Force Conduit (3.5e Class)

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Sith

<-general description->.

Making a sith

The Sith are very similar to anti-paladins and somewhat similar to monks. They are practitioners of "the Force" (a non-deity attached divine magic source) in order to cast spells and use their special abilities. They are the equal and opposite of Jedi Knights.

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: A Sith depends on Wisdom for AC and for Force abilities and the three physical attributes–-Strength, Dexterity and Constitution--for the usual reasons.

Races: Any race can become a Sith.

Alignment: Sith may not be good or lawful.

Starting Gold: 6d4x10 gp (120 gp).

Starting Age: Moderate.

Table: The Sith

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +2 +2 Lightsaber, Lightsaber Finesse, Sith Mage Hand
2nd +2 +3 +3 +3 Forceful Grace
3rd +2 +3 +3 +3 Sith Mind Trick
4th +3 +4 +4 +4 Sith Evasion
5th +3 +4 +4 +4 Sith Reflexes
6th +4 +5 +5 +5 Sith Shock
7th +6/+2 +5 +5 +5 Throw Lightsaber
8th +7/+3 +6 +6 +6 Sith Acrobatics
9th +8/+4 +6 +6 +6 Telekinesis
10th +10/+5 +7 +7 +7 Improved Sith Evasion
11th +11/+6/+1 +7 +7 +7 Sith Decay
12th +12/+7/+2 +8 +8 +8 Improved Sith Reflexes
13th +13/+8/+3 +8 +8 +8 Focused Training
14th +14/+9/+4 +9 +9 +9 Improved Throw Lightsaber
15th +15/+10/+5 +9 +9 +9 Echo Madness
16th +16/+11/+6/+1 +10 +10 +10 Force Field
17th +17/+12/+7/+2 +10 +10 +10 Improved Telekinesis
18th +18/+13/+8/+3 +11 +11 +11 Greater Improved Sith Reflexes
19th +19/+14/+9/+4 +11 +11 +11 Faith in the Force
20th +20/+15/+10/+5 +12 +12 +12 Sith Lord, Force Lightning/Energy Absorb (4/day)

Class Skills (6 + Wis modifier per level, ×4 at 1st level)
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. -> Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Weapon and Armor Proficiency: Sith are proficent with all exotic martial and simple weapons, however they are not proficient with shields or armor of any kind.

Lightsaber: A 1st level Sith chooses his Lightsaber. The Lightsaber is made from a unique crystal that is unbreakable and emits a red glow. The hilt can be unique in sturdiness and can come in many designs. A Sith can choose whatever design for a hilt. His choice of Lightsaber are 1 handed [1d8], or dual wield [two separate 1d8], or double bladed [1d8/1d8]) each with 19-20 x2 critical.

Lightsaber Finesse (Su): A 1st level Sith receives the Saber Finesse ability. The Sith may use his Dexterity modifier instead of his Strength modifier as the bonus to his melee attacks when using his Lightsaber.

Sith Mage Hand Starting at 1st level, a Sith gains an ability like Mage Hand, once per Sith Level + Wisdom modifier per day a Sith can move 10lbs, but the range is halved. In exception they may use this to call their lightsaber regardless of it's usual weight restrictions.

Forceful Grace (Ex): At 2nd level, a Sith gains an insight bonus equal to his Wisdom modifier on all Balance, Jump, Tumble, checks as well as Reflex saves and his AC. Forceful Grace does not apply if the user is immobile. In addition, a Sith may not be caught flat-footed (but may however still be flanked).

Sith Mind Trick (Su): At 3rd level, a Sith is capable of slightly influencing the minds of others. This works exactly like a suggestion spell. The save to resist a Sith mind trick is 10 + 1/2 Sith level + Wisdom modifier.

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

Sith Reflexes At 5th level, a Sith is so adept at feeling the will of others, he gains a +1 dodge bonus to AC.

Sith Shock, minor (Su): At 6th level, a Sith can use a Sith Shock, minor once per day for every 5 Sith levels. The blast paralyses an enemy for 1 round unless it makes a will save equal to 10+ 1/2 Sith level + Wisdom modifier (If failed by more than 7 the enemy is stunned for an additional round). This shock additionally does 1d6 points of damage regardless of a passed save. If the subject is touched during the first round it gives 1d3 dmg. The shock can be blocked by a lightsaber. The Sith caster is considered flat footed for the first round.

Throw Lightsaber: At 7th level, a Sith as a full round action may throw his lightsaber 10 ft + 10ft per 2 Wisdom bonus modifiers

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

Sith Decay: At 11th level a Sith, from long years of disregard for personal health, starts to decay. Sith Giving the Sith a -1 Cha at 11 level and every 3 thereafter and a -1 fortitude every 4 levels after this one. Sith can go through two trees of decay as follows:

{{#anc:Robotic}} get Con dmg of 1d4 -1/5lvls of sith if electrocuted or if you use any shock spells and 1d5 hp dmg. robotic arm +2 Str, -1Dex when using arm (can only be for one arm) robotic legs +1Str, -1Dex when using (if only one leg), or +1Str, -2Dex to both legs, +10speed, incapable of fatigue (when both legs).

{{#anc:Ozzing}} The increased liquidity gives Sith a additional 1d8 to their Sith Shock, lesser. But -1Con, and speed reduced by 5

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

Focused Training (Su): At 13th level, a Sith with focused training can use the Force to grant all allies in a 60-foot radius a bonus on their Reflex saves, Balance, Jump, and Tumble checks equal to 1/2 his Wisdom Modifier.

Improved Throw Lightsaber 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.

{{#anc:Echo Madness}} (Su): At 15th level when subjected to any enchantment spell which is successfully resisted through a successful saving throw, or immunity, a Sith may reflect the spell back at its caster with the same DC and caster level as before by inflicting themselves with 1 point of Wisdom damage. herself

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

Improved Telekenesis 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 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 6th.

Faith in the Force (Ex): When Sith reach a very high level in their training, the pull of the Light Side lessens... but never truly dissipates. The amount of Jedi Taint required to tempt a 19th level Sith to the Light Side is now doubled.

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 +2 bonus to his base Dexterity and Wisdom scores.

Force Lightning/Energy Absorb(Su): Sith who have mastered the Force may now utilize its power in new ways for attack and defense. True Lords can fire arcs of Force lightning from their palms or fingertips, and others can absorb energy attacks altogether. A Sith of 20th level may use either of these new powers to great effect four times a day as a move action. An arc of Force lightning deals d8 damage per 2 Sith levels (maximum 10d8 damage at 20th level) in a 40-foot cone emanating from their hands. If a Sith chooses to absorb the energy attacks (including Force attacks like Force Blast), he instead absorbs the damage. The absorbed damage heals the Sith for d8 + Sith levels.

Sith Decay

At 11th level a Sith, from long years of disregard for personal health, starts to decay. Sith Giving the Sith a -1 Cha at 11 level and every 3 thereafter and a -1 fortitude every 4 levels after this one. Sith can go through two trees of decay as follows:

{{#anc:Robotic}} get Con dmg of 1d4 -1/5lvls of sith if electrocuted or if you use any shock spells and 1d5 hp dmg. robotic arm +2 Str, -1Dex when using arm (can only be for one arm) robotic legs +1Str, -1Dex when using (if only one leg), or +1Str, -2Dex to both legs, +10speed, incapable of fatigue (when both legs).

{{#anc:Ozzing}} The increased liquidity gives Sith a additional 1d8 to their Sith Shock, lesser. But -1Con, and speed reduced by 5

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. A Sith who betrays the madness, can always come back - we have cookies! Don't look into the light!

Sith Lords

Table: Sith Lords

Hit Die: d<-Die size for Hit Die->

Level Special
21st
22nd Force Lightning/Energy Absorption 5/day
23rd Superior Focus
24th Force Lightning/Energy Absorption 6/day
25th
26th Force Lightning/Energy Absorption 7/day
27th Telekinetic Sphere
28th Force Lightning/Energy Absorption 8/day
29th
30th Force Lightning/Energy Absorption 9/day

<-number of skill points-> + Int modifier skill points per level.

Force Lightning/Energy Absorption (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 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.

Telekinetic Sphere (Sp): At 27th level, a Sith Lord gains the use of the spell telekinetic sphere as a spell-like ability at will.

Human Sith Starting Package

All Sith are taught to take it all! But, they must also know how to blend in with the slaves.

Weapons: lightsaber (see above)

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Jump 4 Str
Tumble 2 Dex
Diplomacy 4 Cha
Balance 4 Dex
Move Silently 2 Dex
Sense Motive 4 Wis

Feat: Negotiator.

Bonus Feats: If Dexterity score is more than 13, Dodge.

Gear: Traveler's outfit, belt pouch, three day's rations, waterskin.

Gold: 40 gold.





Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsNeutral +, Neutral Evil +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorFranken Kesey +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points6 +
SummaryEvil practitioners of the force +
TitleForce Conduit +
Will Save ProgressionOther +