Arise, Chicken! Chicken, Arise!
Sith Warrior Class
Alignment: Any evil Hit Die: d10 Base Attack: as Fighter Saves: as Monk
Skill Ranks per Level: 4+Int modifier
Class Skills: Acrobatics, Climb, Craft, Intimidate, Knowledge: History, Knowledge: Religion, Profession, Ride, Swim, One Skill of their choice
Weapon and Armor Proficiency: Simple and Martial weapons. Exotic Weapon Proficiency: Lightsaber
Sith Warriors are not proficient with any armor or shields.
1st level: Bonus Feat, Force Infusion, Force Insight (monk AC bonus), Force Power(force feats)
2nd level: Deflect (Defense), Duel 1/day
3rd level: Uncanny Dodge
4th level: Bonus Feat, Force Points (magic)
5th level: Deflect (Attack -4), Duel 2/day
6th level: Deflect (Defense +2), Duel of the Fates
7th level: Bonus Feat
8th level: Improved Uncanny Dodge, Duel 3/day
9th level: Deflect (Attack -3)
10th level: Force Points (Alignment)
11th level: Bonus Feat, Duel 4/day
12th level: Deflect (Defense +3)
13th level: Dire Duel
14th level: Force Points (Ranged), Duel 5/day
15th level: Bonus Feat
16th level: Deflect (Attack -2) or Dark Justice
17th level: Dark Side Sustenance, Duel 6/day
18th level: Deflect (Defense +4) or Dark Retribution
19th level: Bonus Feat
20th level: ???
Force Infusion: any melee weapon used does damage equal to monk unarmed damage of your level, or base weapon damage, whichever is higher. Any Lightsaber used does damage equal to a large monk.
Force Insight: when unarmored and unencumbered, the Sith Warrior adds his Wisdom bonus to his AC, but not to his CMD. In addition, the Sith gets a +1 to AC at 4th level. This bonus increases by 1 every 4 Sith levels thereafter, up to +5 at 20th level. These bonuses apply even to touch attacks or when the Sith is flat-footed. He loses these bonuses when he is immobilized or helpless, when wearing any armor, carrying a shield, or when he carries a medium or heavy load.
Force Power: the Sith Warrior may take any Force feats that he meets the prerequisites for. He may also substitute Charisma for all class abilities instead of using Wisdom.
Deflect (Defense): gain +1 Deflection AC to all ranged weapons. Costs a move action this turn, or on his next turn. May be used on an opponents’ turn, but only if aware of an incoming attack.
Duel: once per day use a swift action to choose a creature in line of sight. All melee attacks do extra damage equal to class level to target. Dueling a foe takes much of the Sith Warrior’s attention. He takes a -2 penalty to AC against anyone other than his Duel target.
Force Points (magic): Gain a pool of Force points equal to 1/2 your class level + wisdom modifier. All melee attacks made count as Magic weapons for the purpose of overcoming Damage Reduction, while you have at least 1 Force point in your pool. At 10th level, choose an alignment type (Lawful, Chaotic, Good, Evil) that is not directly opposite to your own alignment. Your melee attacks are treated as weapons of that alignment for overcoming Damage Reduction. At 14th level your ranged attacks are also affected.
By spending 1 Force point as a swift action, the Sith Warrior can do the following. He can add 5 points of damage to a successful hit. In addition, he can spend 1 point to give a +3 bonus to his next ability/skill check. He can also spend 1 Force point to heal damage from himself equal to his class level. Finally, a Sith Warrior can spend 1 Force point to make a successful range attack do damage as if it were his melee weapon, gaining his Force Infusion damage instead of the base weapon damage.
Deflect (Attack -4): the Sith Warrior can deflect melee or range weapon attacks, up to 1/2 his class level in attacks per use. When he would be hit, he can make an attack roll with a -4 penalty. If his roll is higher than the roll that hit him, the attack is deflected and does no damage. This costs a move action on his turn, or on his next turn. The Sith Warrior may only use this when he is aware of an incoming attack.
Deflect (Defense +2): gain +2 Deflection AC to all ranged weapons. Same cost as previous Defense. May also use an immediate action to get the bonus to one ranged weapon attack instead of using a Move act for all attacks.
Duel of the Fates: when the Sith is targeted by Smite, Challenge, or similar effect and uses his Duel in response (or if already Dueling them), he gains a +1 to hit and AC against them. This increases by +1 every 3 levels after 6.
Deflect (Attack -3): as previous Attack but the penalty is now -3. May use an immediate action to deflect one attack instead of using a move act to stop multiple attacks.
Deflect (Defense +3): as previous Defense but +3 Deflection AC bonus.
Dire Duel: whenever the Sith initiates a Duel, his target must pay attention to the threat he poses. As long as the target of the Sith’s Duel is within his threatened area, it takes a -2 AC penalty to attacks made by anyone other than the Sith.
Deflect (Attack -2): as previous Attack but -2 penalty.
Dark Justice: whenever the Sith is successful at deflecting a melee attack, the attacker provokes an attack of opportunity from the Sith.
Deflect (Defense +4): as previous Defense but +4 Deflection bonus. When using an immediate action to deflect, Ray attacks (magical or not) may also be deflected.
Dark Side Sustenance: the Sith Warrior no longer takes penalties to his ability scores for aging, and can not be magically aged, though any penalties already incurred remain. He still gains bonuses for aging and dies of old age when appropriate. He is also immune to poisons.
Dark Retribution: when using an immediate action to Deflect range attacks, if successful the Sith rebounds the attack to his attacker. The attacker makes a new attack roll against themselves at the same bonus as their attack that just got rebounded. They take full damage if hit.