Sith Sorcerer Class
Requirements
To qualify to become a Sith Sorcerer, a character must fulfill the following criteria:
Force Level: 7th
Skills: Knowledge (Sith lore) 10 ranks, See Force 10 ranks, Read/Write Sith.
Feats: Force-Sensitive, Alter, Control, Sense, Exotic Weapon Proficiency, Sith Sorcery
Force Alignment: -7
| Level | BAB | Fort | Ref | Will | Def | Rep | Special |
|---|---|---|---|---|---|---|---|
| 1st | +0 | +1 | +0 | +2 | +1 | +1 | Dark Side Focus |
| 2nd | +1 | +1 | +1 | +3 | +2 | +1 | Sith Art |
| 3rd | +2 | +2 | +1 | +3 | +2 | +2 | Deflect (Defense) |
| 4th | +3 | +2 | +1 | +4 | +2 | +2 | Sith Art |
| 5th | +3 | +3 | +2 | +4 | +3 | +2 | Sith Weapons, +1d8 weapon damage |
| 6th | +4 | +3 | +2 | +5 | +3 | +3 | Force Defense Expertise |
| 7th | +5 | +4 | +2 | +5 | +4 | +3 | Deflect (Attack) |
| 8th | +6 | +4 | +3 | +6 | +4 | +3 | Sith Art |
| 9th | +6 | +5 | +3 | +6 | +4 | +4 | Sith Weapons, +1d8 weapon damage |
| 10th | +7 | +5 | +3 | +7 | +5 | +4 | Sith Spirit |
Dark Side Focus
A Sith Sorcerer’s connection to the Dark Side of the Force reduces the cost of some Dark Side Force powers. Depending on how many Force Points he currently has, the Force Energy cost of Dark Side Force feats and skills is changed:
| Force Points | Change in FE Cost |
|---|---|
| 0 | +1 |
| 1–3 | +0 |
| 4–8 | –1 |
| 9–15 | –2 |
| 16–24 | –3 |
| etc. | etc. |
Apply this change in vitality point cost after all other modifiers due to feats or Force techniques, and this can never reduce the final vitality point cost below 1. Note that if you have spent all your Force points, your connection to the Force actually becomes weaker, making all Force skills and feats require more vitality points.
Sith Arts
The Sith Sorcerer delves deep into the hidden secrets of the Dark Side, mastering the Force in unique ways. Each time this class ability is gained, the Sith Sorcerer may take one of the abilities below that he qualifies for. Each ability may be taken only once.
Sith Alchemy (Requires Alchemy 7 ranks) – When making an Alchemy check to modify a creature, the Sith Sorcerer can choose to reduce the Fort save DC the creature must make against the possible damage by 1. If he has the Sith Alchemical Expertise ability, the save DC is reduced by 2, and if he has the Sith Alchemical Mastery Ability, the save DC is reduced by 3.
Sith Alchemical Expertise (Requires Sith Alchemy) – When modifying a creature using Sith Alchemy, the Sith Sorcerer can reduce the damage taken by the creature. When using the Alchemy skill, the damage caused is reduced by half. This ability can be used a number of times per day equal to his levels in Sith Sorcerer.
Sith Alchemical Mastery (Requires Sith Alchemical Expertise) – When making an Alchemy check to modify a creature, the Sith Sorcerer can apply two effects with one roll. When choosing the two effects, use the DC of the higher of the two and add 5 to that DC. This also becomes the new Fort Save DC for the creature to resist the damage applied.
Deadly Illusions (Requires Illusion 7 ranks) – The Sith Sorcerer can create illusions that can actually damage a target themselves, and even kill. These typically take the form of a terrible beast or frightening creature that attacks the subject, although they can take the form of the Sith Sorcerer himself as well. When using this ability, the skill creates a single illusionary creature that can only attack one target at a time. If the target succeeds on their Will save, the illusion vanishes with no effect. If the target fails their Will save, the illusion attacks with the Sith Sorcerer’s base attack bonus plus Wisdom modifier, if any. When it hits it deals 1d10 points of damage plus 1 for every 2 Force levels the Sith Sorcerer has, max +5. Each round that the subject is attacked by the illusion, it can make a new Will save to disbelieve at the same DC as the original check. Other beings can see the illusion and interact with it, but it will only harm its primary target. Once the target is dead or escapes, the manifester can choose another target as a free action.
Deadly Illusion Expertise (Requires Deadly Illusion) – The Sith Sorcerer can increase the damage done by his illusions, making them more deadly. The illusion can now deal 2d6 damage plus 1 for every Force level the user has, max +10.
Deadly Illusion Mastery (Requires Deadly Illusion Expertise) – The Sith Sorcerer can use their knowledge of the power of fear to create an illusion so powerful it can instantly kill a single target. When manifesting the illusion, the target makes their Will save as normal. If they fail this save, they must then make a Fort save against the same DC. If they succeed on the Fort save they take 3d6 damage. If they fail the Fort save, the target dies instantly. Whether this ability fails or succeeds, the illusion is only manifest for a moment. This ability cannot be used with the Split Force technique; it can only affect one target at a time. Other beings can perceive the illusion, but the effect is over so quickly that they cannot interfere with it.
Dark Side Power (Requires Force Grip 7 ranks or Force Lightning 7 ranks) – The Sith Sorcerer gains additional versatility when using the Force as a weapon. When attacking with Force Lightning, the Sith Sorcerer can change the energy damage type from lightning to fire or cold. Beings or materials with weaknesses or strengths against each energy type may be affected differently.
When attacking with Force Grip, the Sith Sorcerer no longer needs to spend extra Force Energy to render the target dazed. They must still declare that they are dazing the target before making their check, and the target still saves as normal.
Dark Side Expertise (Requires Dark Side Power) – When attacking with Force Lightning with alternate energy types, the Sith Sorcerer can apply special effects with the attack. When attacking with fire damage, the subject may catch fire. The target must make a Ref Save with the DC determined by the check result. On a failed save, they catch fire as per the rules in the RCR pg 287. When attacking with cold damage, the target must make a Fort save with the DC determined by the check result. On a failed save, the target is fatigued. Characters that are already fatigued become exhausted. Characters that are already exhausted must save or fall unconscious.
When attacking with Force Grip, the Sith Sorcerer can grip essential nerve clusters and temporarily cripple them, rendering a target either blinded or deafened on a failed Fort save. Adding this effect raises the cost for Force Grip to 6 FE, and the effects last for 1d4+1 rounds.
Dark Side Mastery (Requires Dark Side Expertise) – When attacking with Force Lightning, the Sith Sorcerer does an additional +1 damage per die. This applies to any type of energy damage used with this skill.
When attacking with Force Grip, the Sith Sorcerer can potentially slay their target outright by breaking the neck or crushing a vital organ. If the player rolls a natural 20 on this attack, damage from the grip is applied directly to wound points. The target still saves as normal.
Deflect (Defense)
A Sith Sorcerer learns to deflect blaster bolts and other projectiles with his weapon, thereby providing a dodge bonus to Defense against such attacks. You must be carrying a Sith sword or an activated lightsaber to use this special ability.
Deflecting an attack is a reaction that costs the Sith Sorcerer a move action in his next round . The Sith Sorcerer must indicate that he is using deflect (defense) when an opponent declares an attack against him but before any attack rolls are made. When used in this fashion, the Sith Sorcerer gains the dodge bonus against all ranged attacks directed at him in the round. Deflect (defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, deflect (defense) isn’t a reaction; it’s an attack action used in a round when the Sith Sorcerer expects to come under heavy fire.
Deflect (Attack)
A Sith Sorcerer learns to deflect blaster bolts with his weapon, redirecting the attack toward a target within one range increment of the Sith Sorcerer’s position. (The type of blaster determines the range increment.) You must be carrying a Sith Sword or an activated lightsaber to use this special ability.
Deflecting an attack is a reaction that costs the Sith Sorcerer a move action in his next round. The Sith Sorcerer must indicate that he is using deflect (defense) when an opponent declares an attack against him but before any attack rolls are made. When used in this fashion, the Sith Sorcerer against the dodge bonus against all ranged attacks directed at him in the round. Deflect (defense) and deflect (attack) can be used together in the same round (though the Sith Sorcerer can decide not to use the defense if he wants a better chance at redirecting the incoming attack). The Sith Sorcerer can deflect and redirect a number of attacks equal to one-half his combined Sith Sorcerer and Jedi levels (if applicable), rounded up. The redirected attack must miss the Sith Sorcerer by 5 or less; any attack that his the Sith Sorcerer or misses by 6 or more points can’t be redirected. If the Sith Sorcerer can redirect the attack, he immediately rolls an attack using his lightsaber attack bonus and applying a penalty as described below. If this roll is high enough to hit the target, the redirected attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack). Each time a Jedi or Sith Sorcerer gains deflect (attack), the penalty associated with the redirected attack is lessened by 1. So, a 6th-level Sith Sorcerer who was previously an 11th-level Jedi guardian, for example, has a deflect (attack) penalty of only –1.
Sith Weapons
The Sith have used a variety deadly weapons for generations, including (but not limited to) the Sith Sword, the Sith Lanvarok, and the Lightsaber. At 5th level and again at 9th level, the amount of damage the Sith Sorcerer can deal with his chosen weapon increases. Each time he gains the Sith Weapons ability, his chosen weapon’s damage increases by +1 die. Increases gained from this class and other classes stack.
Force Defense Expertise
At 6th level, the Sith Sorcerer gains a bonus to all Force Defense checks equal to half their class level rounded down. In addition, when making a Force Defense check as a reaction against an effect coming from a site, artifact or Force-using being, they can spend an additional 3 Force Energy and gain the full effect of their roll, instead of the half effect normally granted when using Force Defense as a reaction.
Sith Spirit
Upon reaching 10th level, the Sith Sorcerer has perfected his connection to the Dark Side of the Force. Upon his death, he can voluntarily become a Dark Side Spirit, taking the template from the Dark Side Sourcebook pg 122 with one exception – the Sith Sorcerer is not bound to any particular location, and can freely roam the galaxy at will.
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