fourth.
Lightsaber Training: At third level a Dark Force Hunter gains the ability to use a single-bladed Lightsaber, a Rank in the Shii-Cho lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Dampen Presence: A third level Hunter can, while interacting with another sentient creature, use a Swift action to reduce the impression they leave in the target's memory. When you have finished interacting with the character, make a Spirit check using your rank in Mind-Trick (treat as Rank 1 if Rank 0). If the check exceeds the target's Will Save, it does not remember interacting with you once you are gone. A target who is a higher level than you gains +5 to their Will Save to resist this ability.
Force Haze: Starting at level four, Hunters can spend a Force Boon as a Standard Action to create a 'Haze' that hides you and your allies from the perception of others. You can hide a number of creatures in line of sight equal to your Level. Make a Spirit check using your rank in Mind-Trick (treat as rank 1 if rank 0) and compare the result to the Will Save of any opponent that moves into line of sight of any creature hidden by your Force Haze. If your check result equals or exceeds the opponent's Will Save, all hidden creatures are treated as if they had Total Concealment against the opponent. The Force Haze lasts for up to 1 minute but is dismissed instantly if anyone hidden by the Force Haze makes an attack.
Hunter Special Abilities by Level
Lvl1: Control, Starting Abilities
Lvl2: Alter
Lvl3: Lightsaber Training, Dampen Presence
Lvl4: Sense, Force Haze
Hunter Proficiency Points
C: 2
S: 2, 3
P: 3
F: 4
Dark Force Adept
Perhaps the most spiritual of all the Paths, Dark Force Adepts often have a unique relationship with and view on the Force. The Force has been a constant companion throughout a Dark Force Adept's life, knowingly or not, and Adepts typically seek to unravel its mysteries and learn its secrets rather than develop greater personal skill or power. This shift in perspective leads to them developing several unique Force abilities; a number of scholars have remarked upon the strong similarity between abilities practiced by non-Jedi groups and those of the self-taught Adept. Why this should be is just one of the many mysteries that surround Force Adepts. Given both direction and freedom by the New Sith Brotherhood, Dark Force Adepts can develop in any myriad of ways, according to their desires and personalities.
HP/Force Well Progression: A Dark Force Adept's starting HP is equal to 24 + their Constitution Modifier. On every level up, Dark Force Adepts gain d8 hit points + their Constitution Modifier; the die roll defaults to the character's Constitution Modifier if it rolls lower than that Con Mod. They also increase their Force Well by 6 + Spirit Modifier.
Starting Equipment
A Dark Force Adept begins play with the following equipment.
• Dire Sword (1d10)
• Knife (1d4)
• Blaster Pistol (3d6)
• Standard Issue Field Kit
• Basic Datapad
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Adept Special Abilities:
Starting Abilities: At first level Dark Force Adepts receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), three Skill points and a Rank in the Pistols and Simple Weapon Groups. Additionally, Dark Force Adepts gain a +2 Path bonus to their Reflex Save and a +1 Path bonus to their Will Save.
Force Training: Dark Force Adepts gain the Key Power Control at first level, Sense at third and Alter at fourth.
Force Weapon: At second level the Dark Force Adept gains the ability to imbue up to two non-powered melee weapons (such as an axe, knife or club) they wield with the Force as a Full-Round Action (Standard Action if spending a Force Boon). A two-headed weapon takes up both slots. Doing so requires a DC 15 Spirit check, and lasts for a number of turns equal to the Adept's level + Spirit Modifier. Once so empowered the weapon becomes highly deadly and sturdy, easily a match for a Lightsaber. A Force Weapon can withstand strikes from a Lightsaber or blaster fire. Further, on a critical hit from an Attack or Block roll it can shatter melee weapons that do not have a cortosis weave. However, it cannot reflect blaster bolts back at their source like a lightsaber nor can it channel the Force like a Sith Sword. Once both Force Weapon imbuements have been spent a Long Rest is required to recharge them.
Lessons of the Past: At level two, a Dark Adept receives four skill points to spend in any Knowledge Skills with a Lore subtype.
Sacred War: Force Adepts are not just meditative mystics and cunning shamans. Many cultures’ Force Adepts have a distinctly martial cast to their social role and spend notable time honing the arts of combat, and this is certainly true of those Adepts who draw upon the fury of the Dark Side. After reaching level three, a Dark Force Adept gets two uses of this ability when spending points on Combat Proficiencies. These uses never return, once a Dark Force Adept affects a Combat Point expenditure this way his choice for that use has been locked in. An expenditure affected by Sacred War provides two Ranks instead of the normal one. An Adept may hold on to these uses as long as they like and apply them to Combat Proficiencies they did not originally have access to at level three. If the extra Rank exceeds the max Ranks of the Combat Proficiency then the excess point can be placed elsewhere. The same proficiency can not be affected twice by Sacred War.
Force Talisman: At fourth level the Dark Force Adept can store Force Powers in a small personal effect, such as a necklace, ring or coin. The process normally takes eight hours but a successful DC 20 Concentration check can shorten this process to one hour. The Adept can store up to 2 + Proficiency Modifier of known Force Powers in a single talisman in any combination of Force Powers they desire. After the talisman has been prepared, a Force-sensitive being can unleash any one of the powers it holds at will for no Force Well cost as a Swift Action. The Power operates for all other intents as though it had been activated normally by the Adept that made the talisman. Once all charges are used the talisman turns back into a regular item, though it can be enchanted into a talisman again with another meditation.
Adept Special Abilities by Level
Lvl1: Control, Starting Abilities
Lvl2: Force Weapon, Lessons of the Past
Lvl3: Sense, Sacred War
Lvl4: Alter, Force Talisman
Adept Proficiency Points
C: 2
S: 2
P: 2
F: 3, 4
Basic Paths represent a Sith character’s Apprenticeship prior to becoming a full member of the Brotherhood. After a character has advanced through all four levels of their Basic Path they move on to an Advanced Path, which represents their abilities as a Knight. Basic Paths are primarily divided between Apprentices that are trained either as Dark Jedi or as Dark Force Users. These two broad divisions break down into the seven Basic Paths, three Dark Jedi (Guardian, Consular, Sentinel) and four Dark Force User (Dark Force Warrior, Dark Force Devotee, Dark Force Hunter and Dark Force Adept). Descriptions for all seven Basic Paths can be found below along with Hit Points/Force Well progression and rules for the Path's special abilities. The are two lists which follow each Path description. The first list summarizes the character levels at which a Path's special abilities are gained. Second is the Path's proficiency points which consists of four rows abbreviated as C= Combat Proficiencies, S= Skills, P= Perks and F= Force Powers; the numbers in these four rows indicate the levels at which one proficiency point of that type is gained.
Dark Jedi Paths
The story of a fallen Jedi is older than history. From Ajunta Pall to Revan and Malak, Darth Ruin to Darth Vader, time and again the Galaxy has turned upon the corruption of a noble Jedi Knight. Jedi fall to the Dark Side for many reasons, some embracing it for personal power, others sliding into it in pursuit of secrets, yet others making one compromise too many in pursuit of a noble goal. Whatever their reason, the end result is always the same: once a Jedi has fallen, forever is their destiny dominated by the Dark Side.
This seemingly endless cycle of corruption has also resulted in the Jedi arts spreading among outsiders. Many Dark Side groups, including the Sith, will train their students in the Jedi ways of combat and Force-use as a preperation for what they view as higher mysteries. There are even some dedicated and cunning souls who have found ways of initiating themselves into Jedi techniques, however, the naked ambition and contempt of danger in such an act as stealing Jedi secrets almost inevitably leads these individuals to the Dark Side.
Dark Jedi can, still being practitioners of the Jedi arts, be divided in the same way as Jedi into Guardians, Consulars and Sentinels. Though, the Dark Side has a tendency to twist these roles into twisted reflections of their origins among the Jedi Order.
Dark Jedi Guardian
The Jedi Guardian is a protector of the Republic in the most literal sense. Guardians focus on gaining skill in combat, especially with Lightsabers. In times of war, when the Order marches into battle alongside their allies, Guardians make up the majority of frontline Jedi combatants. Their proficiency with a lightsaber has carried the day in a number of historical confrontations. Yet, in times of peace, the Guardians are not without purpose. They are often sent to locations where law and order have broken down. Here they supplement the local authorities’ beleaguered or undermanned police force, often working alongside Jedi Sentinels. But, while the Sentinels concentrated on investigation and gathering evidence, the Guardians do their part by patrolling the streets and handling violent situations like shoot-outs and riots.
The circumstances that cause a Guardian to become a Dark Jedi are myriad but, more often than not, have to do with physical conflict. Many are the Guardians who left the Jedi Order because they thought it too slow in its response to armed threats. This attitude was very common among those ancient Jedi who followed Revan to fight in the Mandalorian Wars. Not all Guardians who leave the Jedi do so over philosophical disagreement, however; many Guardians have departed or been thrown out of the Order because they embraced their fury and blood lust.
Dark Jedi Guardians initiated outside the Jedi Order are trained to kill, rather than to protect, and they give in fully to their anger far earlier in their careers than do fallen Jedi Guardians. It is an open debate as to whether the wrath of one always free from Jedi restraint, or of one who suffered under such restraint before being freed, flows more powerfully.
HP/Force Well Progression: A Dark Jedi Guardian's starting HP is equal to 30 + their Constitution Modifier. On every level up, Dark Jedi Guardians gain d10 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 4 + Spirit Modifier.
Starting Equipment
A Dark Jedi Guardian begins play with the following equipment:
• Lightsaber (2d8)
• Blaster Pistol (3d6)
• Light Jedi Battle Armor (3 Soak, +3 Fort. Save, +4 Max Dex., Light) (must meet prerequisites)
• Standard Issue Field Kit
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Abilities:
• Pistols: 1
• Rifles: 1
• Simple Weapons: 1
• Armor Proficiency: 1 (Light)
• Can Use Single-Bladed Lightsabers
• Shii-Cho: 2
• Acrobatics: 1
• Athletics: 1
• Awareness: 1
• Craft (Lightsaber): 1
• Endurance: 1
• Initiative: 1
• Danger Sense
• Force-sensitive
• Power Attack I
Equipment:
• Lightsaber (2d8)
• Blaster Pistol (3d6)
• Light Jedi Battle Armor (3 Soak, +3 Fort. Save, +4 Max Dex., Light)
Assets:
• Unnatural Ability: 4 (Consuming Strike)
Once per short rest, when you kill an enemy with a melee weapon and deal at least 5 more points of damage than you needed to kill them, you regain the damage you dealt above 5 in HP.
• Pistols: 1
• Rifles: 1
• Simple Weapons: 1
• Armor Proficiency: 1 (Light)
• Can Use Single-Bladed Lightsabers
• Shii-Cho: 2
• Acrobatics: 1
• Athletics: 1
• Awareness: 1
• Craft (Lightsaber): 1
• Endurance: 1
• Initiative: 1
• Danger Sense
• Force-sensitive
• Power Attack I
Equipment:
• Lightsaber (2d8)
• Blaster Pistol (3d6)
• Light Jedi Battle Armor (3 Soak, +3 Fort. Save, +4 Max Dex., Light)
Assets:
• Unnatural Ability: 4 (Consuming Strike)
Once per short rest, when you kill an enemy with a melee weapon and deal at least 5 more points of damage than you needed to kill them, you regain the damage you dealt above 5 in HP.
Guardian Special Abilities:
Starting Abilities: At first level Dark Jedi Guardians receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, two Skill points and a Rank in the Pistols, Rifles, and Simple Weapon Groups. Additionally, a Dark Jedi Guardian gains a +1 Path bonus to their Reflex Save and a +2 Path bonus to their Fortitude Save.
Lightsaber Training: At first level a Dark Jedi Guardian gains the ability to use a single-bladed Lightsaber, a Rank in the Shii-Cho Lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Force Training: Dark Jedi Guardians gain the Key Power Sense at second level, Control at third and Alter at fourth.
Forceful Warrior: Beginning at level three, whenever you score a critical hit in combat with a Lightsaber, you gain one bonus Force Boon. This Boon disappears if not used by the end of combat; only one temporary Force Boon can be held at a time from this ability.
Exposing Strike: When you use a Lightsaber to deal damage to a target, you can spend a Force Boon to make that target Flat-Footed for the duration of the next round. This ability is gained at level four.
Guardian Special Abilities by Level
Lvl1: Lightsaber Training, Starting Abilities
Lvl2: Sense
Lvl3: Control, Forceful Warrior
Lvl4: Alter, Exposing Strike
Guardian Proficiency Points
C: 2, 4
S: 3
P: 3
F: 4
Dark Jedi Consular
The term ‘Jedi Consular’ is derived from what has historically been these Force Users’ most visible role: negotiation and peaceful conflict resolution. The history books may not praise the glory of the Consulars’ accomplishments the way they do the battlefield triumphs of Guardians but an argument could be made that more lives have been saved through a Consulars’ words than by a lightsaber. But these Jedi also serve as scholars, lore-masters, teachers and philosophers. When not called into talks, they spend their time compiling, studying, interpreting and passing on the teachings and histories of the Jedi Order.
Like the Guardian there are usually two reasons why a Jedi Consular falls to the Dark Side, though these are two very different reasons than the Guardians’. The most common reason is that the Consular, long accustomed to manipulating others in negotiations, stops using his skills to further the Jedi Order’s goals and instead begins to focus on his own. Less common, though not unheard of, are Consulars who turn from the Jedi due to philosophical disagreement. These Consulars fail to see the reasoning in devoting one’s self to exploring and learning about the Force but refusing to examine an entire side of it.
Consulars first initiated among Dark Siders are selected to become manipulative agents that can enact their masters' schemes across the galaxy. They also serve a secondary purpose as unearthers of lost, forbidden knowledge and dark mystics.
HP/Force Well Progression: A Dark Jedi Consular's starting HP is equal to 18 + their Constitution Modifier. On every level up, Dark Jedi Consulars gain 1d6 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 8 + Spirit Modifier.
Starting Equipment
A Dark Jedi Consular begins play with the following equipment:
• Short Sword (1d6)
• Sporting Blaster Pistol (3d4)
• Standard Issue Field Kit
• Datapad
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Abilities:
• Pistols: 1
• Simple Weapons: 1
• Concentration: 1
• Diplomacy: 1
• Gather Information: 1
• Insight: 1
• Knowledge (Sith Lore): 1
• Sense Force: 1
• Telepathy: 1
• Danger Sense
• Force Sensitive
• Force Channel (if you meet the prerequisites) or Force Power Focus (if you do not)
Equipment:
• Short Sword (1d8)
• Sporting Blaster Pistol (3d4)
Assets:
• Exotic Item: 3
• Pistols: 1
• Simple Weapons: 1
• Concentration: 1
• Diplomacy: 1
• Gather Information: 1
• Insight: 1
• Knowledge (Sith Lore): 1
• Sense Force: 1
• Telepathy: 1
• Danger Sense
• Force Sensitive
• Force Channel (if you meet the prerequisites) or Force Power Focus (if you do not)
Equipment:
• Short Sword (1d8)
• Sporting Blaster Pistol (3d4)
Assets:
• Exotic Item: 3
Consular Special Abilities:
Starting Abilities: At first level Dark Jedi Consulars receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, three Skill points and a rank in the Pistols and Simple Weapon Groups. Additionally, Dark Jedi Consulars gain a +1 Path bonus to their Reflex Save and a +2 Path bonus to their Will Save.
Force Training: Dark Jedi Consulars gain the Key Power Sense at first level, Control at second, and Alter at third.
Adept Negotiator: As a Standard Action, you can weaken the resolve of one opponent with your words. The target must have an Intelligence of -4 or higher, and it must be able to see, hear, and understand you. Make a Diplomacy check; if the result equals or exceeds the target's Will Save, it moves -2 step along the Condition Track. The target gets a +5 bonus to it's Will Save if it is higher level than you. If the target reaches the end of it's Condition Track, it does not fall unconscious, instead, it cannot attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first. This ability can only be used against the same target once until you have taken a Long Rest. is gained at second level.
Lightsaber Training: At fourth level a Dark Jedi Consular gains the ability to use a single-bladed Lightsaber, a rank in the Shii-Cho Lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Aggressive Negotiator: Whenever you damage an opponent with a Lightsaber attack, you can Take 10 on any Diplomacy checks you make in the following turn, even if you would not normally be able to.
Consular Special Abilities by Level
Lvl1: Sense, Starting Abilities
Lvl2: Control, Adept Negotiator
Lvl3: Alter
Lvl4 Lightsaber Training, Aggressive Negotiator
Consular Proficiency Points
C: 4
S: 3
P: 2
F: 2, 3
Dark Jedi Sentinel
Jedi Sentinels began their existence as bodyguards and temple wardens but, in the millennia since, have taken on a bewildering array of other tasks. In pursuing their original purpose, Sentinels sought a balance between combat and Force ability. This resulted in their training being a middle-ground between that of their Consular and Guardian counterparts. With their broad skill sets, it was only a matter of time before individual Sentinels began to be called upon to handle tasks for which other Jedi were too specialized. As time wore on what had been individual assignments became new roles for the Sentinel as a whole and they now serve as investigators, tech experts, spies and resident officers in addition to their first charge as defenders. The Sentinels were once the rarest of the Jedi types but their tendency to stay in the field for years at a time translated into the highest survival rate during Palpatine’s Jedi Purge. Today Sentinels are more common than they have ever been before.
So too it is becoming less and less rare for a Sentinel to fall to the Dark Side. Because of their diverse functions, it is hard to generalize about those who become Dark Jedi Sentinels. But the most common reason for this is that the Sentinel failed to protect a charge and turned to the Dark Side for the power to better defend future charges. This, ironically enough, causes him to be cast out by the very Order he sought to serve better.
Rare as Sentinels were rare among the Jedi, it was even more rare to see a Dark Sentinel that was trained outside the Jedi Order. Such individuals were highly prized as students and minions among Dark Siders, and those who had the knowledge to train such followers had a keen advantage. As the number of Sentinels increases, it is doubtless that the Sith and others will gain more reliable access to the Sentinels' ways.
HP/Force Well Progression: A Dark Jedi Sentinel's starting HP is equal to 24 + their Constitution Modifier. On every level up, Dark Jedi Sentinels gain d8 hit points + their Constitution Modifier; the die roll defaults to the character's Constitution Modifier if it rolls lower than that Con Mod. They also increase their Force Well by 6 + Spirit Modifier.
Starting Equipment
A Dark Jedi Sentinel begins play with the following equipment.
• War Sword (1d8)
• Blaster Pistol (3d6)
• Standard Issue Field Kit
• Basic Datapad OR Pocket Scrambler OR Knockout Drugs
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Abilities:
• Pistols: 1
• Simple Weapons: 1
• Bluff: 1
• Concentration: 1
• Diplomacy: 1
• Endurance: 1
• Initiative: 1
• Insight: 2
• Telepathy: 1
• Danger Sense
• Force Sensitive
• Rapid Strike (if you meet the prerequisites) or Skill Focus (if you do not)
Equipment:
• War Sword (1d8)
• Blaster Pistol (3d6)
• Standard Issue Field Kit
• Basic Datapad
Assets:
• Artifact: 2
• Exotic Item: 1
• Pistols: 1
• Simple Weapons: 1
• Bluff: 1
• Concentration: 1
• Diplomacy: 1
• Endurance: 1
• Initiative: 1
• Insight: 2
• Telepathy: 1
• Danger Sense
• Force Sensitive
• Rapid Strike (if you meet the prerequisites) or Skill Focus (if you do not)
Equipment:
• War Sword (1d8)
• Blaster Pistol (3d6)
• Standard Issue Field Kit
• Basic Datapad
Assets:
• Artifact: 2
• Exotic Item: 1
Sentinel Special Abilities:
Starting Abilities: At first level Dark Jedi Sentinels receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), the Danger Sense perk, four Skill points and a Rank in the Pistols and Simple Weapon Groups. Additionally, Dark Jedi Sentinels a +1 Path bonus to all three Saves (Reflex, Fortitude, Will).
Force Training: Dark Jedi Sentinels gain the Key Power Sense at first level, Alter at third and Control at fourth.
Lightsaber Training: At second level a Dark Jedi Sentinel gains the ability to use a single-bladed Lightsaber, a Rank in the Shii-Cho lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Specialist: Upon reaching level three, a Sentinel receives a bonus rank in two separate Skills chosen from the following list: Awareness, Bluff, Computer Use, Disguise, Forgery, Gamble, Gather Information, Haggle, Intimidate, Legerdemain, Repair, Sabotage, Sense Motive, Stealth, Survival or Treat Injury.
Generalist: The diverse panoply of roles that a Sentinel might play in their career has necessitated training methods that help account for all possibilities. This ability, gained at level four, allows a Dark Jedi Sentinel to use the Focus effect of a Skill without taking the Skill Focus Perk or spending a Force Boon. However, the Hunter must possess at least 3 Ranks in the Skill, and +2 in the associated Core Stat for that Skill.
Sentinel Special Abilities by Level:
Lvl1: Sense, Starting Abilities
Lvl2: Lightsaber Training
Lvl3: Alter, Specialist
Lvl4: Control, Generalist
Sentinel Proficiency Points
C: 3
S: 2, 3
P: 4
F: 4
Dark Force User Paths
The galaxy is a vast place, and even at its height the Jedi Order could not locate and train every Force-sensitive in its ways. Some live out their lives without ever knowing the truth of their strange gifts...but others manage to manifest their talents, or find tutelage from more nefarious sources. 'Dark Force User' is a broad term that encompasses any individual fulfilling two criteria: they have learned to use the Force without the techniques of the Jedi...and their destiny is already dominated by the Dark Side.
Similarly to the Dark Jedi Paths, the Dark Force Paths are divided into those who seek to destroy their foes, those who concentrate on learning more about the Force, and those who uses their wits and skills to achieve shadowy ends. But there is a fourth, the Path of the Adept, which wields strange and ancient powers. In whatever way a Dark Force User began their training - an ancient Sith Holocron, a esoteric Force Order, or simply developing it on their own - their training has now lead them into the Ranks of the Sith Brotherhood.
Dark Force Warrior
Wielding weapons with expert precision and unrivaled ferocity, Dark Force Warriors are champions of the Dark Side who take battle straight to their foes. Of all the Paths, the Dark Force Warrior is perhaps the most aggressive and unrestrained - Dark Jedi Guardians have the remnants of Jedi training to keep their battle-lust in check, but Dark Force Warriors command their anger only through raw will. Often, Dark Force Warriors were gladiators or great soldiers in their old life, given an unknowing edge by the Force. In the New Sith Brotherhood, they are shaped into the warriors they were born to be.
HP/Force Well Progression: A Dark Force Warrior's starting HP is equal to 30 + their Constitution Modifier. On every level up, Dark Force Warriors gain d10 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 4 + Spirit Modifier.
Starting Equipment
A Dark Force Warrior begins play with the following equipment:
• Dire Sword (1d10)
• Blaster Pistol (3d6)
• Blaster Carbine (3d8)
• Standard Issue Field Kit
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Abilities:
• Pistols: 1
• Rifles: 1
• Simple Weapons: 1
• Athletics: 1
• Endurance: 1
• Initiative: 1
• Force Push/Pull: 1
• Telekinesis: 1
• Danger Sense
• Force Sensitive
• Power Attack (if you meet the prerequisites) or Weapon Focus (if you do not)
Equipment:
• Dire Sword (1d10)
• Blaster Pistol (3d6)
• Blaster Carbine (3d8)
• Standard Issue Field Kit
Assets:
• Unnatural Ability: 4 (Crushing Strike)
Once per short rest, you may spend a Force Boon to add your Force Boon bonus dice to a weapon damage roll (as if it were a d20 check).
• Pistols: 1
• Rifles: 1
• Simple Weapons: 1
• Athletics: 1
• Endurance: 1
• Initiative: 1
• Force Push/Pull: 1
• Telekinesis: 1
• Danger Sense
• Force Sensitive
• Power Attack (if you meet the prerequisites) or Weapon Focus (if you do not)
Equipment:
• Dire Sword (1d10)
• Blaster Pistol (3d6)
• Blaster Carbine (3d8)
• Standard Issue Field Kit
Assets:
• Unnatural Ability: 4 (Crushing Strike)
Once per short rest, you may spend a Force Boon to add your Force Boon bonus dice to a weapon damage roll (as if it were a d20 check).
Warrior Special Abilities:
Starting Abilities: At first level Dark Force Warrior receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), two Skill points and a Rank in the Pistols, Rifles, and Simple Weapon Groups. Additionally, a Dark Force Warrior gains a +1 Path bonus to their Reflex Save and a +2 Path bonus to their Fortitude Save.
Force Training: Dark Force Warriors gain the Key Power Alter at first level, Control at third and Sense at fourth.
Lightsaber Training: At second level a Dark Force Warrior gains the ability to use a single-bladed Lightsaber, a Rank in the Shii-Cho Lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Army of One: Upon reaching level three, a Dark Force Warrior gains a permanent +2 bonus to Reflex saves and a +1 bonus to Soak.
Way of the Blade: As previously noted, Dark Force Warriors devote themselves to the study of combat from an early age and show an affinity for it usually only found in legendary warriors. At level 4, the Warrior receives a Weapon Focus Perk and a Lightsaber Form Focus Perk; these Perks do not count against their normal maximum number of Focus Perks.
Warrior Special Abilities by Level:
Lvl1: Alter, Starting Abilities
Lvl2: Lightsaber Training
Lvl3: Control, Army of One
Lvl4: Sense, Way of the Blade
Warrior Proficiency Points
C: 2, 4
S: 3
P: 3
F: 2
Dark Force Devotee
Largely eschewing combat, the Dark Force Devotee seeks to understand and harness their latent power in the Force. They cultivate their abilities through careful practice and ferreting out ancient knowledge and teachings, and are among the most measured and thoughtful of their apprentice peers. But this should not be mistaken for a passive approach to power, for the Devotees are perhaps the most power-hungry of all and ruthlessly seek to expand their own abilities. Nurtured by the New Sith Brotherhood, Dark Force Devotees can achieve all of these dreams, and more.
HP/Force Well Progression: A Dark Force Devotees's starting HP is equal to 18 + their Constitution Modifier. On every level up, Dark Force Devotees gain d6 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 8 + Spirit Modifier.
Starting Equipment
A Dark Force Devotee begins play with the following equipment:
• Short Sword (1d6)
• Sporting Blaster Pistol (3d4)
• Standard Issue Field Kit
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Abilities:
• Pistols: 1
• Simple Weapons: 1
• Concentration: 1
• Knowledge (Sith Lore): 1
• Knowledge (Philosophy): 1
• Sense Force: 2
• Telepathy: 1
• Danger Sense
• Force Sensitive
• Force Channel (if you meet the prerequisites) or Force Power Focus (if you do not)
Equipment:
• Short Sword (1d6)
• Sporting Blaster Pistol (3d4)
• Standard Issue Field Kit
Assets:
• Exotic Item: 2
• Artifact: 2
• Pistols: 1
• Simple Weapons: 1
• Concentration: 1
• Knowledge (Sith Lore): 1
• Knowledge (Philosophy): 1
• Sense Force: 2
• Telepathy: 1
• Danger Sense
• Force Sensitive
• Force Channel (if you meet the prerequisites) or Force Power Focus (if you do not)
Equipment:
• Short Sword (1d6)
• Sporting Blaster Pistol (3d4)
• Standard Issue Field Kit
Assets:
• Exotic Item: 2
• Artifact: 2
Devotee Special Abilities:
Starting Abilities: At first level Dark Force Devotees receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), three Skill points and a rank in the Pistols and Simple Weapon Groups. Additionally, Dark Force Devotees gain a +1 Path bonus to their Reflex Save and a +2 Path bonus to their Will Save.
Force Training: Dark Force Devotee gain the Key Power Sense at first level, Control at second and Alter at third.
Scriptural Knowledge: Starting at level two, the Devotee may take advantage on any difficulty check made using the Diplomacy, Haggle, Sense Motive, or Treat Injury Skills. This ability may be used twice before needing to be recharged by a Long Rest. Additionally, the Devotee gain a free Rank in a Knowledge Skill of their choosing.
Force Immersion: As the Dark Force Users most dedicated to mastering Force Powers, the Devotee's training instills them with a deep connection to the Force's ebb and flow. On every even numbered combat round (round 2, round 4, round 6, etc.) a Devotee use one Force Power for half of its normal Force Well cost (round up if necessary). This ability is gained at level three.
Lightsaber Training: At fourth level a Dark Force Devotee gains the ability to use a single-bladed Lightsaber, a rank in the Shii-Cho Lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Devotee Special Abilities by Level
Lvl1: Sense, Starting Abilities
Lvl2: Control, Scriptural Knowledge
lvl3: Alter, Force Immersion
lvl4: Lightsaber Training
Devotee Proficiency Points
C: 4
S: 3
P: 3
F: 2, 4
Dark Force Hunter
At first glance, the Dark Force Hunter seems like a middle ground of the Warrior and Devotee - not as bloodthisty in battle as the Warrior, nor as contemplative as the Devotee, but yet skilled in both areas. This is a fatal mistake, for the Hunter puts their focus into developing their skills and blending them with their Force-given talents. Hunters stalk prey through crowded city streets, or elude deadly traps in an ancient Sith tomb; in the battlefield they choose their targets carefully to inflict maximum damage. They are well-rounded and fierce individuals, and the breadth and depth of the training they receive is second to none.
HP/Force Well Progression: A Dark Force Hunter's starting HP is equal to 24 + their Constitution Modifier. On every level up, Dark Force Devotees gain d8 hit points + their Constitution Modifier; the die roll defaults to the character's Constitution Modifier if it rolls lower than that Con Mod. They also increase their Force Well by 6 + Spirit Modifier.
Starting Equipment
A Dark Force Hunter begins play with the following equipment:
• War Sword (1d8) OR Short Sword (1d6) and Knife (1d4)
• Blaster Carbine (3d8) and Sporting Blaster Pistol (3d4) OR Sniper Blaster Rifle (3d8)
• Standard Issue Field Kit
• Basic Datapad OR Pocket Scrambler
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Abilities:
• Pistols: 1
• Simple Weapons: 1
• Insight: 1
• Intimidate: 1
• Stealth: 2
• Enhance Senses: 1
• Force Barrier: 1
• Force Speed: 1
• Danger Sense
• Force Sensitive
• Blind-fight
Equipment:
• Short Sword (1d6)
• Knife (1d4)
• Sniper Blaster Rifle (3d6)
• Standard Issue Field Kit
• Basic Datapad
Assets:
• Exotic Item: 1
• Unnatural Ability: 2 (One of Many Faces)
You gain a +5 bonus to your Stealth roll whenever you are attempting to blend into a crowd of 50 or more beings.
• Pistols: 1
• Simple Weapons: 1
• Insight: 1
• Intimidate: 1
• Stealth: 2
• Enhance Senses: 1
• Force Barrier: 1
• Force Speed: 1
• Danger Sense
• Force Sensitive
• Blind-fight
Equipment:
• Short Sword (1d6)
• Knife (1d4)
• Sniper Blaster Rifle (3d6)
• Standard Issue Field Kit
• Basic Datapad
Assets:
• Exotic Item: 1
• Unnatural Ability: 2 (One of Many Faces)
You gain a +5 bonus to your Stealth roll whenever you are attempting to blend into a crowd of 50 or more beings.
Starting Abilities: At first level Dark Force Hunters receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), four Skill points and a Rank in the Pistols and Simple Weapon Groups. Additionally, Dark Force Hunters gain a +1 Path bonus to all three Saves (Reflex, Fortitude, Will).
Force Training: Dark Force Hunter gain the Key Power Control at first level, Alter at second and Sense at fourth.
Lightsaber Training: At third level a Dark Force Hunter gains the ability to use a single-bladed Lightsaber, a Rank in the Shii-Cho lightsaber Form and a Rank in the Craft (Lightsaber) Skill.
Dampen Presence: A third level Hunter can, while interacting with another sentient creature, use a Swift action to reduce the impression they leave in the target's memory. When you have finished interacting with the character, make a Spirit check using your rank in Mind-Trick (treat as Rank 1 if Rank 0). If the check exceeds the target's Will Save, it does not remember interacting with you once you are gone. A target who is a higher level than you gains +5 to their Will Save to resist this ability.
Force Haze: Starting at level four, Hunters can spend a Force Boon as a Standard Action to create a 'Haze' that hides you and your allies from the perception of others. You can hide a number of creatures in line of sight equal to your Level. Make a Spirit check using your rank in Mind-Trick (treat as rank 1 if rank 0) and compare the result to the Will Save of any opponent that moves into line of sight of any creature hidden by your Force Haze. If your check result equals or exceeds the opponent's Will Save, all hidden creatures are treated as if they had Total Concealment against the opponent. The Force Haze lasts for up to 1 minute but is dismissed instantly if anyone hidden by the Force Haze makes an attack.
Hunter Special Abilities by Level
Lvl1: Control, Starting Abilities
Lvl2: Alter
Lvl3: Lightsaber Training, Dampen Presence
Lvl4: Sense, Force Haze
Hunter Proficiency Points
C: 2
S: 2, 3
P: 3
F: 4
Dark Force Adept
Perhaps the most spiritual of all the Paths, Dark Force Adepts often have a unique relationship with and view on the Force. The Force has been a constant companion throughout a Dark Force Adept's life, knowingly or not, and Adepts typically seek to unravel its mysteries and learn its secrets rather than develop greater personal skill or power. This shift in perspective leads to them developing several unique Force abilities; a number of scholars have remarked upon the strong similarity between abilities practiced by non-Jedi groups and those of the self-taught Adept. Why this should be is just one of the many mysteries that surround Force Adepts. Given both direction and freedom by the New Sith Brotherhood, Dark Force Adepts can develop in any myriad of ways, according to their desires and personalities.
HP/Force Well Progression: A Dark Force Adept's starting HP is equal to 24 + their Constitution Modifier. On every level up, Dark Force Adepts gain d8 hit points + their Constitution Modifier; the die roll defaults to the character's Constitution Modifier if it rolls lower than that Con Mod. They also increase their Force Well by 6 + Spirit Modifier.
Starting Equipment
A Dark Force Adept begins play with the following equipment.
• Dire Sword (1d10)
• Knife (1d4)
• Blaster Pistol (3d6)
• Standard Issue Field Kit
• Basic Datapad
Alternatively, you may choose to purchase your own equipment. You receive 3d4x250 credits to purchase your own equipment, and you retain any leftover credits.
Starting Package: In beginning play, you may use the ‘Starting Abilities’ listed below, or you may use the following starting package:
Abilities:
• Pistols: 1
• Simple Weapons: 1
• Knowledge (Sith Lore): 1
• Initiative: 1
• Insight: 1
• Dissipate Energy: 1
• Force Leap: 1
• Force Speed: 2
• Danger Sense
• Force Sensitive
• Combat Expertise (if you meet the prerequisites) or Power Attack I (if you do not)
Equipment:
• Dire Sword (1d10)
• Knife (1d4)
• Blaster Pistol (3d6)
• Standard Issue Field Kit
• Basic Datapad
Assets:
• Exotic Item: 1
• Artifact 1:
• Resources: 1
• Pistols: 1
• Simple Weapons: 1
• Knowledge (Sith Lore): 1
• Initiative: 1
• Insight: 1
• Dissipate Energy: 1
• Force Leap: 1
• Force Speed: 2
• Danger Sense
• Force Sensitive
• Combat Expertise (if you meet the prerequisites) or Power Attack I (if you do not)
Equipment:
• Dire Sword (1d10)
• Knife (1d4)
• Blaster Pistol (3d6)
• Standard Issue Field Kit
• Basic Datapad
Assets:
• Exotic Item: 1
• Artifact 1:
• Resources: 1
Adept Special Abilities:
Starting Abilities: At first level Dark Force Adepts receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), three Skill points and a Rank in the Pistols and Simple Weapon Groups. Additionally, Dark Force Adepts gain a +2 Path bonus to their Reflex Save and a +1 Path bonus to their Will Save.
Force Training: Dark Force Adepts gain the Key Power Control at first level, Sense at third and Alter at fourth.
Force Weapon: At second level the Dark Force Adept gains the ability to imbue up to two non-powered melee weapons (such as an axe, knife or club) they wield with the Force as a Full-Round Action (Standard Action if spending a Force Boon). A two-headed weapon takes up both slots. Doing so requires a DC 15 Spirit check, and lasts for a number of turns equal to the Adept's level + Spirit Modifier. Once so empowered the weapon becomes highly deadly and sturdy, easily a match for a Lightsaber. A Force Weapon can withstand strikes from a Lightsaber or blaster fire. Further, on a critical hit from an Attack or Block roll it can shatter melee weapons that do not have a cortosis weave. However, it cannot reflect blaster bolts back at their source like a lightsaber nor can it channel the Force like a Sith Sword. Once both Force Weapon imbuements have been spent a Long Rest is required to recharge them.
Lessons of the Past: At level two, a Dark Adept receives four skill points to spend in any Knowledge Skills with a Lore subtype.
Sacred War: Force Adepts are not just meditative mystics and cunning shamans. Many cultures’ Force Adepts have a distinctly martial cast to their social role and spend notable time honing the arts of combat, and this is certainly true of those Adepts who draw upon the fury of the Dark Side. After reaching level three, a Dark Force Adept gets two uses of this ability when spending points on Combat Proficiencies. These uses never return, once a Dark Force Adept affects a Combat Point expenditure this way his choice for that use has been locked in. An expenditure affected by Sacred War provides two Ranks instead of the normal one. An Adept may hold on to these uses as long as they like and apply them to Combat Proficiencies they did not originally have access to at level three. If the extra Rank exceeds the max Ranks of the Combat Proficiency then the excess point can be placed elsewhere. The same proficiency can not be affected twice by Sacred War.
Force Talisman: At fourth level the Dark Force Adept can store Force Powers in a small personal effect, such as a necklace, ring or coin. The process normally takes eight hours but a successful DC 20 Concentration check can shorten this process to one hour. The Adept can store up to 2 + Proficiency Modifier of known Force Powers in a single talisman in any combination of Force Powers they desire. After the talisman has been prepared, a Force-sensitive being can unleash any one of the powers it holds at will for no Force Well cost as a Swift Action. The Power operates for all other intents as though it had been activated normally by the Adept that made the talisman. Once all charges are used the talisman turns back into a regular item, though it can be enchanted into a talisman again with another meditation.
Adept Special Abilities by Level
Lvl1: Control, Starting Abilities
Lvl2: Force Weapon, Lessons of the Past
Lvl3: Sense, Sacred War
Lvl4: Alter, Force Talisman
Adept Proficiency Points
C: 2
S: 2
P: 2
F: 3, 4