Passion of the Darkside
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Sith Force User - Sith Acolyte Master Path's

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Sith Force User - Sith Acolyte Master Path's Empty Sith Force User - Sith Acolyte Master Path's

Post by Guest Mon May 28, 2012 11:32 pm

Sith Alchemist:
All Acolytes of skill, and even a few non-Acolytes, eventually learn the ancient art of Sith Alchemy but few can truly say that they have mastered it. Mastery of Alchemy, however, is the very goal of an elite sub-set of Acolytes known, appropriately enough, as Sith Alchemists. These individuals push the limits of what Alchemy can do in the quest for the ultimate essence of physical existence. The reasons for taking up this quest are myriad, some desire power, some seek transcendence but all turn to Alchemy as the methodology. The Alchemists birth occurred at roughly the same time as Sith Alchemy itself for not long after it was developed many Sith became obsessed with it. After the fall of the Ancient Sith Empire the number of Alchemists thinned but never truly died out. It seems that Alchemy will never want for devotees.

Lesser Philosopher’s Stone: The outwards most sign of an Alchemist’s power is a small talisman called a Philosopher’s Stone. Sometimes worn in a ring or necklace and other times simply held, the Stone is a great amplifier of the Alchemist’s power. At level fifteen an Alchemist creates his Philosopher’s Stone. Its power allows him to use any School of Alchemy untrained.

Homunculus Master: When most think of the Sith Alchemists, what springs first to their minds are the Alchemic monstrosities these Sith command. At level sixteen, an Alchemist gains the ability to control far more creations than they could before. An Alchemist may now have a maximum number of creatures under his control equal to his level plus his Spirit Stat.

Philosopher’s Stone: As a Sith Alchemist’s Great Work progresses, he learns to unlock new depths of power with his Philosopher’s Stone. At level seventeen, an Alchemist’s Philosopher’s Stone allows him to use any School of both Sith Alchemy and Sith Sorcery untrained.

Create Leviathan: Of all the creatures created by Alchemists, the Leviathan is easily the most known and the most feared. At level eighteen, an Alchemist learns the secrets of creating such terrible creatures. No matter how powerful an Alchemist becomes, however, he can never control more than one Leviathan.

Greater Philosopher’s Stone: By level nineteen, an Alchemist has become so in tune with his Philosopher’s Stone that its power is overwhelming. A Greater Philosopher’s Stone allows the Alchemist to use any Force Power untrained. The only exception to this is Elemental Magic; not even the power of the Philosopher’s Stone can grant an Alchemist secrets so alien to his understanding.

Elixir of Life: The pinnacle of the Great Work is the creation of an Elixir of Life. Once imbibed, the Elixir causes the Alchemist to cease aging, makes him immune to disease and poison and ensures he will never die of old age. Sufficient damage will still end the Alchemist’s life, however. An Alchemist’s Elixir may grant him immortality but it will instantly kill any other who drinks it.

Lvl Special Abilities
15 Lesser Philosopher’s Stone
16 Homunculus Master
17 Philosopher’s Stone
18 Create Leviathan
19 Greater Philosopher’s Stone
20 Elixir of Life

Proficiency Points:
C: 17, 20
S: 15, 16, 17, 18, 19, 20
P: 15, 17
F: 15, 16, 17, 18, 19, 20

Sith Necromancer:
The ancient and terrible practice of Sith Necromancy has always attracted those hungry for power and forbidden knowledge. These power hungry souls take their beliefs from Darth Andeddu, seeing the dead as nothing more than tools. Such individuals are the stereotypical Necromancers. Some Necromancers, however, follow an older view. Taking their cue from the Kissai priests who pioneered Necromancy, they treat the dead with great reverence and show the greatest respect towards their creations.

Shambling Hordes: A true Necromancer may command a great many more undead than other Acolytes. A Sith Necromancer, starting at level fifteen, can control a maximum number of undead equal to twice his level plus his Spirit Stat.

Ghoul King: Necromancers have the ability to create types of undead known to other Acolytes only in rumor. Starting at level sixteen, all revenants raised by a Sith Necromancer are ghouls. Ghouls have vicious claws, may consume flesh to heal themselves and, should the Necromancer have less than maximum undead under his control, those killed by ghouls will arise as ghouls under the Necromancer’s control.

Master of the Shroud: As a Necromancer grows in power he learns to apply the same twists of nature to wraiths that he has to his ghouls. At level seventeen all wraiths summoned by a Sith Necromancer are dread wraiths. Dread wraiths may use Drain Knowledge to restore its health (in addition to relaying information to its master), posses the weak-willed. Should the Necromancer have less than maximum undead under his control, the dread wraith can turn Force Users it completely drains with Drain Force into a dread wraith under the Necromancer’s control. Note that, like normal wraiths, dread wraiths may use Drain Life and Drain Force.

Tomb Guardians: The ancient Necromancers created specific types of undead to guard the tombs of Korriban. At level eighteen a Sith Necromancer learns how to create such tomb guardians. Tomb guardians are skeletal creatures that have two Ranks in whatever weapon they are created holding and are able to use any armor they are created wearing. Tomb guardians are notably more intelligent than revenants and wraiths but are still fairly simple minded.

Tomb Prince Construction: In the Ancient Sith Empire, Dark Lords were often entombed with their foremost martial champion alongside them. These champions, known as tomb princes, at first filled a solely ceremonial role but, in time, the Sith Necromancers learned to turn them into exceptionally powerful tomb guardians. At level nineteen a Necromancer learns the art of creating a tomb prince. Tomb princes have three Ranks and the Weapon Focus Perk in the weapon they are created holding and may use any armor they are created wearing. Tomb princes are fully intelligent, possessing the personality of the person they were before their death though they are compelled to obey their master. Furthermore, a tomb prince may create up to five tomb guardians under his command that do not count towards the controlling Necromancers undead total. A Necromancer may only ever have one tomb prince under his command.

Undead Apotheosis: At level twenty a Sith Necromancer achieves the pinnacle of his art. After performing a dark ceremony and poisoning himself fatally, the Necromancer arises as an immortal undead sorcerer. The Necromancer need no longer eat nor sleep, is immune to disease and poison and will never die of old age or internal organ failure. The Necromancer’s body decays over time, however, and most have themselves mummified in some fashion after undergoing the transformation to avoid the worst of the decay. The Necromancer can still be destroyed with sufficient damage, however.

Lvl Special Abilities
15 Shambling Hordes
16 Ghoul King
17 Master of the Shroud
18 Tomb Guardians
19 Tomb Prince Construction
20 Undead Apotheosis

Proficiency Points:
C: 17, 20
S: 15, 16, 17, 18, 20
P: 15, 17, 19
F: 15, 16, 17, 18, 19, 20

Sith Lore Master:
Some, seeing how the Sith and Jedi Weapon Masters are highly similar, assume the Sith and Jedi Lore Masters also use alike methodologies. Nothing could be further from the truth. Though the Sith Lore Master does utilize similar scholarly techniques as his Jedi counter part at times, a Sith Lore Master’s primary interest is the Drain Knowledge Force Power. The ultimate form of forbidden knowledge, the Drain Knowledge Power allows the Lore Master a quick and easy path to unlimited understanding. In the hands of a true Lore Master, Drain Knowledge displays uses that would normally be unthinkable. Unlike other Master Paths, that of the Sith Lore Master has a known and confirmed founder. In the Ancient Sith Empire an Acolyte named Lothar first pioneered the techniques of Drain Knowledge that now define the Lore Master Path. Offering his services out of his fortress on Korriban which he dubbed the Bones of the Night, he offered the ill-gotten knowledge he possessed to those who were willing to pay his exorbitant fees. In time Lothar took on students and the Lore Masters have stalked the Galaxy ever since.

Mass Drain: As can be expected, a Sith Lore Master’s specialization in Drain Knowledge allows them to use the power in ways other find impossible. Starting at level fifteen, a Lore Master may drain multiple targets with a single use of Drain Knowledge

Dark Repository: At level sixteen, the Lore Master learns an art favored by the first Sith Lore Master, Lothar, Master of the Bones of the Night: the transformation of a skull into a Dark Repository. The skull must be of a sentient species and completely severed from the body in order to be transformed. A Dark Repository recalls with perfect clarity everything it knew in life and can instruct others in any Skills or Force Powers it possessed.

Puppet Master: As a Lore Master increases in power he learns techniques with his favored Force Power that expand its purpose significantly. Perhaps the most terrifying of these is the transformation of others into mindless puppets. Beginning at level seventeen, anyone weak-willed enough to have all their knowledge drained by the Lore Master become a mindless slave to him. These puppets can perform simple tasks and enter into combat but can only use the simplest of Skills, cannot use Force Powers and cannot communicate in any fashion. A puppet does nothing of its own accord, even eating and sleeping, unless its Lore Master commands it. A Lore Master may have a number of puppets at a time equal to his Spirit Stat.

Possession: At level eighteen, the Sith Lore Master gains an ability that truly opens up new avenues to knowledge: possession. Once a Lore Master has turned someone into a puppet, he may posses that puppet. The Lore Master’s body lies inert during the possession and if it perishes the Lore Master and his current puppet body die. This possession can last a maximum number of hours equal to his level plus his Spirit Stat. Once this time is up the Lore Master is forced back into his own body. Alternatively the Lore Master may return to his body before this time is up if he wishes. If the possessed body is killed while the Lore Master is within it then he is forced back into his body and remains unconscious for a time equal to his maximum possession length.

Program: A more subtle variant of the previously learned puppetry technique, this ability allows a Lore Master to subtly alter the behavior and memories of others. After using Drain Knowledge on a helpless victim, the Lore Master may reprogram the victim’s mind in any way he pleases. This may be as simple as removing all memory of the draining and programming in a subconscious command or it can be a complete overhaul of the victims personality and memories. In the latter case, Lore Masters often seek the aid of surgeons or an Alchemist to apply a more appropriate appearance to their…creation. This ability is gained at level nineteen.

Soul Parasite: At level twenty, a Sith Lore Master overcomes the previous limitations of his ability to possess. There is no longer a time limit on a Lore Master’s possession and he no longer dies if his original body is destroyed while he possesses another. However, a Lore Master may only survive being slain while in a puppet body if his original body still exists. If the Lore Master fails to jump to another puppet before dieing and his original body no longer lives then he passes into Chaos. A Lore Master may live forever using this technique provided he is clever and careful.

Lvl Special Abilities
15 Mass Drain
16 Dark Repository
17 Puppet Master
18 Possession
19 Program
20 Soul Parasite

Proficiency Points:
C: 20
S: 15, 16, 17, 18, 19, 20
P: 15, 17, 19
F: 15, 16, 17, 18, 19, 20

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