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==== The Sith ==== [[File:SWD5.Sith.png | 500px | left]] The eternal daggers stabbing at the backs of the Jedi and the Republic, many a force sensitive user has fallen to the Dark Side and in ages past one such group would form what have become the 'Sith'. They believe in using their passion and rage to fuel their hunger for power and have fostered the tradition of 'only the strong are worthy to rule'. '''SITH DISCIPLE''', ''Medium sized humanoid nonheroic 2/Noble 3/Jedi 1''</br> '''Destiny Points''' 4 (1d4+1), '''Dark Side''' 12</br> '''Armor Class''' 17 (unarmored)</br> '''Hit Points''' 32 (HD 2d4/3d6/1d8; Second Wind 1d8+5), '''Damage Threshold''' 19 (recover +4)</br> '''Speed''' 30 feet</br> STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)</br> '''Saving Throws''' Wisdom +4, Charisma +5</br> '''Proficiencies''' Lightsabers, Simple</br> '''Skills''' Deception +5, Initiative +5, Intimidate +8, Insight +4, Mechanic +4, Pilot +5, Supernatural +4</br> '''Feats''' Double Attack, Force Sensitive, Force Training (1), Skill Expertise (Intimidate)</br> '''Talents''' Lightsaber Defense (+1 to AC and saves w/ ignited lightsaber), Presences (advantage with intimidate), Power of the Dark Side (when you spend a destiny point to attack roll also add the result to the damage total)</br> '''Minor Force Powers''' Bane, Move Item, Sense Surroundings, Swirling Force; '''Force Powers''' (Energy 5, level 3, Attack +5, Save DC 13) Battle Swiftness, Fear, Force Lightning</br> '''Senses''' ''passive'' perception 11/13 (low-light goggles); Languages Basic, plus native plus two more</br> '''ACTIONS'''</br> '''''Double Attack.''''' With attack action, take two attacks in the round.</br> '''''Lightsaber''''' (power crystal). Melee weapon attack +5 to hit, one target, reach 5ft; Hit: 2d10+4 slashing and energy (heavy damage, ignores hardness)</br> '''Extra Gear''': All-Weather Sith cloak, Face Mask (advantage on inhaled toxins on inhaled toxins saves, +2 to Perception, Low-Light Vision, and mid-range hands free communicator), Utility belt These dark acolytes are dedicated to the Sith cause of galaxy domination. There have been many sects within the known galaxy over the long history of the Republic and Empire. Most are arrogant, greedy and power hungry, having giving themselves over completely to darkness. They are the lowest of the Sith Force User and often used as cannon fodder against the Jedi.</br></br> [[File:SWD5.SithDec.jpg | right]] '''SITH DECEIVER''', ''Medium sized humanoid Jedi 9 (acolyte)''</br> '''Destiny Points''' 10 (1d8+2), '''Dark Side''' 15</br> '''Armor Class''' 19 (unarmored)</br> '''Hit Points''' 67 (HD 9d8; Second Wind 2d8+10), '''Damage Threshold''' 20 (recover +6)</br> '''Speed''' 30 feet</br> STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 16 (+3), WIS 15 (+2), CHA 18 (+4)</br> '''Saving Throws''' Dexterity +6, Wisdom +6, Charisma +8</br> '''Proficiencies''' Lightsabers, Simple</br> '''Skills''' Deception +8, Galactic Lore +7, Insight +6, Perception +6, Persuasion +8, Pilot +6, Supernatural +7</br> '''Feats''' Cutting Words (persuasion vs. one foe’s insight, imposed disadvantage on their next check), Determined (Wis save), Force Sensitive, Force Technique (2), Force Training (2), Lucky, Skill Training (Perception), Strong in the Force.</br> '''Talents''' Adapt Negotiator (advantage persuasion), Dark Healing (action, target within 30 feet makes a Con save. Failure takes 4d10 dark force damage and you heal the ½ amount back), Deflect (bonus action +4 AC vs. ranged attacks), Force Deception (advantages with deception), Force Persuasion (Charisma save or target Charmed), Swiftness ([dark side] powers take bonus instead of Action to use/long rest)</br> '''Minor Force Powers''': Bane, Move Item, Search Your Feelings, Sense Surroundings, Trance; '''Force Powers''' (Energy 7, level 4, Attack +8, Save DC 16): Farseeing, Fear, Force Grip, Force Lighting, Force Scream, Mind Trick</br> '''Force Technique''' Force Energy Recovery (as an action regain 1 used Force Energy point/long rest), Power Expert (Fear save DC 20/rest)</br> '''Senses''' ''passive'' perception 16; '''Languages''' Basic, Sith-Tongue, plus native</br> '''ACTIONS'''</br> '''''Lightsaber''''' (crystal). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 2d10+7 slashing and energy (heavy damage, ignores hardness)</br> '''Extra Gear''': All-Weather Jedi robes, Short range comlink, Utility belt</br> (*Has crafted its own lightsabers +1 to hit and damage; added above)</br> The Sith Deceiver is an Acolyte that specializes in seducing others (not just Jedi) to the dark side of the Force as they seek to boost their own individual power and influence. They care little for non-Force users, seeing them little better than animals or tools to be used and then discarded.</br></br> [[File:SWD5.SITH2.jpg | 325px | left]] '''SITH WARRIOR''', ''Medium sized humanoid Jedi 6/Soldier 3 (military)''</br> '''Destiny Points''' 6 (1d4+1), '''Dark Side''' 12</br> '''Armor Class''': 19 (Sith Armor ARB 16, +4 threshold, medium)</br> '''Hit Points''' 96 (HD 6d8/3d10; Second Wind 2d10+11), '''Damage Threshold''' 32 (recover +7)</br> '''Speed''' 30 feet</br> STR 18 (+4), DEX 16 (+3), CON 14 (+2), INT 13 (+1), WIS 12 (+1), CHA 16 (+3)</br> '''Saving Throws''' Dexterity +9, Constitution +6, Charisma +7</br> '''Proficiencies''' Heavy, Lightsabers, Simple, Rifles; Light armor</br> '''Skills''' Acrobatics +7, Athletics +8, Intimidate +7, Perception +5, Pilot +7, Supernatural +5</br> '''Feats''' Double Attack, Duel Weapon & Duel Weapon Mastery (+1 AC w/two weapons, add ability modifier to bonus attack), Force Sensitive, Force Training (1), Improved Critical (crit 19 or 20), Improved Damage Threshold, Reckless Attack (advantage with melee attacks but advantage to all attacks vs. you), Stoic (Dex), Throw Expert (not at disadvantage at long range with thrown weapons), Weapon Focus (lightsaber)</br> '''Talents''' Damage Resistance (destiny point & action to gain resistance to damage for 10 rounds), Dark Scourge (+2 to attack & damage vs. Jedi), Second Skin (+1 ACB, not disadvantage to stealth with light & medium armor), Lightsaber Throw (range 30/100ft, reaction to return to hands), Weapon Specialization (lightsaber), Wicked Strike (crit hit impossed Stunned on target)</br> '''Minor Force Powers''' Lure, Move Item, Sense Surroundings, Swirling Force, Trance; '''Force Powers''' (Energy 7, Attack +7, level 4, Save DC 15): Dark Rage, Force Lightning, Surge</br> '''Senses''' ''passive'' perception 15; '''Languages''' Basic, Sith-Tongue, plus native</br> '''Equipment Mod''': +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons.</br> '''ACTIONS'''</br> '''''Double Attack''''' and '''''Two Weapon Fighting'''''. With an attack action the warrior can attack twice in a round and with a bonus action attack with his off-hand dealing full damage.</br> '''''Lightsaber''''' (pair) (crystal). Melee weapon attack +10 to hit, one target, reach 5ft; Hit: 2d10+11 slashing and energy (heavy damage, ignores hardness). If thrown range 30/100ft for two attacks.</br> '''Extra Gear''': All-Weather Jedi robes, Short range comlink, Utility belt</br> (*Has crafted its own lightsabers +1 to hit and damage; added above)</br> The Sith Warrior draws strength not only from the Force but also from his inner passions and rage. The Sith Warrior is a terror on even the most chaotic of battlefields, wielding two lightsabers to cut through his enemies with reckless abandonment.</br></br> '''SITH MASTER''', ''Medium humanoid Jedi 15 (acolyte)''</br> '''Destiny Points''' 12 (1d8+2), '''Dark Side''' 16</br> '''Armor Class''' 20 (unarmored)</br> '''Hit Points''' 130 (15d8; Second Wind 4d10+17), '''Damage Threshold''' 27 (recover +8)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 16 (+3), WIS 16 (+3), CHA 20 (+5)</br> '''Saving Throws''' Dexterity +8, Constitution +7, Charisma +10</br> '''Proficiencies''' Lightsabers, Simple</br> '''Skills''' Athletics +7, Acrobatics +8, Deception +10, Insight +8, Intimidate +15, Supernatural +8</br> '''Feats''' Determined (Con save), Double Attack, Improve Damage Threshold, Force Secret (2), Force Sensitive, Force Technique (3), Force Training (2), Lucky, Lunging Attack (+5ft reach, bonus action for all attacks), Skill Expertise (Intimidate), Strong in the Force, Whirlwind attack (attack action attack all creatures within reach separately. Enemy can provide cover depending on reach of weapon)</br> '''Talents''' Dark Healing, Dark Scourge (+2 to attack & damage vs. Jedi), Force Deception (advantage with deception), Improve Dark Healing (one target within 60 feet, con save or 6d10 force & heal, miss ½ damage and healed amount), Power of the Dark Side (destiny point to hit also adds to damage), Swift Power (bonus action to activate power with action/long rest), Temptation (Cha save or penalty w/destiny point)</br> '''Minor Force Powers''' Bane, Move Item, Search Your Feelings, Sense Surroundings, Swirling Force, Trance; '''Force Powers''' (Energy 10, level 5, Attack +10, Save DC 18): Dark Rage, Fear, Force Grip, Force Lighting, Mind Trick, Move Object, Negate Energy, Rebuke</br> '''Force Techniques''' Force Energy Recovery (action regain 1 used Force Energy point), Power Expert (Force Lighting, Attack +14/rest), Improved Sense Surrounds</br> '''Force Secrets''' Devastating Power (destiny point, double force power damage dice rolled), Twin-Power.</br> '''Senses''' ''passive'' perception 13; '''Languages''' Basic, Sith-Tongue, plus native</br> '''ACTIONS'''</br> '''''Triple Attack'''''. Whenever the Sith Master takes the attack action he attacks three times on the round.</br> '''''Lightsaber''''' (crystal). Melee weapon attack +9 to hit, one target, reach 5ft; Hit: 2d10+12 slashing and energy (heavy damage, ignores hardness)</br> '''Extra Gear''': All-Weather Jedi robes, Short range comlink, Utility belt</br> (*Has crafted its own lightsabers +1 to hit and damage; added above)</br> A Sith Master has spent years delving deep in the Dark Side of the Force, seeking out any avenue to power. They can tempt others with an ancient Sith secret used by old Master to corrupt their followers.</br>
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