Sith apprentice (3.5e Class)

This page was marked as abandoned on 20:39, 5 February 2021 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is of questionable balance. Reason: Looks like force block renders the PC and those near him nearly immune to melee and ranged attacks


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Making a Sith Apprentice

The Sith Apprentice are very similar Jedi but have turned to the dark side. They can wear Heavy armor unlike Jedi and train their tough bodies in the ways of "the Force" (a non-deity attached divine magic source) in order to cast spells and use their special abilities.

Abilities: A Sith Apprentice depends on Strenth for Force abilities unlike the Jedi that requires Wisdom.

Races: Any race can become a Sith. In most cases Sith will attempt to trick a race before enslaving it, because it is easier to do so.

Alignment: Sith must be Lawfull Evil.

Starting Gold: 6d4x10 gp (120 gp).

Starting Age: Simple.

Table: The Sith Apprentice

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+2+0 Lightsaber, Lightsaber Finesse, Sith Mage Hand, Force Block
2nd+2+3+3+0 Force Strength
3rd+3+3+3+1 Sith Mind Trick
4th+4+4+4+1 Sith Evasion, Uncanny Dodge
5th+5+4+4+1 Force Blast
6th+6/+1+5+5+2 Sith Reflexes
7th+7/+2+5+5+2 Throw Lightsaber
8th+8/+3+6+6+2 Sith Acrobatics
9th+9/+4+6+6+3 Telekinesis
10th+10/+5+7+7+3 Improved Sith Evasion, Improved Uncanny Dodge
11th+11/+6/+1+7+7+3 Sith Meditation, Apprentice Training
12th+12/+7/+2+8+8+4 Improved Sith Reflexes
13th+13/+8/+3+8+8+4 Wholeness of Body
14th+14/+9/+4+9+9+4 Improved Throw Lightsaber
15th+15/+10/+5+9+9+5 Sith Mind Clarity
16th+16/+11/+6/+1+10+10+5 Force Field
17th+17/+12/+7/+2+10+10+5 Improved Telekinesis
18th+18/+13/+8/+3+11+11+6 Greater Improved Sith Reflexes
19th+19/+14/+9/+4+11+11+6 Sith Lord
20th+20/+15/+10/+5+12+12+6 One with the Force, Force Lightning/Energy Absorb (4/day)

Class Skills (4 + Int modifier per level, ×4 at 1st level): Balance, Climb, Concentrate, Disguise, Escape Artist, Heal, Hide, Jump, Listen, Move Silently, Sense Motive, Spot, Swim, and Tumble.

Class Features

All of the following are class features of the Sith Apprentice.

'Weapon and Armor Proficiency: Sith are proficient with all simple weapons and their lightsaber (see below). However, they are not proficient with shields but are proficient with all armor.

Lightsaber: At 1st level, a Sith Apprentice gains a lightsaber as his weapon. A Sith can choose for his lightsaber to be either a longsword, bastard sword, or a two-bladed sword, each of tainted energy. However, unlike normal tainted energy weapons, a lightsaber can harm undead; constructs; and objects, and deals damage to the armor and shield equal to the damage given to the defender (minus hardness, min 1 excpet against adamantine). The hilt is also unique in sturdiness and can come in many designs. A Sith can choose whatever design for a hilt and whatever color of a lightsaber he wishes but prefer red.

Force Block At 1st level, if a Sith concentrates (DC 10 + rounds concentrating + any damage taken), he can block any object coming his way. At first level, he can only block 10 pounds of matter. He can block an extra 10 pounds every level after first. This ability can affect objects in a 30 foot spread from the Sith.

Weapon Focus (Su): A 1st level Sith receives the Weapon Focus feat with respect to his lightsaber. The Sith Apprentice has a +1 bonus on all Attacks with its lightsaber.

Sith Mage Hand Starting at 1st level, a Sith gains the ability to use Mage Hand once per Sith Level + Strenth modifier per day. They may use this to call their lightsaber, regardless of it's usual weight restrictions.

Force Flexibility (Ex): At 2nd level, a Sith Apprentice gains an insight bonus equal to his Dexterity modifier on all Disguise, Intimidate, Slight of Hand, checks as well as Fortitiude saves and his BAB.

Sith Mind Trick (Su): At 3rd level, once per day per point of Str bonus, a Sith is capable of slightly influencing the minds of others. This works exactly like a suggestion spell, Unlike Jedi, Sith can use this for personal use.

Sith Evasion (Ex) At 4th level, a Sith gains the use of the Evasion ability.

Uncanny Dodge (Ex)At 4th level, a Sith gains the use of the Uncanny Dodge ability.

Force Blast: At 5th level, a Sith can launch a 30 foot cone of energy out from their palm, inflicting damage and moving objects in it's path. It deals 1d8 damage per 2 Sith levels. It grows to 60 feet at level 15. If an enemy does not succeed a Reflex save (10+ 1/2 Sith Level + Strenth modifier) they are knocked prone. A Sith can use this ability once every 1d4 round.

Sith Reflexes At 6th level, a Sith is so adept at feeling the will of others, he gains a +1 dodge bonus to AC. This bonus stacks with the feat "Dodge."

Throw Lightsaber: At 7th level, a Sith as a full-round action may throw his lightsaber 10ft + 10ft per 2 Strength bonus modifiers. The lightsaber is treated as having the "Returning" special ability.

Sith Acrobatics (Ex): At 8th level, a Sith no longer requires a running start to perform a Jump skill check without penalty.

Telekinesis (Sp): At 9th level, a Sith gains the use of the spell telekinesis as a spell-like ability once every Sith level per day.

Improved Evasion (Ex) at 10th level, a Sith gains the use of the Improved Evasion ability.

Improved Uncanny Dodge (Ex) At 10th level, a Sith gains the use of the Improved Uncanny Dodge ability, as the barbarian.

Dark Command: At 11th level, the Sith gains the Leadership feat. The Sith can now Gain An Apprentice that can provide help to the Sith if needed

Force Choke: At 11th level, a Sith gains the ability to use Force Choke. This Attack Deals 2d8

Improved Sith Reflexes At 12th level, a Sith is so adept at feeling the will of others, he gains an additional +1 dodge bonus to AC. This bonus stacks with the feat "Dodge".

Wholeness of Body At 13th level, a Sith can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Jedi level each day, and he can spread this healing out among several uses.

Improved Throw Lightsaber At 14th level, a Sith can now throw his lightsaber as a standard action instead of a full-round action.

Sith Mind Poison At 15th level, a Sith mind is so tainted it is able to taint the mind on the enemy. This Spell Acts like the Command Undead Spell but works on all Races

Force Field At 16th level, a Sith gains spell resistance equal to 10 + 1/2 Sith level + Strenth modifier.

Improved Telekenesis At 17th level, the Sith may now manipulate double the amount of weight that can normally be manipulated.

Greater Improved Sith Reflexes At 18th level, a Sith is so adept at feeling the will of others, he gains an additional +1 dodge bonus to AC. This bonus stacks with the feat "Dodge".

Sith Lord (Su): When Sith Apprentices reach level 19, they attain the status of Sith Lord, which confers the ability to have the spell Freedom of Movement perpetually on.

Force Lightning At 20th level, a Sith gains the force lightning ability. Sith gain the ability to cast lightning bolt as a spell-like ability once every 1d4 rounds. The DC for a saving throw against a Sith’s lightning bolt is 10 + the Sith’s Strenth modifier. This can be done 4 times per day.

One With the Force (Su): Upon reaching 20th level, a Sith has grown so close to the Force that they can listen to it more clearly than other Sith. A Sith gains the ability to use Detect Thoughts and Clairaudience/Clairvoyance at will

Epic Sith Apprentice

Table: The Epic Sith Apprentice

Hit Die: d8

LevelSpecial
21stBonus Feat
22ndForce Lightning/Energy Absorption 5/day
23rdSuperior Focus
24thForce Lightning/Energy Absorption 6/day
25thBonus Feat
26thForce Lightning/Energy Absorption 7/day
27thLightning Burst
28thForce Lightning/Energy Absorption 8/day
29thBonus Feat
30thForce Lightning/Energy Absorption 9/day

Skill Points: 4 + Int modifier skill points per level.

Force Lightning/Energy Absorption (Su): The Sith Apprentice's powers to use the Force continue to grow. He may now use these abilities one more time per day at 22nd level and every even numbered level after 22nd (6/day at 24th, 7/day at 26th, 8/day at 28th and so on.)

Superior Focus: At 23th level, the bonuses gained from the Sith Focus ability triples for the chosen Force ability.

Lightning Burst (Sp): At 27th level, a Sith Apprentice gains the use of the spell Lightning Burst as a spell-like ability at will.

Bonus Feat At 21st, 25th, and 29th level, the Sith Apprentice receives an Epic Bonus Feat. Their Sith Apprentice levels stack as Monk or Fighter levels for determining prerequisites for bonus feats.

(made by Dameon Cornish)


Back to Main Page 3.5e Homebrew Classes

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.