Sith Warrior

"Constant war will be your life? Our life?  Nothing more?"

"I am a Sith Warrior."

- Eleena Daru and Darth Malgus

Sith Warriors, described as "an unstoppable force of darkness", were combat specialists of the Sith Empire, and served as champions of the battlefield, entrusted with the task of destroying the Empire's enemies and enforcing Sith dominiation across the galaxy. Trained to rely on the emotions of fear, anger, and hatred to improve their connection to the dark side of the Force, channeling its power through their bodies and purging weakness from themselves.

In contrast to the Sith Inquisitors, Warriors had little patience for careful planning, and wasted no time with such manipulations. Instead, they demanded absolute obedience from their followers, relying on power and intimidation to attain their ends. However, such blunt methods did not reduce them to single-mindedness, and Sith Warriors had been known to go renegade in order to pursue their own agendas.

Exploits
The combat specialists of the reconstituted Sith Empire, Sith Warriors channel their anger and hatred to purge their body and mind of weakness, and focus on becoming beings of pure and lethal efficiency. Determined to eradicate the Jedi Order and rule the galaxy through fear and intimidation, Warriors have little patience for the calculated and careful planning favored by many of their compatriots, preferring instead to simply crush their foes. They demand absolute loyalty from their followers, and in turn demonstrate such traits towards their own Sith masters, often surprising enemies and allies alike with their self-discipline and strong sense of honor.

Some Sith Warriors have been known to go renegade and pursue their own agenda, though all such Darksiders can be trusted to never be far from the action. Their fierce hatred of the Jedi ensures that they will be at the forefront of any conflict with the Galactic Republic, though this uncomprimising bloodlust does not render them tactless and single-minded. Due to their passionate dedication to their goals, Sith Warriors are natural leaders, inspiring both fear and undying loyalty amongst their allies. While they have little patience for failure, Warriors understand the need for strength in number against their foes.

Characteristics
In terms of their own combat training, Sith Warriors utilize bold lightsaber combat tactics and sudden bursts of Force powers, designed to force opponents onto the defensive before killing them. Considered unrivaled lightsaber duelists, Warriors utilize combat forms geared toward brute force, hammering their foes into submission with strong, crushing blows. Though their lightsaber is their prime method of attack, Sith Warriors do not neglect their skills in other areas of the Force, using it to paralyze, terrify, and kill. Protected by their heavy armor, Sith Warriors charge into the fray and release their anger and hatred against all who stand against them.

Examples of Sith Warriors in Star Wars

 * Darth Vader
 * Darth Malgus
 * Scourge, the Emperor's Wrath
 * Darth Arho
 * Darth Malak
 * Darth Sion
 * Darth Nihilus
 * Darth Bane

Eras

 * The Old Republic
 * Legacy Era

Game Rule Information
Sith Warriors have the following game statistics.

Abilities
A Sith Warrior should be gifted in all abilities, but Constitution and Strength are most important. Dexterity is also useful. Wisdom and Intelligence are the backbone of many important Force skills.

Vitality
Sith Warriors gain 1D12 Vitality points per level. The character's Constitution modifier applies.

Force Points
Sith Warriors gain a number of Force points equal to 5 + 1/2 their character level (rounded down) at 1st level and every time they gain a new level in this class.

Class Skills
The Sith Warrior's class skills and the key ability for each are as follows.
 * Acrobatics  ( Dex )
 * Climb  ( Str )
 * Computer Use  ( Int )
 * Craft *  ( Int )
 * Intimidate  ( Cha )
 * Knowledge *  ( Int )
 * Pilot  ( Dex )
 * Profession *  ( Wis )

Skill Ranks at every level:  (4 + Int modifier).

Class Features
All of the following are features of the Sith Warrior class.

Starting Feats
Sith Warriors begin play with the following feats:
 * Exotic Weapon Proficiency (Lightsaber)
 * Force-Sensitive*
 * Weapon Group Proficiency (Blaster Pistols)
 * Weapon Group Proficiency (Blaster Rifles)

Equipment
A Sith Warrior starts play with a lightsaber by his master. Later, the Sith can build his own lightsaber.

Force Training
The Sith Warrior gains a bonus Force feat at 1st, 3rd, and 4th level. This bonus Force feat must be selected from the following list. Once one of these Force feats is selected, its associated Force skills become class skills for the character.
 * Alter
 * Control
 * Sense

Deflect (Defense)
A Sith learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a  Dodge  bonus to Defense against such attacks. The Sith must be carrying an activated lightsaber to use this special ability.

Deflecting an attack is a reaction that costs the Sith a move action in his next round. The Sith must indicate that he is using Deflect (Defense) when an opponent declares an attack against him but before any attack rolls are made. When used in this fashion, the Sith gains the Dodge bonus against all ranged attacks directed at him in the round.

For example, if Darth Maul uses his activated lightsaber to deflect any number of blaster attacks in round three of combat, in round four he loses a move action to account for the effort expended to deflect attacks in round three.

Each time the Sith gains Deflect (Defense), it provides a +1 Dodge bonus to Defense when he uses his lightsaber to block ranged attacks. So at 1st level the Dodge bonus to Defense is +1, at 10th level it increases to +2, and at 15th level it increases to +3.

Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the Dodge bonus for deflecting the attack and the +4 Dodge bonus granted by using total defense. In this case, Deflect (Defense) isn't a reaction; it's an attack action used in a round when the Sith expects to come under heavy fire.





Fast Movement
A Sith Warrior's base speed is faster than the norm for her race by 3 meters (1 square/hex). This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the Warrior's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the Warrior's base speed.

Bonus Feat
At 2nd, 8th, 12th and 18th level, the Sith Warrior gains a bonus feat. This feat must be selected from the following list, and the Sith Warrior must meet any prerequisites.
 * Acrobatic
 * Alertness
 * Athletic
 * Attuned
 * Aware
 * Combat Expertise
 * Combat Reflexes
 * Fame
 * Shii-Cho (Form I) Mastery
 * Makashi (Form II) Mastery
 * Soresu (Form III) Mastery
 * Ataru (Form IV) Mastery
 * Shien & Djem So (Form V) Mastery
 * Niman (Form VI) Mastery
 * Juyo (Form VII) Mastery
 * Hatred
 * Improved Critical
 * Improved Initiative
 * Infamy
 * Iron Will
 * Jar'Kai
 * Malevolent
 * Mettle
 * Power Attack
 * Powerful Presence
 * Quickness
 * Rage (grants extra Rage per day)
 * Sokan
 * Toughness
 * Vaapad
 * Weapon Focus*
 * Weapon Finesse
 * Weapon Specialization

Rage
A Sith Warrior can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 2nd level, a Warrior can Rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 2nd she possesses, the Warrior can rage for 2 additional rounds per day. A Warrior can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a Warrior gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a -2 penalty to Defense. She also gains 2 temporary hit points per Hit Dice. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the Warrior enters a rage again within 1 minute of her previous rage. While in a rage, a Warrior cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except for Acrobatics, Intimidate, and Ride) or any ability that requires patience or concentration.

A Sith Warrior can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A Warrior can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a Warrior falls unconscious, her rage immediately ends.

Rage Powers
As a Sith Warrior gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the Warrior gains a rage power. A Warrior gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and other require the Warrior to take an action to use them. Unless otherwise noted, a Warrior cannot select an individual power more than once.

Some of the following rage powers are stances. Activating a stance rage power is a move action. A Sith Warrior can't have more than one stance rage power active at a time. If she activates a stance rage power while another is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the Sith Warrior's turn as a free action; otherwise, it lasts until the rage ends.


 * Accurate Stance:  The Sith Warrior can focus her strikes.  She gains a +1 Competence bonus on melee attack rolls and thrown weapon attack rolls.  This bonus increases by 1 for every 4 levels the Sith Warrior has.  This is a stance rage power.


 * Auspicious Mark:  The Sith Warrior has been marked by the spirits of fallen Sith Lords, as indicated by an impressive tattoo, scar, or birthmark she possesses.  Once per rage, as a swift action that costs 2 rounds of rage, the Sith Warrior can call upon the spirits' favor.  Using Auspicious Mark grants her a +1D6 bonus on one D20 roll she has just made.  She can call on the Auspicious Mark after seeing the result of the D20 roll.


 * Battle Roar:  (Prerequisites:  Intimidating Glare rage power)  When the Sith Warrior successfully demoralizes an opponent using Intimidating Glare, he also deals 1D6 points of sonic damage to that opponent.


 * Bleeding Blow:  (Prerequisites:  Sith Warrior 8, Powerful Blow rage power)  When she uses her Powerful Blow rage power, the Sith Warrior also deals bleed damage equal to her bonus damage with the Powerful Blow .  This bleed damage bypasses damage reduction.


 * Body Bludgeon:  (Prerequisites:  Sith Warrior 10)  While raging, if the Sith Warrior pins an opponent that is smaller than her, she can then use that opponent as a two-handed improvised weapon that deals 1D8 points of bludgeoning damage, assuming the opponent is sized Small.  Larger or smaller creatures used as a bludgeon, deal damage based on their size using this base damage.  A size Tiny creature deals 1D6 points of damage, a size Medium creature deals 1D10 points of damage, and so on.  The Sith Warrior can make a single attack using the pinned opponent as part of the action she uses to maintain the grapple, using her highest attack bonus.  Whenever the Sith Warrior hits using the pinned opponent as a weapon, she deals damage to her target normally, and the grappled opponent used as a bludgeon also take the same damage she dealt to the target.  If the pinned opponent is unable to resist being pinned for any reason, the Sith Warrior can use that opponent as an improvised weapon without grappling or pinning the opponent, until the creature is reduced to 0 or fewer Wound points, at which point the creature becomes useless as an improvised weapon.


 * Brawler:  While raging, the Sith Warrior is treated as if she has Improved Unarmed Strike .  If she already has the feat, her unarmed strikes deal 1D6 points of damage (1D4 if she is small).


 * Brawler, Greater:  (Prerequisites:  Brawler rage power)  While raging, the Sith Warrior is treated as if she has Two-Weapon Fighting when making unarmed strike attacks.


 * Breathtaker:  While raging, whenever you make a successful melee attack against an opponent that is holding its breath, in addition to any other effects caused by that attack, the opponent loses a number of rounds of breath equal to your Strength modifier.


 * Calm Stance:  The Sith Warrior can enter a state of calm.  While in this stance, the Sith Warrior doesn't gain any benefits from rage other than the temporary Wound points, but she doesn't take any of the penalties from rage (including the penalty to Defense and the restriction on actions she can take).  Rounds spent in a Calm Stance still count against her total number of rounds of rage per day.  This is a stance rage power.


 * Darth_Malak.jpg Mind:  (Prerequisites:  Sith Warrior 8)  A Sith Warrior may reroll a failed Will save.  this power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM.  The Sith Warrior must take the second result, even if it is worse.


 * Come and Get Me:  (Prerequisites:  Sith Warrior 12)  While raging, as a free action the Sith Warrior may leave herself open to attack while preparing devastating counterattacks.  Enemies gain a +4 bonus on attack and damage rolls against the Sith Warrior until the beginning of her next turn, but every attack against the Sith Warrior provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.


 * Crippling Blow:  (Prerequisites:  Sith Warrior 8, Powerful Blow rage power)  When using her Powerful Blow rage power, the Sith Warrior can forgo the normal bonus to damage (including any bleed damage granted by the Bleeding Blow rage power or similar boosts to the damage of the Powerful Blow rage power) and instead deals 1 point of ability damage to the target's Strength or Dexterity score for every four class levels the Sith Warrior has attained.  The target can attempt a Fortitude saving throw (DC 10 + 1/2 the Sith Warrior level + the Sith Warrior's Strength modifier) to halve this ability damage.


 * Deadly Accuracy:  (Prerequisites:  Sith Warrior 4, Surprise Accuracy rage power)  If the Sith Warrior scores a critical threat when using her Suprise Accuracy rage power, she applies double the Surprise Accuracy bonus when rolling to confirm the critical hit.


 * Deathless Frenzy:  (Prerequisites:  Sith Warrior 12)  While raging, you ignore the effects of being at 0 or fewer Wound points until you have been at 0 or fewer Wound points for 1 round, at which point the appropriate consequences for your current Wound point total take effect.  Even death can be postponed this way, potentially allowing you to survive if you receive sufficient healing before the round is up.


 * Disruptive:  Gain the  Disruptive  feat as a bonus feat.


 * Elemental Rage, Lesser:  (Prerequisites:  Sith Warrior 4)  As a swift action, the Sith Warrior can cause her attacks to deal an additional 1D6 points of energy damage (acid, cold, electricity, or fire) for 1 round.  Force Point Cost:  2 per attack.


 * Elemental Rage:  (Prerequisites:  Sith Warrior 8, Elemental Rage, Lesser rage power)  While raging, all of the Sith Warrior's melee attacks deal an additional 1D6 points of energy damage (acid, cold, electricity, or fire).  The type is chosen when the Sith Warrior begins her rage.  Force Point Cost:  4 per attack.


 * Elemental Rage, Greater:  (Prerequisites:  Sith Warrior 12, Elemental Rage rage power)  While raging, all of the Sith Warrior's critical hits made with melee weapons deal an additional 1D10 points of energy damage (2D10 if the weapon deals x3 damage on critical hits, 3D10 if the weapon deals x4 damage on critical hits).  The type of this damage is the same as the type chosen for the  Elemental Rage  rage power.  Force Point Cost:  6 per attack.


 * Elemental Stance:  (Prerequisites:  Sith Warrior 4)  When the Sith Warrior adopts this stance, she chooses an energy type (acid, cold, electricity, or fire).  Her melee attacks deal 1 additional point of damage of the chosen type.  This damage increases to 1D6 points at 8th level.  At 12th level, the Sith Warrior's critical hits deal an additional 1D10 points of energy damage of the same type (2D10 if the weapon deals x3 damage on critical hits, 3D10 if the weapon deals x4 damage on critical hits).  This is a stance rage power.  Force Point Cost:  2 per attack
 * At 8th level, 4 per attack.
 * At 12th level, 10 per critical hit.


 * Energy Absorption:  (Prerequisites:  Sith Warrior 12, Greater Energy Resistance rage power)  While raging, the Sith Warrior can absorb energy from a single attack of her chosen energy type once per rage.  She does not make a saving throw against the effect but takes no damage from it, instead gaining 1 temporary Wound point per 3 points of damage the attack would have inflicted.  These temporary Wound points last until th end of the Sith Warrior's rage.


 * Energy Resistance:  While raging, the Sith Warrior gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her Sith Warrior level (minimum of 1).  The energy type is chosen when this rage power is selected and it cannot be changed.  Special:  This rage power can be selected more than once.  Its effects do not stack.  Each time is applied to a different energy type.  Force Point Cost:  2


 * Energy Resistance, Greater:  (Prerequisites:  Sith Warrior 8, Energy Resistance rage power)  Once per rage, a Sith Warrior can reduce damage by half from a single attack against which she has Energy Resistance (halve the damage, then apply resistance).  Force Point Cost:  2


 * [[File:Darth_Sion.jpg|thumb|300px|Darth Sion (Lord of Pain)[The Sith Triumvirate]. A male Human Sith Marauder/Warrior.]]Fearless Rage:  (Prerequisites:  Sith Warrior 12)  While raging, the Sith Warrior is immune to  shaken  and  frightened  conditions.


 * Ferocious Mount:  While raging and mounted, the Sith Warrior's mount also gains the benefits of rage (including Greater Rage and Mighty Rage) as long as the Sith Warrior is mounted or adjacent to it.  While her mount is raging in this way, she must spend one additional round of rage per round.  She can elect not to pay this cost, in which case her mount does not rage.  Force Point Cost:  2


 * Ferocious Mount, Greater:  (Prerequisites:  Sith Warrior 8, Ferocious Mount rage power)  While raging and mounted, the Sith Warrior's mount gains the benefits of any rage powers that are in constant effect when the Sith Warrior is raging.  It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions.


 * Ferocious Trample:  (Prerequisites:  Sith Warrior 8, Ferocious Mount rage power)  While raging and mounted, the Sith Warrior's mount gains the Trample special attack.  This attack inflicts 1D8 points of damage for a Medium mount, 2D6 for a Large mount, or 2D8 for a Huge mount + 1 1/2 times the mount's Strength modifier.  A successful Reflex save (DC 10 + 1/2 the Sith Warrior's level + the mount's Strength modifier) halves the damage.  Creatures in the mount's path or that threaten squares it passes through may make attacks of opportunity against either the Sith Warrior or the mount, but not both.


 * Ferocious Trample, Greater:  (Prerequisites:  Sith Warrior 12, Ferocious Trample rage power)  A Sith Warrior's mount can affect creatures up to its own size with its Ferocious Trample .  In addition, it can make an Overrun combat maneuver check as a free action against a creature that fails its Reflex save (or chooses not to save in order to take an attack of opportunity) against its trample.


 * Fierce Fortitude:  (Prerequisites:  Sith Warrior 8)  The character gains a +4 bonus on saving throws against diseases and poison.


 * Flesh Wound:  (Prerequisites:  Sith Warrior 10)  Once per rage, the Sith Warrior can try to avoid serious harm from an attack.  The Sith Warrior must make a Fortitude save with a DC equal to the damage that would be dealt by the attack.  The Sith Warrior's armor check penalty applies on this saving throw.  If the save succeeds, the Sith Warrior takes half damage from the attack and the damage is nonlethal .  The Sith Warrior must elect to use this ability after the attack roll is made, but before the damage is rolled.


 * Force Eater:  (Prerequisites:  Sith Warrior 10, Superstition rage power)  Once per rage, when a Sith Warrior fails a saving throw against a Force power, she can reroll the saving throw against the effect (this is not an action).  If she succeeds at the second saving throw, she is not affected by the Force power, and gains a number of temporary Wound points equal to the effect's creator's Force-user level.  These temporary Wound points last until damage is applied to them or 1 minute, whichever occurs first.


 * Fueled by Vengeance:  (Prerequisites:  Sith Warrior 6)  While raging, whenever you deal weapon damage to a creature that dealt damage to you since the end of your last turn, add 1 round to your remaining number of rounds of rage for the current day.  You can gain no more than 1 extra round of rage each round.


 * Gearbreaker:  (Prerequisites:   Smasher rage power)  Once per round while raging, whenever you make an attack against a droid, you can ignore an amount of that droid's hardness equal to your Sith Warrior level.  This ability must be used before the attack roll is made.


 * [[File:Darth_Nihilus.jpg|thumb|300px|Darth Nihilus (The Lord of Hunger)[Sith Triumvirate]-02-0000. A male Human(?) Sith Warrior.]]Ghost Rager:  (Prerequisites:  Sith Warrior 6, Superstition rage power)  While raging, the Sith Warrior deals normal damage to incorporeal creatures.  She also gains a morale bonus to touch Defense equal to her saving throw bonus from her Superstition rage power.  Force Point Cost:  3


 * Ground Breaker:  (Prerequisites:  Sith Warrior 6)  Once per rage, the Sith Warrior can attack the floor around her as a standard action.  This attack automatically hits and deals damage normally.  If the Sith Warrior manages to deal more damage than the floor's hardness, the space she occupies and all of the squares adjacent to her become difficult terrain.  Creatures in these squares, except for the Sith Warrior, must make a DC 15 Reflex save or be knocked prone.  Force Point Cost:  5


 * Ground Breaker, Greater:  (Prerequisites:  Sith Warrior 8, Ground Breaker rage power)  When using the Ground Breaker rage power, the Sith Warrior can extend the radius of the effect by 2 meters.


 * Guarded Life:  While raging, if the Sith Warrior is reduced below 0 Wound points, 1 Wound point of lethal damage per Sith Warrior level is converted to nonlethal damage.  If the Sith Warrior is at negative Wound points due to lethal damage, she immediately stabilizes.


 * Guarded Life, Greater:  (Prerequisites:  Sith Warrior 6, Guarded Life rage power)  When using the Guarded Life rage power, 1 additional Wound point of lethal damage per Sith Warrior level is converted to nonlethal damage.


 * Guarded Stance:  The Sith Warrior gains a +1 dodge bonus to her Defense against melee attacks for a number of rounds equal to the Sith Warrior's current Constitution modifier (minimum 1).  This bonus increases by +1 for every 6 levels the Sith Warrior has attained.  Activating this ability is a move action that does not provoke an attack of opportunity.  This is a stance rage power.


 * Hurling, Lesser:  As a full-round action while raging, the Sith Warrior can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 3 meters.  This inflicts damage as a falling object plus the Sith Warrior's Strength bonus.  This damage is halved if the object is not made of stone, metal, or similar material.  This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the Sith Warrior's level + the Sith Warrior's Strength modifier) for half damage.  The Sith Warrior may apply Power Attack to this attack as a one- or two-handed weapon, as approriate.


 * Hurling:  (Prerequisites:  Sith Warrior 8, Lesser Hurling rage power)  As Lesser Hurling, but the Sith Warrior can increase the range increment to 6 meters or increase the size of a hurled object by one size category.


 * Hurling, Greater:  (Prerequisites:  Sith Warrior 12, Hurling rage power)  As Hurling, but the Sith Warrior can increase the range increment to 10 meters or increase the size of a hurled object by two size categories.


 * Hurling Charge:  (Prerequisites:  Sith Warrior 6, Lesser Hurling rage power)  While raging and making a Charge attack, the Sith Warrior may draw and hurl a thrown weapon during her charge, gaining the normal +2 attack roll bonus on the thrown weapon attack as well as on the melee attack at the end of the charge.  The Sith Warrior must move at least 3 meters (2 squares/hex) before using a thrown weapon and at least 3 additional meters before making a melee attack at the end of her charge.  The Sith Warrior must have a thrown weapon in hand or have one hand free at the beginning of her charge.


 * Darth_Bane.jpgling Disarm:  (Prerequisites:  Sith Warrior 4)  Once per rage, the Sith Warrior can make a disarm attempt against a target in place of a melee attack.  This attempt does not provoke attacks of opportunity.  If successful, the Sith Warrior sends the target's weapon flying - either straight at the target, or spinning away to strike another foe up to 6 meters away.


 * This ranged attack counts as throwing a weapon that isn't designed to be thrown, even if the weapon disarmed is a thrown weapon.


 * The Sith Warrior makes a ranged attack, which doesn't provoke an attack of opportunity, at either the target of his disarm maneuver or another creature within 6 meters (4 squares/hex).  If the Sith Warrior is aiming for the disarmed creature, the foes doesn't count as being in melee for determining any penalty on the ranged attack from throwing a ranged weapon into melee.  If the ranged attack hits, the disarmed weapon deals damage as if the Sith Warrior had thrown it.


 * The Sith Warrior can choose to aim the disarmed weapon at a square rather than a foe.


 * Increased Damage Reduction:  (Prerequisites:  Sith Warrior 8)  The Sith Warrior's damage reduction  increases by 1/-.  This increase is always active while the Sith Warrior is raging.  Special:  A Sith Warrior can select this rage power up to three times.  Its effects stack.


 * Internal Fortitude:  (Prerequisites:  Sith Warrior 8)  While raging, the Sith Warrior is immune to the sickened and nauseated conditions.


 * Intimidating Glare:  The Sith Warrior can make an Intimidate check against on adjacent foe as a move action.  If the Sith Warrior successfully demoralizes her opponent, the foe is shaken for 1D4 rounds + 1 round for every 5 points by which the Sith Warrior's check exceeds the DC.


 * Knockback:  Once per rage, the Sith Warrior can make a Bull Rush attempt against one target in place of a melee attack.  If successful, the target takes damage equal to the Sith Warrior's Strength modifier and is moved back as normal.  The Sith Warrior does not need to move with the target if successful.  This does not provoke an attack of opportunity.


 * Knockdown:  Once per rage, the Sith Warrior can make a Trip attack against one target in place of a melee attack.  If successful, the target takes damage equal to the Sith Warrior's Strength modifier and is knocked prone.  This does not provoke an attack of opportunity.


 * Knockdown Stance:  The Sith Warrior can focus on toppling her foes.  Once per round, she can make a Trip    attack against one target in place of a melee attack.  If she succeeds, the target is knocked prone.  This trip attempt doesn't provoke an attack of opportunity.  This is a stance rage power.


 * Lethal Accuracy:  (Prerequisites:  Sith Warrior 16, Deadly Accuracy & Surprise Accuracy rage powers)  When using her Surprise Accuracy rage power, the Sith Warrior's critical multiplier for damage increases by 1 (a x2 multiplier becomes x3, a 19-20/x2 multiplier becomes 19-20/x3, a x3 multiplier becomes x4, and x4 multiplier becomes x5).


 * Low-Light Vision:  The Sith Warrior's senses sharpen and she gains low-light vision while raging.


 * Darth_Caedus.jpgy Swing:  (Prerequisites:  Sith Warrior 12)  The Sith Warrior automatically confirms a critical hit .  This power is used as an immediate action once a critical threat has been determined.


 * Moment of Clarity:  The Sith Warrior does not gain any benefits or take any penalties from rage for 1 round.  Activating this power is a swift action .  This includes the penalty to Defense and the restriction on what actions can be performed.  This round still counts against her total number of rounds of rage per day.  Special:  This power can only be used once per rage.


 * Night Vision:  (Prerequisites:   Low-Light Vision rage power or racial Low-Light Vision )  The Sith Warrior's senses grow incredibly sharp while raging and she gains darkvision 20 meters.


 * No Escape:  The Sith Warrior can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her.  She must end her movement adjacent to the enemy that used the withdraw action.  The Sith Warrior provokes attacks of opportunity as normal during this movement.


 * Overbearing Advance:  While raging, the Sith Warrior inflicts damage equal to her Strength bonus whenever she succeeds at an Overrun combat maneuver.


 * Overbearing Onslaught:  (Prerequisites:  Sith Warrior 6, Overbearing Advance rage power)  While raging, the Sith Warrior may Overrun more than one target per round, with a -2 penalty on her CMB for each overrun check after the first.


 * Perfect Clarity:  (Prerequisites:   Moment of Clarity rage power)  While using her Moment of Clarity rage power, the Sith Warrior can roll twice for any miss chance or Will saving throw to disbelieve illusions, taking the better result.


 * Powerful Blow:  The Sith Warrior gains a +1 bonus on a single damage roll.  This bonus increases by +1 for every 4 levels the Sith Warrior has attained.  This power is used as a swift action before the roll to hit is made.  Special:  This power can only be used once per rage.


 * Powerful Stance:  The Sith Warrior can focus her ferocity.  She gains a +1 bonus on melee damage rolls and thrown weapon damage rolls.  This bonus increases by 1 for every 4 levels the Sith Warrior has attained.  This is a stance rage power.


 * Protect Vitals:  (Prerequisites:  Sith Warrior 8, Guarded Stance rage power)  While in the Guarded Stance, the Sith Warrior gains an additional +4 dodge bonus to Defense against attack rolls made to confirm critical hits.


 * Quick Reflexes:  While raging, the Sith Warrior can make one additional attack of opportunity per round.


 * Darth_Krayt.jpgg Climber:  When raging, the Sith Warrior adds her level as an enhancement bonus on all Climb skill checks.


 * Raging Grappler:  As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple .  In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple , you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple.


 * Raging Leaper:  When raging, the Sith Warrior adds her level as an enhancement bonus on all Acrobatics skill checks made to jump.  When making a jump in this way, the Sith Warrior is always considered to have a running start.


 * Raging Swimmer:  When raging, the Sith Warrior adds her level as an enhancement bonus on all Swim skill checks.


 * Reckless Abandon:  While raging, the Sith Warrior can take a -1 penalty to Defense to gain a +1 bonus on attack rolls.  The Defense penalty increases by -1 and the attack roll increases by +1 at 4th level and every four levels thereafter.


 * Reflexive Dodge:  (Prerequisites:  Sith Warrior 6, Rolling Dodge rage power)  While using the Rolling Dodge rage power, the Sith Warrior may apply her Dodge bonus to Defense as a bonus on Reflex saving throws.


 * Regenerative Vigor:  (Prerequisites:  Sith Warrior 6, Renewed Vigor rage power)  After using her Renewed Vigor rage power until her current rage ends, the Sith Warrior gains Fast Healing 1 for every 6 Sith Warrior levels she has (maximum Fast Healing 3 ).  She regains Wound points from Fast Healing at the start of each of her turns.


 * Regenerative Stance:  (Prerequisites:  Sith Warrior 4)  The Sith Warrior can continually replenish her health.  At the start of her turn, she regains 1 temporary Wound point for every 4 levels she has (up to 5 Wound points per round), but this cannot give her more than her maximum temporary Wound points from rage.  This is a stance rage power.


 * Renewed Life:  (Prerequisites:  Sith Warrior 6, Renewed Vitality rage power)  While raging, the Sith Warrior ignores the effect of one temporary negative level per four Sith Warrior levels she has (maximum 5).  Once per day, when a Sith Warrior with temporary negative levels ends her rage, she can attempt saving throws to remove a number of negative levels equal to the number of levels she could ignore while raging.


 * Renewed Vigor:  (Prerequisites:  Sith Warrior 4)  As a standard action, the Sith Warrior heals 1D8 points of damage + her Constitution modifier.  For every four levels the Sith Warrior has attained above 4th, the amount of damage healed increases by 1D8, to a maximum of 5D8 at 20th level.  Special:  This power can be used only once per day and only while raging.


 * Rolling Dodge:  The Sith Warrior gains a +1 Dodge bonus to her Defense against ranged attacks for a number of rounds equal to the Sith Warrior current Constitution modifier (minimum 1).  This bonus increases by +1 for every 6 levels the Sith Warrior has attained.  Activating this ability is a move action that does not provoke attacks of opportunity.


 * Roused Anger:  The Sith Warrio may enter a rage even if fatigued .  While raging after using this ability, the Sith Warrior is immune to the fatigued condition.  Once this rage ends, the Sith Warrior is exhausted for 10 minutes per round spent raging.


 * Savage Dirty Trick:  (Prerequisites:  Sith Warrior 6)  Once per round while raging, the Sith Warrior can attempt a Dirty Trick combat maneuver in place of a melee attack.  This attempt does not provoke an attack of opportunity.  If successful, the target takes an amount of damage equal to the Sith Warrior's Strength modifier and must succeed at a Fortitude save (DC 10 + 1/2 the Sith Warrior's level + the Sith Warrior's Strength  modifier) or take an additional penalty from the dirty trick based on the type of dirty trick performed and the following table.


 * On a failed Fortitude save, the opponent takes this additional penalty on top of the dirty trick's original effect.  The additional penalty lasts for 1 round (though the initial penalty lasts as long as normal), and can be removed with a move action .  The initial effect cannot be removed via mundane means until the additional penalty is removed (though Force powers such as Heal Another work).  Removing the initial effect also removes the additional penalty.  If the target is immune to the initial penalty, then it is unaffected by the additional penalty.


 * Darth_Wyyrlok_II.jpg:  The Sith Warrior gains the scent ability while raging and can use this ability to locate unseen foes.


 * Sharpened Accuracy:  (Prerequisites:  Sith Warrior 8, Surprise Accuracy rage power)  When using her Surprise Accuracy rage power, the Sith Warrior ignores the miss chance for concealment and treats total concealment as concealment .  She also ignores cover penalties except those from total cover.


 * Shove Aside:  Whenever the Sith Warrior charges, she may push past one of her allies.  That ally does not block the path of the charge as long as the ally is not adjacent to the target of the charge.  This does not move the ally's position; it simply allows the Sith Warrior to move past.


 * Shove Aside, Greater:  (Prerequisites:  Sith Warrior 8, Shove Aside rage power)  This functions as Shove Aside, but it applies to any number of allies, so long as they are not adjacent to the target of the charge.


 * Smasher:  Once per rage, whenever the Sith Warrior makes an attack against an unattended object or a sunder combat maneuver, she can ignore the object's hardness.  This ability must be used before the attack roll or sunder check is made.


 * Sprint:  (Prerequisites:  Sith Warrior 4, Swift Foot rage power)  Once per rage, the Sith Warrior can use a single full-round run action to move up to 6 times her speed or a single full-round charge action to move up to 3 times her speed.


 * Strength Stance:  The Sith Warrior can summon mighty strength.  She gains a +1 Competence bonus on combat maneuvers and to her CMD .  These bonuses increase by 1 for every 4 levels the Sith Warrior has.  In addition, she gains a +8 Competence bonus on Strength checks to lift, push, bend, or break objects (this does not apply to combat maneuvers ).  This is a stance rage power.


 * Strength Surge:  The Sith Warrior adds her Sith Warrior level on one Strength check or combat maneuver check, or to her CMD when an opponent attempts a maneuver against her.  This power is used as an immediate action .  Special:  This power can only be used once per rage.


 * Surprise Accuracy:  The Sith Warrior gains a +1 Morale bonus on one attack roll.  This bonus increases by +1 for every 4 levels the Sith Warrior has attained.  This power is used as a swift action before the roll to hit is made.  Special:  This power can only be used once per rage.


 * Superstition:  The Sith Warrior gains a +2 Morale bonus on saving throws made to resist Force powers.  This bonus increases by +1 for every 4 levels the Sith Warrior has attained.  While raging, the Sith Warrior cannot be a willing target of any Force power and must make saving throws to resist all Force powers, even those used by allies.


 * Swift Foot:  The Sith Warrior gains a 2-meter Enhancement bonus to her speed.  This increase is always active while the Sith Warrior is raging.  Special:  A Sith Warrior can select this rage power up to three times.


 * Darth_Wyyrlok_III.jpgfying Howl:  (Prerequistes:  Sith Warrior 8, Intimidating Glare rage power)  The Sith Warrior unleashes a terrifying howl as a standard action .  All shaken enemies within 10 meters must make a Will save (DC equal to 10 + 1/2 the Sith Warrior's level + the Sith Warrior's Strength modifier) or be panicked for 1D4+1 rounds.  Special:  Once an enemy has made a save versus Terrifying Howl (successful or not), it is immune to this power for 24 hours.


 * Ultimate Clarity:  (Prerequisites:  Sith Warrior 6, Moment of Clarity & Perfect Clarity rage powers)  Once per rage, the character can refine her senses, seeing through normal and Force-induced Darkness, Force Stealth, and illusions; she can also discern the exact locations of creatures with concealment .  This lasts for 1 round.  Special:  The character does not need to be using Moment of Clarity to use this rage power.


 * Unexpected Strike:  (Prerequisites:  Sith Warrior 8)  The Sith Warrior can make an attack of opportunity  against a foe that moves into any square threatened by the Sith Warrior, regardless of whether or not that movement would normally provoke an attack of opportunity .  Special:  This power can only be used once per rage.


 * Water Sense:  While you are raging and on land, opponents in the water gain only partial cover from your attacks, instead of improved cover.


 * In addition, while on land and targeting an opponent in water, you take only -1 penalty on attacks with ranged weapons (including thrown weapons) for every 2 meters of water they pass through (instead of the usual -2 penalty for every 2 meters of water).

Uncanny Dodge
At 2nd level, a Sith Warrior gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to Defense if immobilized. A Sith Warrior with this ability can still lose her Dexterity bonus to Defense if an opponent successfully uses the feint action against her. If a Sith Warrior already has Uncanny Dodge from a different class, she automatically gains Improved Uncanny Dodge (see below) instead.

Danger Sense
At 3rd level, a Sith Warrior gains a +1 bonus on Reflex saves to avoid traps and a +1 Dodge bonus to Defense against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as Trap Sense for any feat or class prerequisites. The bonuses gained from this ability stack with those gained from Trap Sense (if the Sith Warrior has Trap Sense from another class).

Deflect (Attack)
A Sith learns to deflect blaster bolts with his lightsaber to redirect the attack toward a target within one range increment of the Sith's position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability.

Deflecting and redirecting an attack is a reaction that costs the Sith a move action in his next round. The Sith must indicate that he is using Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Sith can decide not to use the defense if he wants a better chance at redirecting the incoming attack).

The Sith can deflect and redirect a number of attacks equal to 1/2 his Sith level, rounded up. The redirected attack that hits the Sith by 5 or less; any attack that hits the Sith or misses by 6 or more points can't be redirected.

If the Sith can redirect the attack, the Sith immediately rolls an attack using his lightsaber attack bonus and applying a -4 penalty as described below. if this roll is high enough to hit the target, the redirect attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack).

Each time the Sith gains Deflect (Attack), the penalty associated with the redirected attack is lessened by 1. So at 3rd level the penalty is -4, at 13th level -3, and at 17th level -2.

Increase Lightsaber Damage
As a Sith gains levels, the amount of damage she can deal with her lightsaber increases.

Each time the Sith gains Increase Lightsaber Damage, the weapon's damage increases by +1D8. So at 5th level her lightsaber deals 3D8, at 10th level it deals 4D8, and at 15th level it deals 5D8, and at 20th level it deals 6D8 points of damage.

Improved Uncanny Dodge
At 5th level, a Sith Warrior can no longer be flanked. This defense denies enemies the ability to sneak attack the Sith Warrior by flanking her unless the attacker has at least 4 more levels in a class that provides sneak attack than the Sith Warrior has Sith Warrior levels. If the Sith Warrior also has Uncanny Dodge from another class, levels from the classes that grant Uncanny Dodge stack to determine the minimum level required to flank the Sith Warrior.

Darth
At 7th level, the Sith "graduates" from bein an Acolyte learner to a full-fledged Sith and gains the title of "Darth" as well as a bonus knight feat. This bonus knight feat must be drawn from the following list, and the Sith Warrior must meet any prerequisites.
 * Burst of Speed
 * Knight Speed
 * Dissipate Energy
 * Lightsaber Defense
 * Knight Defense
 * Force Mastery
 * Force Mind
 * Knight Mind
 * Weapon Focus (Lightsaber)

Damage Reduction
At 7th level, a Sith Warrior gains Damage Reduction 1/-. Each time the Sith Warrior takes damage from a weapon or natural attack, subtract 1 from the damage taken. At 10th level and every 3 levels thereafter, this damage reduction rises by 1 point (up to 5 points at 19th level). Damage Reduction can reduce damage to 0, but not below 0.

Block
This is a modified version of Deflect (Defense) that allows the Sith to deflect a ranged attack without the use of a lightsaber. The Sith must have some form of protective gear (such as armored gauntlets) or an item that can withstand the ranged attack. The Dodge bonus provided by Deflect (Defense) is used when a Sith blocks the ranged attack without a lightsaber. Block doesn't allow a Sith to redirect the attack beyond the Sith's position, and all other rules concerning Deflect (Defense) apply.

Greater Rage
At 11th level, a Sith Warrior's bonus on melee attack rolls, melee damage rolls , thrown weapon damage rolls , and Will saves while raging increases to +3. In addition, the amount of temporary Wound points gained when entering a rage increases to 3 per Hit Die.

Indomitable Will
At 14th level, the Sith Warrior gains a +4 bonus on Will saves to resist Force-induced mind affects while raging. This bonus stacks with all other modifiers, including the Morale bonus on Will saves she gains during her rage.

Tireless Rage
At 17th level, a Sith Warrior is no longer fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn't gain any temporary Wound points from her rage.

Mighty Rage
At 20th level, a Sith Warrior's bonus on melee attack rolls, melee damage rolls , thrown weapon damage rolls , and Will saves while raging increases to +4. In addition, the amount of temporary Wound points when entering a rage increases to 4 per Hit Die.

Credits
A 1st level Sith Warrior starts play with 1D4 x 500 credits.

Era Notes
Sith Warrior

[20th Level][Defense Bonus = +12]

The Sith Warrior can make a fine character class during the Golden Age of the Sith during the Old Republic Era. During this time period, the Sith Empire rebuilds its power in secret, only to unleash their full wrath upon the Galactic Republic in 3,681 BBY. The Sith Empire remains a formidable power in the galaxy until around 2,000 BBY, when centuries of infighting among the Sith has left the Empire all but destroyed.

The Sith would return in full strength under the leadership of Darth Ruin, a Jedi fallen to the Dark Side. Under Ruin, the Sith would rise again both in numbers and in power, culminating in the New Sith Wars that would last for a thousand years, ending in the Seventh Battle of Ruusan. There the Sith were utterly destroyed, except for a single Dark Lord, Darth Bane. Darth Bane would impose the "Rule of Two", stating that there could only be two Sith at any given time, a master and an apprentice. This also began the Rise of the Empire Era.

The Sith Warrior is not available as a character class during the Rise of the Empire Era and the Rebellion Era, as there are only supposed to be two Sith during these time periods.

The Sith Warrior returns as a character class during the New Jedi Order Era and the Legacy Era with the formation of the One Sith.

Creator's Notes
The Sith Warrior class was created by Chupacabra83. Modified from the " Barbarian Unchained " class from the  Pathfinder Roleplaying Game .