Sith/Jedi (3.5e Class)/Sith

= The Sith =

"There is no hope - join me!"

The dark side of the Force manifests itself as Sith. Sith are very similar to soulknifes, and anti-paladins and somewhat similar to monks. Sith is an extension of the padawan, being thus any ability that states per level of sith, padawan levels are preadded (i.e. level 1 sith is noted as being a level 11 sith)

Requirments:
 * Must have gained 10 levels in Padawan
 * Can never be Good.

Weapon Proficiency (Ex): Are now additionally proficient with all exotic weapons.

Lightsaber (Ex): A sith's lightsaber turns red, no matter the previous color, and gives an additional 1d6 of damage at 11th level and every 3 levels there after (14th, 17th, 20th, etc...). For every 7 levels of sith gain an extra move equivalent action (11th, 14th, etc).

Vision (Sp): vision can be done 1/ day for every sith level.

Improved Sith Reflexes (Ex): Beginning at 12th level, a sith gains a further +2 dodge bonus to AC on top of the +1 at 6th level.

Force Lightning (Su): Sith who have mastered the Force may now utilize its power in new ways for attack. They can fire arcs of Force lightning from their palms or fingertips. May be done 1 time a day per 3 sith levels as an attack action. An arc of Force lightning deals d8 lightning damage per 3 Sith levels (maximum 6d8 damage at 18th level) in a 20-foot cone emanating from their hands.

Sith Bain (Su): At 13th level, a sith with sith bane can use the Force to curse all enemy's in a 20-foot radius a -1/2 his Wisdom Modifier on attack rolls, AC, and Reflex saves checks

Improved Throw Lightsaber (Ex) At 14th level, a sith can now throw his lightsaber as a standard action instead of a full-round action. He may also take the multiple attacks attached with his level.

Sith Corruption: At 15th level a sith, from long years of disregard for personal health, starts to decay. Sith Giving the Sith a -1 fortitude at 15 level and every 4 thereafter. Sith can go through two trees of decay as follows:
 * Robotic: Gain an additional +3 to Str and +2 to all Str skill checks (climb, jump, swim). Get Con dmg of 1d4 -1/5lvls of sith or jedi if electrocuted or if you use any shock spells and an additional 1d8 dmg.
 * robotic arm -1Dex when using arm (can only be for one arm)
 * robotic legs -1Dex when using (if only one leg), or -2Dex to both legs, +10speed, incapable of fatigue (when both legs).
 * Ozzing: the increased liquidity gives Sith a additional 1d8 to their Sith Shock and +2 to Cha, lesser. But -1Con, and speed reduced by 5. They also become immune to death effects and get +4 to Autohypnosis and +2 to Concentration.

Align Weapon (Sp): At 15th level, a sith can alter the lightsabers alignment as a move action, per the align weapon spell.

Force Field (Su): At 16th level, a sith gains spell resistance equal to 10 + 1/2 Sith level + wisdom modifier.

Detect Thoughts (Sp): can use the spell detect thoughts 4 times per day.

Improved Telekenesis (Su): At 17th level, the Sith may now use this power at will. This ability also doubles the amount of weight that can normally be lifted.

Greater Improved Sith Reflexes (Ex): Beginning at 18th level, a Sith gains a further +3 dodge bonus to AC on top of the +2 at 12th and the +1 at 5th.

Force Speed (Ps): At 19th level, a sith gains an additional move equivalent action each round.

Sith Lord (Ex): Upon reaching 20th level, a Sith may be considered as having reached the rank of Sith Lord. The Sith has become one with the Force and gains a +1 bonus to his base Dexterity and Charisma scores.

Energy Absorb (Su): Can absorb energy attacks altogether. A Sith of 20th level may use 1/ day for every 5 sith levels after 10th as an attack action. Absorbed energy attacks (including Force attacks like Force Blast), heals the Sith for d8 per 7 Sith levels

Ex-Sith
A sith who trys to uphold the sanity of law and goodwill of the Jedi Order, leaves the chaos and personal gain of the sith, and may change to the Jedi order. But sith do not lose their connection to the Force or their Force abilities (see from sith to jedi. A sith who betrays the madness, can always come back - we have cookies! Don't look into the light!

Sith Lords
Force Lightning (Su): The Sith Lords's powers to use the Force continue to grow. He may now use these abilities one more time per day at 21nd level and every three levels after 21nd (5/day at 24th, 6/day at 27th, and so on), and can now do it as a swift action.

Blindsight 5ft (Ex): has Blindsight for 5ft

Energy Absorb (Su): The Sith Lords's powers to use the Force continue to grow. He may now use these abilities one more time per day at 25nd level and every five levels after 25nd (3/day at 30th and so on).

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

Lightsaber (Ex): A sith's lightsaber continues its damage increase giving an additional 1d6 of damage at 23th level and every 3 levels there after (26th, 29th, etc...).

Telekinetic Sphere (Sp): At 28th level, a Sith Lord gains the use of the spell telekinetic sphere as a spell-like ability at will.

Sith in the World
Organizations: None, your master is the only person that you trust, all other sith are treated the same as the jedi... even your master.

NPC Reactions: Most people fear the sith, and do everything in their power to appeases them - bounty hunters seem to have a notably good reaction to them.

Religion: Sith worship the all powerful Force. Sith do not need (nor have for that matter) temples, or prayers to worship the force - they only listen to it.

Notables:

Palpatine (3.5e NPC)

Sith Lore
Characters with ranks in Knowledge(The planes) can research sith to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Playing a Sith
Combat: Sith are highly versatile, thus are found in the center of combat or on its sidelines.

Advancement: Sith, who wish to excel beyond most of their class, usually pick a pisionic class - soul-knife is by far the most common.