TEXT:  
  RReevveennggee  ooff  tthhee  SSiitthh  
  “The Sith have not been destroyed. 
  It is an idea, and those are impossible to kill…” 
   
  By Nazgul, with help from FrobiWanKenobi 
  Art by Ghost in the Holocron 
   
  The galaxy is well aware of the Sith order, with their paranoid Acolytes, fearsome Warriors, 
  and Tyrannical Lords.  There are still many aspects of the Sith order which remain hidden. 
  There are many different forms of the Sith.  To most, the Sith are a sect of fallen Jedi who 
  conquered an alien race by the same name and used them for their own purposes.  The Sith were a 
  race of beings who worshiped the Dark Side and their entire civilization was dedicated to learning all of 
  its secrets, no matter the cost. 
  AArrttiiffaaccttss  aanndd  IItteem
  mss  
  The many wars between the Sith and the 
  Republic have littered the galaxy with lost relics, 
  secret rites, forgotten temples, and creatures of 
  unimaginable power. 
  Alchemical Sith Armor 
  The Sith have used many types of armor 
  to protect themselves from the weapons of the 
  Jedi Order.  Through thousands of years of al-
  chemical research they produced Alchemical Sith 
  Armor.  It was in use long before Orbalisk Armor 
  was discovered and has a similar set of proper-
  ties.  It was usually built by the Sith from scrolls 
  that had been passed down through the ages. 
  This armor as the ability to bond with its 
  wearer when it is worn and some can resist the 
  armor’s call but only for a time.  Following the 
  entombment of the wearer in this armor, they 
  can never escape and must wear it to their grave.  
  The Dark Side consumes them immediately upon 
  their death and nothing of their body remains 
  inside the armor, at which point it becomes 
  available for another person to wear (For every 
  person who has died wearing the armor increase 
  the Damage reduction by 1 as their spirit is par-
  tially entombed in the armor).  The Sith Warrior 
  Warb Null performed the last successful creation 
  of this armor in modern times, and wore it to his 
  death during the Freedon Nadd uprisings. 
  Alchemical Sith Armor 
  Armor Type: See Table below; Proficiency Group: 
  Sith; Cost: Not for sale; Damage Reduction: See Table 
  below; Maximum Dex Bonus: See Table below; Armor 
  Check Penalty: See Table below; Speed: See Table 
  below; Weight: See Table below; Availability: Rare; 
  Era: All; Game Notes: When the wearer first dons Al-
  chemical Sith Armor they must make a Fort saving 
  throw with a DC that is determined by the number of 
  Dark Side Points plus the Damage Reduction applied to 
  Force weapons (See Table below).  On a failed attempt 
  the armor fuses to their skin and can never be removed 
  (except by Force Light checks which can be used to 
  destroy the armor if the wearer has a number of Dark 
  Side points equal to less than half their Wisdom score).  
  If the Fort saving throw was made, the character must 
  make additional attempts every half an hour with the 
  base DC increasing by +5 every half an hour. 
  When the wearer first dons the Armor if they do 
  not have the Armor Proficiency (Sith) feat, they may 
  gain it by giving up two Force Points and accepting 2 
  Dark Side points.  Armor Proficiency (Sith) operates 
  similar to the other Armor Proficiency feats, except it 
  Alchemical Sith Armor 
  Damage Reduction 
  Speed 
  Armor 
  Normal 
  Weapon 
  Force 
  Weapon * 
  Maximum 
  Dex 
  Bonus ** 
  Armor 
  Check 
  Penalty ** 
  (10m) 
  (6m) 
  Weight 
  (kg.) 
  Light 
  3 
  5 
  +6 
  -2 
  10 
  6 
  6 
  Medium 
  5 
  10 
  +4 
  -4 
  8 
  4 
  12 
  Heavy 
  7 
  15 
  +2 
  -6 
  6 
  2 
  24 
   
  * This damage reduction is applied to any Force based weapons; Lightsabers (all variants), Sith Blades, Sith Swords, or any 
  Force Imbued weapon (i.e. Force Adept/Dark Side Devotee special ability), etc. 
  ** When the character first puts the armor on, if they accept 4 Dark Side points and give up 1 Force point the armor’s 
  Maximum Dex Bonus is increased by +4 and the Armor Check Penalty is also reduced by 2. 
  
  only applies to Sith Armors (including Orbalisk Armor). 
  While wearing this armor atoning for Dark Side 
  points is not suggested; any atonement increases the 
  Armor Check Penalty and decreases the Maximum Dex 
  bonus by one per Dark Side point lost.  This adjustment 
  remains even if the character returns to the Dark Side.  
  Other versions of these armors can include Armor 
  modifications that are listed in the Dark Side Sourc e-
  book.  Due to their fearsome appearance, these armors 
  also provide a synergy bonus to the Intimidate skill (+4 
  for Light, +6 for Medium, and +8 for Heavy), but also 
  give the wearer a penalty to their Disguise skill of –16. 
  Sith Blade 
  The Sith blades were created during a 
  desperate time for the Sith.  They were created 
  by the ancient Sith in an attempt to over throw 
  the Fallen Jedi who were beginning to subjugate 
  their civilization.  It was the end of their culture.  
  No longer would they have their mystical rela-
  tionship with the Dark Side, no longer would they 
  control countless stars and still remain hidden.  
  The coming of the fallen Jedi marked the end, 
  and they were thrust into countless civil wars and 
  blamed for others blind hatred and need for re-
  venge. 
  In an effort to over throw the fallen Jedi, 
  the pure-blood Sith alchemists, in secret, created 
  their ultimate weapon.  It last effort of the Sith 
  to save themselves, Dark Side against the Dark 
  Side.  The design of the blade reflects their de-
  signer and recipients styles.  These blades were 
  imbued with the Dark Side of the Force and de-
  signed to kill Jedi (both Light and Dark).  In their 
  designs, they also included a bit of foresight, 
  which doomed many of the fallen Jedi who at-
  tempted to claim them, they are uncontrollable 
  by any one but their masters.  These blades are 
  constructed from a similar set of materials that 
  the Sith Swords were created from, and are ca-
  pable of parrying Lightsabers and Sith Swords, 
  and even capable of deflecting all but the 
  strongest blaster bolts.  To make matters worse 
  for the Jedi, the blade also contained a reservoir 
  of Sith poison.  The most lethal part of the blade 
  is that it is fully sentient, and is a living construct 
  of the Dark Side.  It travels of its own accord and 
  only responds to its master’s commands. 
  Physically, the Sith Blade is a small blade 
  ranging between twenty and thirty centimeters in 
  length.  The decorations range from the rather 
  ornate and ceremonial to the simple and func-
  tional.  Their personalities are equally diverse, 
  ranging from the embodiment of pure rage to 
  that of a wiser and equally cunning type. 
  These blades are ancient beyond most 
  people’s imagination, only a few dozen were cre-
  ated and even fewer have survived to modern 
  times.  Those that have survived have usually 
  been through a couple masters, and have wan-
  dered endlessly throughout the ages and the gal-
  axy, and as such they seen and know quite a bit 
  more then even they are willing to admit. 
  A Sith blade contains complete knowl-
  edge of the Sith civilization and carry with it all 
  of its secrets.  These blades are aware of the 
  process, in which they were created, but they 
  are unable to perform the process themselves 
  and if they find a suitable candidate they will 
  yield some secrets.  As long as one of these 
  blades survive the ideals of the Sith pure-blood 
  Sith will never fade.  Following the creation of 
  the Sith blade to goes insane for a period of time 
  and will not respond to any one’s commands, 
  during this time it must be placed in a Sith blade 
  box.  The period of insanity varies from blade to 
  blade, and is most dependants on the skill of the 
  creator. 
  Once a blade has forged a bond with its 
  master, it will remain by their side until either 
  has been destroyed.  If the blade is the one that 
  survives, it will slowly go mad and ever increas-
  ingly focus on finding the one who killed its mas-
  ter.  Once it has completed its deed, it hides for 
  a time before searching out a new master. 
  Sith Blade with Master, by Ghost in the Holocron. 
  
  In combat their master can attempt to 
  use them like a conventional weapon, but the 
  best effect occurs when the blade is allowed to 
  move freely and act in concerted attacks using 
  the Force against a specific target. 
  Sith Blade (Low-Level) 
  Force Adept 5/Dark Side Devotee 7; Init +2 (+2 Dex); 
  Def 23 (+2 Dex, +9 Class, +2 Size); Spd fly 20m (good); 
  VP/WP 96/14; Atk +10/+5 melee (1d4, crit. 19-20, 
  Blade, Poison), +12/+7 ranged (by weapon); SQ Abomi-
  nable presence, Damage Resistant, Dark Side, Dark 
  Side Talisman +2, Force Sight, Force weapon +2d8, 
  Light-Side Disruption, Telepathy; SV Fort +9, Ref +9, 
  Will +12; SZ T; FP: 12; DSPs: 18; Rep: +2; Str 10, Dex 
  14, Con 14, Int 16, Wis 16, Cha 14. 
  Skills: Hide +14, Intimidate +6, Knowledge (Sith 
  lore) +18, Listen +11, Read/Write Sith, Sense Motive 
  +11, Speak Sith, Spot +11 
  Force Skills: Affect Mind +18, Battlemind +17, 
  Fear +20, Force Lightning +22, Heal Self +10, Illusion 
  +21, Move Object +15, See Force +11, Telepathy +11 
  Feats: Force-Sensitive, Low Profile, Skill Emphasis 
  (Fear, Force Lightning, Illusion), Weapons Group Profi-
  ciency (primitive weapons, simple weapons) 
  Force Feats: Alter, Control, Dissipate Energy, 
  Force Mastery, Hatred, Malevolent, Mind Trick, Sense, 
  Sith Sorcery 
  Sith Blade (Mid-Level) 
  Force Adept 5/Dark Side Devotee 10; Init +2 (+2 Dex); 
  Def 24 (+2 Dex, +10 Class, +2 Size); Spd fly 20m 
  (good); VP/WP 120/14; Atk +12/+7 melee (1d4, crit. 
  18-20, Blade, Poison), +14/+9 ranged (by weapon); SQ 
  Abominable presence, Damage Resistant, Dark Side, 
  Dark Side Talisman +4, Force Sight, Force weapon 
  +3d8, Light-Side Disruption, Telepathy; SV Fort +10, 
  Ref +10, Will +14; SZ T; FP: 15; DSPs: 21; Rep: +4; Str 
  10, Dex 14, Con 14, Int 16, Wis 16, Cha 14. 
  Skills: Hide +14, Intimidate +6, Knowledge (Sith 
  lore) +21, Listen +11, Read/Write Sith, Sense Motive 
  +11, Speak Sith, Spot +11 
  Force Skills: Affect Mind +22, Battlemind +19, 
  Fear +30, Force Lightning +28, Heal Self +12, Illusion 
  +21, Move Object +18, See Force +11, Telepathy +11 
  Feats: Force-Sensitive, Improved Critical (Blade), 
  Low Profile, Skill Emphasis (Fear, Force Grip, Force 
  Lightning, Illusion), Weapons Group Proficiency (primi-
  tive weapons, simple weapons) 
  Force Feats: Alter, Control, Dissipate Energy, 
  Force Mastery, Hatred, Malevolent, Mind Trick, Sense, 
  Sith Sorcery 
  Sith Blade (High-Level) 
  Force Adept 8/Dark Side Devotee 10; Init +2 (+2 Dex); 
  Def 25 (+2 Dex, +11 Class, +2 Size); Spd fly 20m 
  (good); VP/WP 148/14; Atk +15/+10/+5 melee (1d4, 
  crit. 18-20, Blade, Poison), +17/+12/+7 ranged (by 
  weapon); SQ Abominable presence, Comprehend 
  speech, Damage Resistant, Dark Side, Dark Side Talis-
  man +4, Force Sight, Force talisman +2, Force weapon 
  +3d8, Light-Side Disruption, Telepathy; SV Fort +11, 
  Ref +11, Will +16; SZ T; FP: 18; DSPs: 24; Rep: +4; Str 
  10, Dex 14, Con 14, Int 16, Wis 17, Cha 14. 
  Skills: Hide +14, Intimidate +8, Knowledge (Sith 
  lore) +24, Listen +12, Read/Write Sith, Sense Motive 
  +11, Speak Sith, Spot +12 
  Force Skills: Affect Mind +25, Battlemind +23, 
  Fear +33, Force Lightning +31, Heal Self +12, Illusion 
  +26, Move Object +21, See Force +11, Telepathy +14 
  Feats: Force-Sensitive, Improved Critical (Blade), 
  Low Profile, Skill Emphasis (Fear, Force Grip, Force 
  Lightning, Illusion, Move Object), Weapons Group Pro-
  ficiency (primitive weapons, simple weapons) 
  Force Feats: Alter, Control, Dissipate Energy, 
  Force Mastery, Hatred, High Force Mastery, Malevo-
  lent, Mind Trick, Sense, Sith Sorcery 
  Damage Resistant: Sith blades are indestructible 
  by non-Force methods, some blades cannot be de-
  stroyed by Light Side users. 
  Light-side Disruption: Any being using the Force 
  without spending a Dark Side point suffers a +5 DC 
  penalty for all Force skill and Force feat DCs during 
  that attempt (those Force users with 5 or less ranks in 
  any skill cannot use that skill, and they may not spend 
  a Force point.) 
  All Force skills are at the level of their master or 
  the blades natural level, which ever is higher (but only 
  those skills which the Sith blade possesses skill ranks 
  in). 
  Sith Blade Notes 
  When wielding the Sith Blade as a per-
  sonal weapon it requires the Exotic Weapon Pro-
  ficiency (Sith Blade) feat, otherwise the user suf-
  fers a –4 penalty on all attacks made with a Sith 
  Blade.  The Sith Blade also has the following sta-
  tistics when wielding as a personal weapon. 
  Weapon Type: Melee; Group Proficiency: Exotic 
  (Sith Blade); Cost: Not Available for Sale; Damage: 1d4 
  plus Strength modifier; Critical: 18-20 or 19-20 de-
  pending on specific blade (Note: a User may select 
  Improved Critical (Sith Blade) which stacks with the 
  Blade’s Improved Critical [if present]); Range Incre-
  ment: 0m; Weight: 0.5 kg.; Size: Tiny; Hardness: N/A; 
  Wounds Points: See above (weapon also includes Vital-
  ity); Availability: Extremely Rare; Era: Most common 
  during early Sith War, but found during all later peri-
  ods. 
  Sith Rite of Ascension 
  The Sith Rite of Ascension is the process 
  in which a Sith Blade acquires an owner.  A black 
  seam-less box is presented to the owner to be.  
  The box hovers above the ground.  The perspec-
  tive owner must use the Force to open the box.  
  Once the box is open, the Sith blade confronts its 
  new master.  If the would be master is to gain 
  control of the Sith blade, they must control the 
  will of the blade (beat the blade’s Will Save with 
  their Will save, if the new master is within 5 of 
  
  the Blade’s DC the blade accepts the master, but 
  may attempt to rebel at a later and most inop-
  portune time).  If the would be master is unable 
  to control the blade, the blade may decide to 
  allow itself to be controlled until when it can find 
  the most inconvenient time to rebel.  Sometimes 
  after killing the Dark Jedi the blade will become 
  consumed in madness and destroys itself (Will 
  Save DC 25 to prevent this from happening).  The 
  blade’s madness ends when it the Dark Side con-
  sumes it, and disappears in a blue fireball (This 
  deals and everything within 20 meters suffered 
  4d8 damage, and Damage Reduction from equip-
  ment and armor are ignored). 
  Sith Blade Box 
  The Sith Blade boxes are used by the Sith 
  to hold newly created Sith Blades during their 
  period of insanity.  These boxes are but out of 
  pure Sith Crystal, and are in-tune with the dark 
  side.  These boxes allow a Sith Blade to become 
  accustomed with its new existence, and to learn 
  to control itself. 
  These boxes have never been touched 
  and will never be touched by any living entity.  
  Right before any living entity touches the box; it 
  transfers their life force into the crystalline 
  structure and holds their spirit until the box has 
  been destroyed.  These boxes, originally created 
  for holding the Sith blades, also can contain any 
  Sith creation; such as the Derriphan or Ishtanayi.  
  The Sith Blade box contains a complicated lock-
  ing mechanism that can only be unlocked through 
  use of the Force (See Force check DC 20 to iden-
  tify the locking mechanism, Move Object check 
  DC 20 to unlock the box). 
  Sith Blade Box 
  Type: Dark Side Device; Cost: Not for sale; Game 
  Notes: The dark side will instantly consume any living 
  thing that touches the box.  A Will Save with a DC of 
  20 is required to prevent this action.  If the entity’s 
  roll is higher they will not be able to touch the box, no 
  matter how hard they try.  If character fails the will 
  save, the box will consume the entity.  This box is in-
  destructible to non-force actions.  Against force dam-
  age it is considered to have Damage Reduction: 
  10/Wound Points: 25. 
  Sith Crystals 
  Sith Crystals are a remnant left over from 
  the Golden Age of the Sith.  Their purpose is the 
  same today as it was in those days.  The crystal is 
  used to imprison captured souls.  With in the 
  crystal it is told that a soul finds eternal torment 
  of the worst type.  The only way to release the 
  trapped soul(s) is to shatter the crystal. 
  Sith crystals appear in all different 
  shapes and sizes; from pocket size to that of a 
  full sized obelisk.  Most crystals are a glowing 
  semitransparent blue color.  These crystals do 
  not form naturally and must be grown under con-
  stant supervision by a force user.  These crystals 
  serve as the base material that is used to create 
  Sith Blade boxes. 
  Sith Crystal 
  Type: Dark Side Device; Cost: Not for sale; Game 
  Notes: The dark side will attempt to instantly consume 
  any living thing that touches the crystal.  If the mind is 
  too strong it will attempt to slowly corrupt it.  A Will 
  Save with a DC of 20 is required to prevent this action.  
  If the entity’s roll is higher they will not be able to 
  touch the crystal, no matter how hard they try.  If the 
  crystal roll is higher, the entity will receive a dark side 
  point for every round the touch the box.  If the charac-
  ter has failed by 10 or more their soul has been trans-
  ferred from their body into the crystal.  A Sith crystal 
  is considered to have Damage Reduction: 15/Wound 
  Points: 50. 
  Constructing Lightsabers with a Sith Crystal:  
  When attempting to build a Lightsaber with a Sith 
  Crystal, increase the DC for the Craft (lightsaber) 
  check by +10.  If the check is failed, the crystal shat-
  ters and a new crystal must be located.  If the craft 
  check is successful the builder must yield a Force 
  Point, and gain a Dark Side point.  The Lightsaber’s 
  damage is 2d6 (Sith Crystal’s were never meant to be 
  used for constructing Lightsabers and they are not as 
  good at redirecting energy as other types of crystals).  
  When attacking with a Lightsaber that contains a Sith 
  crystal, if the weapon deals damage to the character’s 
  Wounds or deals a successful Critical Hit then weapon 
  drains some of the life essence from the target (The 
  target suffers 1d4 temporary Constitution or Wisdom 
  drain) otherwise no other special effects occur.  Also 
  unlike Lightsabers built by Dark Siders, Lightsabers 
  built around a Sith crystal do not have red blades.  The 
  blade has a dark blue or purple shell which fades into a 
  brilliant blue or purple core (the colors produced are 
  either blue or purple, there is no mixing of the two 
  colors). 
  Sith Talismans * 
  During the Sith Wars the Sith created 
  numerous artifacts of the Dark Side which helped 
  them conquer much of the known galaxy.  Some 
  of the most useful of these items allowed them 
  to increase their Force focus, disguise their pres-
  ence in the Force, and heal the wounds they suf-
  fered in combat. 
  Talisman of Translation 
  Type: Dark Side Device; Cost: Not for sale; Game 
  Notes: The most common versions allows the wearer to 
  
  speak, read, and write in the Sith language fluently (as 
  though they have the Speak Sith and Read/Write Sith 
  skills).  There are a few other variants that allow the 
  wearer to understand any Dark Side related languages 
  (such as Sith, Massassi, etc), but these are increasingly 
  rare. 
  Talisman of Concentration 
  Type: Dark Side Device; Cost: Not for sale; Game 
  Notes: Provides the wearer a +2 bonus to any single 
  Force skill check or a ±1 to the result of a Force skill’s 
  result (for example it could raise the Battlemind bonus 
  by +1 or increase the Fear penalty by -1), and lasts for 
  the duration of the skill.  There are +4/±2 and +6/±3 
  versions of this talisman, and they are much harder to 
  find.  There are rumors of some talisman being capable 
  to provide multiple bonuses in a single round but these 
  are exceptionally rare.  Increase the vitality cost of 
  using force skills and feats by 4 vitality points. 
  Talisman of Ensnarement 
  Type: Dark Side Device; Cost: Not for sale; Game 
  Notes: Provides the same affect as a talisman of con-
  centration, but if the wearer has not been consumed 
  by the Dark Side of the Force for each use the charac-
  ter must make a Will Saving throw or be immediately 
  consumed by the Dark Side (i.e. gain a number of Dark 
  Side points so that their total number of Dark Side 
  points is greater than their Wisdom score).  The base 
  DC for the Will Save is 5, but for every use increase the 
  DC by +5, so the second use has a DC of 10, third use 
  DC of 15, etc. 
  Talisman of Concealment (Force Mask) 
  Type: Dark Side Device; Cost: Not for sale; Game 
  Notes: Allows the wearer the ability to completely 
  hide their Force use from other by detection through 
  the Force.  If the Force skill requires the user to speak 
  or use gestures, perceptive individuals may still notice 
  their Force use. 
  Talisman of Healing 
  Type: Dark Side Device; Cost: Not for sale; Game 
  Notes: Allows the wearer to heal other characters.  
  The wearer may heal a target by 1d6 vitality or 1 
  wounds/ability for every rank in a Force skill they wish 
  give up for a period of 10 hours. 
  Talisman of Protection 
  Type: Dark Side Device; Cost: Not for sale; Game 
  Notes: Provides the wearer +1 a Defense bonus, and a 
  +1 bonus to all saving throws (double the saving throw 
  bonus if used against Force based skills or feats).  Also 
  provides the user a damage reduction of 5 against 
  damage suffered as a result of force attacks.  There 
  are +2/DR: 10 and +4/DR: 20 versions of this talisman, 
  but the latter are much harder to find. 
  * These Sith Talismans are a d20 conversion 
  of the Sith Talismans; found the Tales of the 
  Jedi Sourcebook published by West End Games 
  for the d6 Star Wars Roleplaying Game. 
  CCrreeaattuurreess  
  Blah, Blah, Blah. 
  Ashian Razorcat 
  When the Sith Empire was at its height, 
  the world of Tinia was within in its borders.  
  While the Sith were in stewardship of this world 
  their alchemists made use of the local apex 
  predator, the Tinian Razorcat.  With the Razor-
  cat’s already exceptional talents they seized the 
  opportunity to create the perfect tomb guardian 
  beast.  The project spanned over several hundred 
  years, and the result was the Ashian Razorcat, 
  whose sole purpose was to defend the crypts and 
  tombs on the world of Ashas Ree. 
  In appearance they are almost identical 
  to the normal Razorcat species.  They are slightly 
  smaller, and are a pale white with a ghostly grey 
  stripes running across their body.  That is where 
  the similarities stop, and the differences become 
  even more apparent when they attack.  Normal 
  Razorcats hunt in small groups (2d4 individuals) 
  and simply pounce on their prey from hiding 
  spots; if the prey flees they are quickly run 
  down.  Occasionally when attacking larger or in-
  telligent prey they will attempt ambushes and 
  use a member of the pack as a lure or bait.  The 
  Ashian Razorcat will usually hide from their prey 
  and begin to call upon the Dark Side to augment 
  its impressive array of weapons, and then attack 
  the target with the various Dark Side powers that 
  it has access to.  Only after the Dark Side has 
  weakened the target will it attempt a physical 
  attack. 
  Ashian Razorcat (Low-Level) 
  Predator 9; Init +10 (+4 Dex, +4 Bonus, +2 Natural); 
  Def 19 (+4 Dex, +5 Natural); Spd 12 m, climb 6 m; 
  VP/WP 81/16; Atk +11/+6 or +9/+4 melee (1d6+2, crit 
  20, claw), +11/+6 or +9/+4 melee (1d8+2, crit 19-20, 
  bite); SQ Dark Side, Darkvision, Force-Using, Uncanny 
  Dodge (Dex bonus to Defense); SV Fort +9, Ref +10, 
  Will +6; SZ M; Face/Reach 2 m by 2 m/2 m; FP: 6; 
  DSPs: 18; Str 14, Dex 19, Con 16, Int 6, Wis 16, Cha 
  12. 
  Skills: Balance +6, Climb +14, Hide +6, Jump +4, 
  Listen +6, Move Silently +6, Spot +6 
  Force Skills: Fear +11, Force Stealth +5, Heal Self 
  +5 
  Feats: Force-Sensitive, Improved Critical (Bite), 
  Improved Initiative, Multiattack 
  Force Feats: Alter, Control, Rage, Sense 
  
  Ashian Razorcat (Mid-Level) 
  Predator 12; Init +11 (+5 Dex, +4 Bonus, +2 Natural); 
  Def 20 (+5 Dex, +5 Natural); Spd 12 m, climb 6 m; 
  VP/WP 81/16; Atk +14/+9/+4 or +12/+7/+2 melee 
  (1d6+2, crit 20, claw), +14/+9/+4 or +12/+7/+2 melee 
  (1d8+2, crit 19-20, bite); SQ Dark Side, Darkvision, 
  Force-Using, Uncanny Dodge (Can't be Flanked, Dex 
  bonus to Defense); SV Fort +11, Ref +13, Will +7; SZ M; 
  Face/Reach 2 m by 2 m/2 m; FP: 6; DSPs: 21; Str 14, 
  Dex 20, Con 16, Int 6, Wis 16, Cha 12. 
  Skills: Balance +8, Climb +14, Hide +7, Jump +6, 
  Listen +6, Move Silently +8, Spot +6 
  Force Skills: Fear +13, Force Stealth +5, Heal Self 
  +5 
  Feats: Force-Sensitive, Improved Critical (Bite), 
  Improved Initiative, Multiattack 
  Force Feats: Alter, Control, Hatred, Rage, Sense 
  Ashian Razorcat (High-Level) 
  Predator 15; Init +11 (+5 Dex, +4 Bonus, +2 Natural); 
  Def 20 (+5 Dex, +5 Natural); Spd 12 m, climb 6 m; 
  VP/WP 81/16; Atk +17/+12/+7 or +15/+10/+5 melee 
  (1d6+2, crit 20, claw), +17/+12/+7 or +15/+10/+5 me-
  lee (1d8+2, crit 19-20, bite); SQ Dark Side, Darkvision, 
  Force-Using, Immune to Surprise, Uncanny Dodge 
  (Can't be Flanked, Dex bonus to Defense); SV Fort +12, 
  Ref +14, Will +8; SZ M; Face/Reach 2 m by 2 m/2 m; 
  FP: 6; DSPs: 24; Str 14, Dex 20, Con 16, Int 6, Wis 16, 
  Cha 12. 
  Skills: Balance +8, Climb +14, Hide +8, Jump +6, 
  Listen +7, Move Silently +9, Spot +7 
  Force Skills: Fear +15, Force Stealth +5, Heal Self 
  +5 
  Feats: Force-Sensitive, Improved Critical (Bite), 
  Improved Initiative, Multiattack 
  Force Feats: Alter, Burst of Speed, Control, Ha-
  tred, Rage, Sense 
  Derriphan * 
  The Derriphan is a nightmarish creatures 
  borne from the madness of the Dark Side and 
  slowly consumes a sentient’s soul so that it may 
  live another day.  The word “Derriphan” is de-
  rived from the Sith word meaning “Devourer.”  In 
  appearance Derriphan are small black spheres 
  that float above the ground with the sounds of 
  electric discharges. 
  Their entire life is spent in the search of 
  fresh hosts, which they slowly consume.  When 
  they are done, they simply abandon their host 
  and look for a new one.  Derriphan are excep-
  tionally rare, are never seen in groups, they were 
  created at the height of the Sith war.  The have 
  no knowledge or lore of their own, and have no 
  care for where they came from or who they were 
  created by. 
  While hosted the Derriphan cannot di-
  rectly use its own skills, but must instead use the 
  skills of its host.  Derriphan can be sensed by 
  Force users who are not Tainted by the Dark 
  Side, but are only sensed as elusive shadows and 
  never directly felt.  Oddly enough Dark Side users 
  cannot feel these creatures in the Force. 
  Devouring Process 
  The Derriphan Devouring process, or the 
  process by which a Derriphan drains a host, is a 
  three-stage process; Probing, Hosting and finally 
  feeding.  A Derriphan survives by spending Dark 
  Side points, it must spend 1 per day, if it has 
  none to give up it merely ceases to exist (as it 
  has lost all of its hatred, rage, etc.). 
  Probing: For a Derriphan to begin the 
  process of feeding it must first find a suitable 
  host.  To attach itself the Derriphan must make a 
  Transfer Essence check to enter the body of the 
  target, but note that the Derriphan’s Transfer 
  Essence check does not destroy its body since it is 
  creature composed purely of the Dark Side, it 
  merely allows it to enter the host’s body.  The 
  reasons for conducting this process in private 
  should be fairly obvious, and may attempt to use 
  its previous host to subdue a newer more suitable 
  host. 
  Hosting: Following the completion of 
  Probing and being able to enter a new host, the 
  Derriphan will then attempt to take full control 
  and destroy the host’s consciousness.  This re-
  quires the Derriphan to make an Affect Mind 
  check with the host’s Will Saving throw suffering 
  from a -5 penalty.  If this Affect Mind check is 
  successful the Derriphan has successfully taken 
  control of the body.  Every day the Derriphan 
  must make another Affect Mind check to see if it 
  gain maintain control, but the host’s Will Save 
  gains a -5 modifier for every day the Derriphan 
  has successfully been hosted.  Once the Host’s 
  Will Save modifier is less than the penalty being 
  applied the Derriphan has assumed complete con-
  trol and no more Affect Mind checks are re-
  quired.  If at any point the Host makes a success-
  ful Will Save the Derriphan is forced out of the 
  Host, but the Derriphan may immediately at-
  tempt to attach itself again. 
  Feeding: Everyday the Derriphan is at-
  tached to the host is will feed on the character.  
  The Derriphan consumes the character in the fol-
  lowing preference list; Force skill ranks, Force 
  points, Force feats, feats, Intelligence skill ranks, 
  Wisdom skill ranks, Charisma skill ranks, Intelli-
  gence ability score, Wisdom ability score, and 
  then the Charisma ability score. 
  Whenever the Derriphan drains an item 
  on the list from the character it gains 2 Dark Side 
  points, except for Force skill ranks, Force feats, 
  
  and Force points.  When the Derriphan drains a 
  Force skill rank it adds one rank of the same 
  Force skill to its own Force skill (until it reaches 
  the maximum ranks for that Force skill).  When 
  the Derriphan drains a Force feat, instead of con-
  verting it to Dark Side points the Derriphan may 
  choose to add it to its own feat lists (but it must 
  meet the prerequisites for the feat in order to 
  add it, if it does not, then it gets converted in to 
  4 Dark Side points).  When it drains a Force point 
  from the character is gains 3 Dark Side points.  
  While the Derriphan is feeding it can drain 1 skill 
  rank, 1 Force point, or 1 ability score per day and 
  no more.  Also when it is feeding it will not con-
  sume any of the skills that  
  When the host’s Intelligence, Wisdom, 
  and Charisma scores have all reached 1, the Der-
  riphan leaves the host (no Transfer Essence check 
  is required), and beings the search for another 
  host.  Obviously the Derriphan prefers Force-
  Sensitive life forms as they have more to offer, 
  but in reality a Derriphan is never too picky. 
  Derriphan (Low-Level) 
  Force Adept 5/Dark Side Devotee 4; Init +1 (+1 Dex); 
  Def 21 (+1 Dex, +8 Class, +2 Size); Spd fly 10m (good); 
  VP/WP 63/13; Atk +6/+1 melee (by unarmed), +9/+4 
  ranged (by weapon); SQ Abominable presence, Dark 
  Side, Dark Side Talisman +2, Force Sight, Force weapon 
  +1d8, Telepathy; SV Fort +6, Ref +6, Will +10; SZ T; 
  FP: 8; DSPs: 28; Rep: +1; Str 6, Dex 12, Con 13, Int 
  16, Wis 14, Cha 18. 
  Skills: Bluff +8, Hide +13, Intimidate +8, Listen +8, 
  Sense Motive +6, Spot +8 
  Force Skills: Affect Mind +18, Drain Knowledge 
  +19, Force Lightning +19, Illusion +21, Move Object 
  +11, See Force +10, Telepathy +10, Transfer Essence 
  +23 
  Feats: Force-Sensitive, Low Profile, Skill Emphasis 
  (Illusion, Transfer Essence) 
  Force Feats: Alter, Control, Drain Force, Force 
  Flight, Hatred, Mind Trick, Sense, Sith Sorcery 
  Derriphan (Mid-Level) 
  Force Adept 5/Dark Side Devotee 7; Init +1 (+1 Dex); 
  Def 22 (+1 Dex, +9 Class, +2 Size); Spd fly 10m (good); 
  VP/WP 96/14; Atk +8/+3 melee (by unarmed), +11/+6 
  ranged (by weapon); SQ Abominable presence, Dark 
  Side, Dark Side Talisman +2, Force Sight, Force weapon 
  +2d8, Telepathy; SV Fort +9, Ref +8, Will +11; SZ T; 
  FP: 11; DSPs: 34; Rep: +2; Str 6, Dex 12, Con 14, Int 
  16, Wis 14, Cha 18. 
  Skills: Bluff +12, Hide +14, Intimidate +8, Listen 
  +10, Sense Motive +6, Spot +10 
  Force Skills: Affect Mind +24, Drain Knowledge 
  +25, Force Lightning +19, Illusion +24, Move Object 
  +11, See Force +15, Telepathy +10, Transfer Essence 
  +26 
  Feats: Force-Sensitive, Low Profile, Skill Emphasis 
  (Affect Mind, Drain Knowledge, Illusion, Transfer Es-
  sence) 
  Force Feats: Alter, Control, Drain Force, Force 
  Flight, Hatred, Mind Trick, Sense, Sith Sorcery 
  Derriphan (High-Level) 
  Force Adept 5/Dark Side Devotee 10; Init +1 (+1 Dex); 
  Def 23 (+1 Dex, +10 Class, +2 Size); Spd fly 10m 
  (good); VP/WP 120/14; Atk +10/+5 melee (by un-
  armed), +13/+8 ranged (by weapon); SQ Abominable 
  presence, Dark Side, Dark Side Talisman +4, Force 
  Sight, Force weapon +3d8, Telepathy; SV Fort +10, Ref 
  +9, Will +13; SZ T; FP: 14; DSPs: 40; Rep: +4; Str 6, 
  Dex 12, Con 14, Int 16, Wis 14, Cha 18. 
  Skills: Bluff +12, Hide +14, Intimidate +8, Listen 
  +10, Sense Motive +6, Spot +10 
  Force Skills: Affect Mind +27, Drain Knowledge 
  +28, Fear +19, Force Lightning +25, Heal Self +9, Illu-
  sion +24, Move Object +11, See Force +15, Telepathy 
  +10, Transfer Essence +29 
  Feats: Force-Sensitive, Low Profile, Skill Emphasis 
  (Affect Mind, Drain Knowledge, Fear, Illusion, Transfer 
  Essence) 
  Force Feats: Alter, Control, Dissipate Energy, 
  Drain Force, Force Flight, Hatred, Mind Trick, Sense, 
  Sith Sorcery 
  * This is a d20 conversion of the Derriphan, 
  found the Wretched Hives of Scum and Villainy 
  published by West End Games for the d6 Star 
  Wars Roleplaying Game. 
  Ishtanayi 
  The Ishtanayi (a term from the Sith lan-
  guage meaning “mind master”) are nightmarish 
  creatures born from Sith alchemy.  These crea-
  tures there developed by the Sith to take control 
  of another being and essentially turn them into 
  their puppets.  The process of attaching an Ish-
  tanayi to a host is very simple and only takes a 
  few moments. 
  These little creatures are harmless, if 
  they do not have a master, or their master has 
  died.  If they are without a master, they will 
  slowly fade out of existence, over the period of 
  three weeks, regardless of how powerful the Ish-
  tanayi is, unless it can find a new master or it is 
  placed in a Sith Blade box. 
  The process of finding a new master is 
  also fairly simple; the new master must have all 
  of the force skills at higher levels and all of the 
  force feats, and must roll against the creature’s 
  Will Save, with the master’s Will Save.  If suc-
  cessful the Ishtanayi has a new master. 
  If after a successful hosting the Ishtanayi 
  finds its host disposed of, it must regain contact 
  with its master within two months, after that 
  
  period it slowly begins to fade.  If placed in a Sith 
  Blade box, the Ishtanayi can survive indefinitely. 
  Hosting:  The target host must be sub-
  dued, and the Dark Jedi who is going to take con-
  trol of the victim, must make a Will Save against 
  the target’s Will Save.  The Ishtanayi must also 
  pass the same roll, or it will be unable to attach 
  itself to the host.  The Ishtanayi must be placed 
  on the hosts’ bare back, so it can attach itself.  
  Once the Ishtanayi has successfully attached, it 
  gains +1 bonus to its Dark Side skills permanently. 
  After it has attached itself, the host’s 
  personality is essentially trapped inside the body, 
  they are aware of what is happening around 
  them, but are unable to do anything.  If they 
  talk, their mouth does not move, or the words 
  that come out are not what they said, they are 
  what the Ishtanayi wants.  The Ishtanayi’s master 
  does not have to be in contact with it all of the 
  time, only periodically requires updates on what 
  it is supposed to do. 
  Ishtanayi (Low-Level) 
  Force Adept 8; Init -3 (-3 Dex); Def 15 (-3 Dex, +6 
  Class, +2 Size); Spd 1m; VP/WP 48/11; Atk +5/+0 me-
  lee (by unarmed), +5/+0 ranged (by weapon); SQ 
  Abominable presence, Comprehend speech, Dark Side, 
  Force talisman +2, Force weapon +1d8, Telepathy; SV 
  Fort +4, Ref +1, Will +8; SZ T; FP: 6; DSPs: 18; Rep: 
  +1; Str 4, Dex 4, Con 11, Int 16, Wis 14, Cha 20. 
  Skills: Bluff +9, Diplomacy +9, Disguise +9, Hide 
  +9, Intimidate +10, Listen +8, Sense Motive +8, Spot +8 
  Force Skills: Affect Mind +21, Empathy +13, 
  Friendship +16, Illusion +18, See Force +15, Telepathy 
  +13 
  Feats: Force-Sensitive, Persuasive, Skill Emphasis 
  (Affect Mind), Trustworthy 
  Force Feats: Alter, Aware, Control, Mind Trick, 
  Sense, Sith Sorcery 
  Ishtanayi (Mid-Level) 
  Force Adept 11; Init -3 (-3 Dex); Def 16 (-3 Dex, +7 
  Class, +2 Size); Spd 1m; VP/WP 64/11; Atk +7/+2 me-
  lee (by unarmed), +7/+2 ranged (by weapon); SQ 
  Abominable presence, Comprehend speech, Dark Side, 
  Force Secret (Affect Mind +1), Force talisman +2, Force 
  weapon +1d8, Telepathy; SV Fort +5, Ref +2, Will +9; 
  SZ T; FP: 9; DSPs: 24; Rep: +2; Str 4, Dex 4, Con 11, 
  Int 16, Wis 14, Cha 20. 
  Skills: Bluff +9, Diplomacy +9, Disguise +14, Hide 
  +9, Intimidate +10, Listen +8, Sense Motive +8, Spot +8 
  Force Skills: Affect Mind +25, Empathy +16, Fear 
  +16, Force Stealth +16, Friendship +19, Illusion +18, 
  See Force +15, Telepathy +13 
  Feats: Force-Sensitive, Mimic, Persuasive, Skill 
  Emphasis (Affect Mind, Disguise), Trustworthy 
  Force Feats: Alter, Aware, Control, Mind Trick, 
  Sense, Sith Sorcery 
  Ishtanayi (High-Level) 
  Force Adept 14; Init -3 (-3 Dex); Def 17 (-3 Dex, +8 
  Class, +2 Size); Spd 1m; VP/WP 84/11; Atk +9/+4 me-
  lee (by unarmed), +9/+4 ranged (by weapon); SQ 
  Abominable presence, Comprehend speech, Dark Side, 
  Force Secret (Affect Mind +1), Force talisman +2, Force 
  weapon +2d8, Telepathy; SV Fort +6, Ref +3, Will +11; 
  SZ T; FP: 12; DSPs: 30; Rep: +3; Str 4, Dex 4, Con 11, 
  Int 16, Wis 14, Cha 21. 
  Skills: Bluff +14, Diplomacy +11, Disguise +14, 
  Hide +11, Intimidate +10, Listen +12, Sense Motive 
  +10, Spot +12 
  Force Skills: Affect Mind +25, Empathy +19, Fear 
  +16, Force Stealth +16, Friendship +22, Heal Self +6, 
  Illusion +18, See Force +20, Telepathy +18 
  Feats: Alertness, Force-Sensitive, Mimic, Persua-
  sive, Skill Emphasis (Affect Mind, Bluff, Disguise, 
  Friendship), Trustworthy 
  Force Feats: Alter, Aware, Control, Mind Trick, 
  Sense, Sith Sorcery 
  Is’Izulian Night Stalker 
  Is’Izulian Night Stalkers are little simians 
  which have slowly been corrupted be the pres-
  ence of the Dark Side on their homeworld.  Origi-
  nally they were little furry social creatures that 
  wander the trees during the evening looking for 
  food, but due to the Dark Side they have become 
  a little more dangerous.  Now they have devel-
  oped poison glands in their cheeks, which pro-
  duce a toxin that can be spit on nearby targets, 
  and have small wings that allow them to fly for 
  short distances.  Also they have developed an 
  affinity to the force, which allows them to disarm 
  the minds of those who would ordinarily be cau-
  tious of their presence. 
  Is’Izulian Night Stalker (Low-Level) 
  Parasite 4; Init +6 (+6 Dex); Def 18 (+6 Dex, +2 Size); 
  Spd 3 m, fly 6 m (good); VP/WP 12/4; Atk +0 or -5 
  melee (1-4, unarmed), +0 or -5 melee (1d2-4, crit 20, 
  bite), +10 ranged (special, spit, Poison), +10 ranged 
  (by weapon); SQ Force-Using, Low-light vision, 
  Tainted; SV Fort +3, Ref +7, Will +2; SZ T; Face/Reach 
  0.5 m by 0.5 m/0.5 m; FP: 3; DSPs: 9; Str 3, Dex 22, 
  Con 8, Int 4, Wis 12, Cha 14. 
  Skills: Hide +15, Listen +6, Move Silently +8, Spot 
  +2 
  Force Skills: Friendship +13 
  Feats: Force-Sensitive, Skill Emphasis (Friendship) 
  Force Feats: Sense 
  Is’Izulian Night Stalker (Mid-Level) 
  Parasite 7; Init +6 (+6 Dex); Def 18 (+6 Dex, +2 Size); 
  Spd 3 m, fly 6 m (good); VP/WP 28/4; Atk +1 or -4 
  melee (1-4, unarmed), +1 or -4 melee (1d2-4, crit 20, 
  bite), +11 ranged (special, spit, Poison), +11 ranged 
  (by weapon); SQ Force-Using, Low-light vision, 
  Tainted; SV Fort +4, Ref +8, Will +3; SZ T; Face/Reach 
  
  0.5 m by 0.5 m/0.5 m; FP: 3; DSPs: 9; Str 3, Dex 22, 
  Con 8, Int 4, Wis 12, Cha 14. 
  Skills: Hide +15, Listen +6, Move Silently +8, Spot 
  +2 
  Force Skills: Empathy +7, Friendship +13 
  Feats: Force-Sensitive, Skill Emphasis (Empathy, 
  Friendship) 
  Force Feats: Sense 
  Is’Izulian Night Stalker (High-Level) 
  Parasite 10; Init +6 (+6 Dex); Def 18 (+6 Dex, +2 Size); 
  Spd 3 m, fly 6 m (good); VP/WP 39/4; Atk +3 or -2 
  melee (1-4, unarmed), +3 or -2 melee (1d2-4, crit 20, 
  bite), +13 ranged (special, spit, Poison), +13 ranged 
  (by weapon); SQ Force-Using, Low-light vision, 
  Tainted; SV Fort +6, Ref +9, Will +4; SZ T; Face/Reach 
  0.5 m by 0.5 m/0.5 m; FP: 3; DSPs: 9; Str 3, Dex 22, 
  Con 8, Int 4, Wis 12, Cha 15. 
  Skills: Hide +15, Listen +6, Move Silently +8, Spot 
  +2 
  Force Skills: Empathy +7, Friendship +13, See 
  Force +6 
  Feats: Flyby Attack, Force-Sensitive, Skill Empha-
  sis (Empathy, Friendship) 
  Force Feats: Aware, Sense 
  Nor’ithel Dra’kuta 
  The Nor’ithel Dra’kuta are the last gift 
  the Sith left the galaxy at the end of the Sith 
  Wars.  As their last desperate act, they released 
  hundreds of seeds throughout the galaxy.  They 
  created these seeds with as much care and ha-
  tred as they pored into the Sith Blades.  The 
  Nor’ithel Dra’kuta were designed to never be for-
  gotten, and for hundreds of years following the 
  Sith War they plagued the galaxy.  In the Sith 
  language Nor’ithel Dra’kuta means “Shadow De-
  mon.” 
  A Nor’ithel Dra’kuta stands about three 
  meters tall, and is covered with a dark gray skin, 
  and has eyes that appear to burn like coal em-
  bers.  They are masters of the Shadows, and have 
  the ability to disappear into the shadows and re-
  appear at will.  If they were not so corrupted by 
  the Dark Side, one could say that they were ee-
  rily graceful in the way they fight and move.  
  Their preferred weapon is a Lightsaber, but they 
  are not helpless without one, they have a large 
  set of deadly claws and sharp teeth.  With a set 
  of large wings on their back they can fly for short 
  distances.  Their most deadly feature is that fact 
  that they appear almost unintelligent and slug-
  gish, and this has caught many Jedi off guard 
  (something most Jedi have not lived to regret). 
  These creatures were scattered among 
  the stars and it took hundreds of years for the 
  Jedi and Republic to hunt down and destroy or 
  quarantine them. 
  Nor'ithel Dra'kuta (Low-Level) 
  Force Adept 2/Dark Side Marauder 6/Sith Warrior 4; 
  Init +4 (+2 Dex, +2 Species); Def 20 (+2 Dex, +9 Class, -
  1 Size); Spd 16m, fly 6m (average); VP/WP 140/18; Atk 
  +11/+6/+1 
  melee 
  (1d6+1, 
  crit 
  20, 
  unarmed), 
  +11/+6/+1 melee (2d6+1, crit 20, bite), +11/+6/+1 
  melee (2d6+1, crit 20, claw), +11/+6/+1 melee (3d8+1, 
  crit 19-20, Lightsaber), +12/+7/+2 ranged (by weapon); 
  SQ Abominable presence, Dark Side, Darkvision, Enemy 
  Bonus +1, Enshroud, Increase Lightsaber damage +1d8; 
  SV Fort +15, Ref +10, Will +11; SZ L; FP: 9; DSPs: 19; 
  Rep: +4; Str 13, Dex 15, Con 18, Int 14, Wis 14, Cha 
  10. 
  Equipment: Lightsaber 
  Skills: Balance +11, Climb +10, Intimidate +9, 
  Jump +10, Knowledge (Sith lore) +7, Listen +7, 
  Read/Write Massassi, Read/Write Sith, Speak Massassi, 
  Speak Sith, Spot +7 
  Force Skills: Battlemind +16, Fear +21, Force Grip 
  +11, Force Strike +15, Heal Self +9, Illusion +8, See 
  Force +12 
  Feats *: Blind-fight, Cleave, Combat Expertise, 
  Dodge, Exotic Weapon Proficiency (lightsaber), Force-
  Sensitive, Frightful Presence, Martial Arts, Mobility, 
  Power Attack, Spring Attack, Weapons Group Profi-
  ciency (primitive weapons, simple weapons) 
  Force Feats: Alter, Burst of Speed, Control, Dissi-
  pate Energy, Hatred, Rage, Sense, Sith Sorcery, Sum-
  mon Storm 
  Nor'ithel Dra'kuta (Mid-Level) 
  Force Adept 2/Dark Side Marauder 6/Sith Warrior 7; 
  Init +8 (+2 Dex, +4 Bonus, +2 Species); Def 22 (+2 Dex, 
  +11 Class, -1 Size, +2 Misc); Spd 16m, fly 6m (average); 
  VP/WP 176/18; Atk +14/+9/+4 melee (2d6+1, crit 19-
  20, unarmed), +14/+9/+4 melee (3d6+1, crit 19-20, 
  bite), +14/+9/+4 melee (3d6+1, crit 19-20, claw), 
  +14/+9/+4 melee (4d8+1, crit 19-20, Lightsaber), 
  +15/+10/+5 ranged (by weapon); SQ Abominable pres-
  ence, Dark Side, Darkvision, Enemy Bonus +2, En-
  shroud, Increase Lightsaber damage +2d8, Uncanny 
  Dodge (Can't be Flanked, Dex bonus to Defense); SV 
  Fort +16, Ref +12, Will +12; SZ L; FP: 12; DSPs: 19; 
  Rep: +5; Str 13, Dex 15, Con 18, Int 14, Wis 14, Cha 
  10. 
  Equipment: Lightsaber 
  Skills: Balance +11, Climb +12, Intimidate +9, 
  Jump +12, Knowledge (Sith lore) +7, Listen +7, 
  Read/Write Massassi, Read/Write Sith, Speak Massassi, 
  Speak Sith, Spot +7 
  Force Skills: Battlemind +21, Fear +24, Force Grip 
  +11, Force Stealth +15, Force Strike +15, Heal Self +9, 
  Illusion +8, See Force +12 
  Feats *: Blind-fight, Cleave, Combat Expertise, 
  Defensive Martial Arts, Dodge, Exotic Weapon Profi-
  ciency (lightsaber), Force-Sensitive, Frightful Pres-
  ence, Improved Initiative, Improved Martial Arts, Mar-
  tial Arts, Mobility, Power Attack, Spring Attack, Sun-
  der, Weapons Group Proficiency (primitive weapons, 
  simple weapons) 
  
  Force Feats: Alter, Burst of Speed, Control, Dissi-
  pate Energy, Force Speed, Hatred, Rage, Sense, Sith 
  Sorcery, Summon Storm 
  Nor'ithel Dra'kuta (High-Level) 
  Force Adept 2/Dark Side Marauder 6/Sith Warrior 10; 
  Init +9 (+3 Dex, +4 Bonus, +2 Species); Def 24 (+3 Dex, 
  +12 Class, -1 Size, +2 Misc); Spd 16m, fly 6m (average); 
  VP/WP 222/18; Atk +17/+12/+7/+2 melee (3d6+1, crit 
  18-20, unarmed), +17/+12/+7/+2 melee (4d6+1, crit 
  18-20, bite), +17/+12/+7/+2 melee (4d6+1, crit 18-20, 
  claw), +17/+12/+7/+2 melee (5d8+1, crit 19-20, Light-
  saber), +19/+14/+9/+4 ranged (by weapon); SQ 
  Abominable presence, Dark Side, Darkvision, Enemy 
  Bonus +3, Enshroud, Increase Lightsaber damage +3d8, 
  Uncanny Dodge (Can't be Flanked, Dex bonus to De-
  fense); SV Fort +18, Ref +14, Will +14; SZ L; FP: 15; 
  DSPs: 19; Rep: +6; Str 13, Dex 16, Con 18, Int 14, Wis 
  14, Cha 10. 
  Equipment: Lightsaber 
  Skills: Balance +13, Climb +13, Intimidate +21, 
  Jump +13, Knowledge (Sith lore) +7, Listen +7, 
  Read/Write Massassi, Read/Write Sith, Speak Massassi, 
  Speak Sith, Spot +7 
  Force Skills: Battlemind +21, Fear +27, Force Grip 
  +16, Force Stealth +15, Force Strike +15, Heal Self +9, 
  Illusion +12, See Force +12 
  Feats *: Advanced Martial Arts, Blind-fight, 
  Cleave, Combat Expertise, Defensive Martial Arts, 
  Dodge, Exotic Weapon Proficiency (lightsaber), Force-
  Sensitive, Frightful Presence, Improved Disarm, Im-
  proved Initiative, Improved Martial Arts, Martial Arts, 
  Mobility, Power Attack, Spring Attack, Sunder, Weap-
  ons Group Proficiency (primitive weapons, simple 
  weapons), Whirlwind Attack 
  Force Feats: Alter, Burst of Speed, Control, Dissi-
  pate Energy, Force Speed, Hatred, Rage, Sense, Sith 
  Sorcery, Summon Storm 
  * As part of the process that was used to cre-
  ate the Nor’ithel Dra’kuta, several Armor Profi-
  ciencies and Weapons Group Proficiencies that 
  were given automatically by the classes were 
  removed and replaced with other feats that the 
  creators felt were more inline with the Nor’ithel 
  Dra’kuta’s ultimate purpose. 
  SSkkiillllss  aanndd  FFoorrccee  TTeecchhnniiqquueess  
  Even though the Sith studied the Dark 
  Side for thousands of years; they never learned 
  all of its secrets.  Only to the most dedicated will 
  the Dark Side even yield a few of its powers, al-
  ways it promises more than the student can ever 
  learn. 
  There are many methods to build on what 
  the Sith know.  Occasionally a few of their se-
  crets of using something for other than it was 
  intended are discovered. 
  Force Lattice (Int) 
  Dark Side Force skill; Requires the Force-
  Sensitive and Alter feats. 
  With this skill a target is surrounded by a ra-
  zor sharp crystalline lattice of pure Dark Side en-
  ergy that slowly contracts around the target end-
  ing with dire results for the captive. 
  Check: The character selects a target of this 
  skill, and attempts to surround them in a lattice 
  of Dark Side energy.  The target is allowed a Re-
  flex saving throw to at this point to see if they 
  managed to escape the lattice before they were 
  completely surrounded.  The DC for this saving 
  throw is 10 plus the number of Dark Side Points 
  the user of this skill has.  If the target fails their 
  saving throw they are trapped in the lattice, and 
  cannot escape unless the user of this skill is “dis-
  tracted.” 
  After being surrounded by this skill the lat-
  tice slowly contracts around the target, and be-
  ing to inflict damage every turn until the user 
  releases them or the user terminates this power 
  (usually when the target has passed into the 
  Force).  The target takes damage per round while 
  it contracts (see the following table for deter-
  mining the amount of damage applied per round).  
  Once the character takes Wound Point damage 
  they are considered grappled. 
   
  Check Result 
  Damage  
  0 – 4 
  1d8 
  5 – 14 
  2d6 
  15 – 24 
  2d8 
  25 – 34 
  3d6 
  35+ 
  3d8 
   
  Notes: Use of this skill gains the character a 
  Dark Side point. 
  Time to Use: One attack action to raise the 
  lattice, and costs one move action per turn while 
  the Lattice is kept. 
  Vitality Point Cost: 8 to surround the target, 
  and 2 vitality points every round in which the 
  lattice is kept. 
  Subconscious Machinations (Cha) 
  Dark Side Force skill; Requires the Force-
  Sensitive and Alter feats, Affect Mind 9 ranks, 
  Illusion 9 ranks, and a Charisma of at least 14. 
  With this skill a character may use the Dark 
  Side on a target such that their worst nightmares 
  seemingly appear before their eyes.  Some of 
  those who see the creatures of their subconscious 
  
  appear will not be able to contain their fright and 
  may die. 
  Check:  The character selects a target of this 
  skill, and the target must make a Will saving 
  throw (the DC is determined by the table below) 
  otherwise they are immediately reduced to -1 
  Wound Points and all of their Vitality points (if 
  any are removed).  If the saving throw is success-
  ful they avoid the Vitality and Wound point re-
  duction but still take 3d8 points of damage. 
   
  Check Result 
  Saving 
  Throw DC 
  0 – 4 
  5 
  5 – 14 
  15 
  15 – 24 
  20 
  25 – 34 
  25 
  35+ 
  30 
   
  Notes: Use of this skill gains the character a 
  Dark Side point. 
  Time to Use: One attack action. 
  Vitality Point Cost: 8 
  Transfer Another’s Essence 
  (Force Technique) 
  There are those who understand that the 
  body is just a shell, and there is nothing from 
  stopping them from swapping their essence be-
  tween bodies or other people’s essence between 
  other bodies. 
  Check: A Transfer Essence check is required 
  to transfer another’s essence from one body to 
  another.  If the target is willing to have its es-
  sence transferred use the result as though the 
  Transfer Essence check was performed normally.  
  If the target is not willing reduce the check result 
  by –5 to determine the Will saving throw DC, and 
  this Will saving throw is required for the target 
  and their new body.  This new body can be a Sith 
  Crystal, in which case the crystal automatically 
  fails its saving throw to accept the target’s es-
  sence. 
  Before a character may attempt to learn this 
  technique they must have 12 ranks of Knowledge 
  (Sith lore) and 12 ranks of Transfer Essence. 
  Notes: Like Transfer Essence, use of this 
  Force technique gains the character a Dark Side 
  point. 
  Time to Use: One round. 
  Vitality Point Cost: 16 vitality points, and 
  the subject also looses half of their vitality. 
  FFeeaattss  
  Blah, Blah, Blah. 
  Advanced Control Mind 
  For you, controlling the masses is as simple 
  as waking in morning. 
  Prerequisites: 
  Charisma 
  15+, 
  Force-
  Sensitive, Improved Control Mind, Control Mind 
  15 ranks and either Improved Force Mind, Knight 
  Mind or Master Mind. 
  Benefit:  When using the Control Mind skill 
  the maximum range affected by the Allies is in-
  creased by one level.  For example; if the char-
  acter is using Force Mind all allies in a Star Sys-
  tem would now be affected, etc.  When the 
  character has stopped spending the Vitality cost 
  to coordinate all of their allies they suffer no ill 
  effect, instead of being fatigued. 
  Vitality Point Cost: Increase the Vitality Cost 
  of Control Mind checks by an additional 1. 
  Notes: The character gains 2 Dark Side point 
  for taking this feat.  If the character atones and 
  loses Dark Side points, this feat remains in ef-
  fect, but if they ever attempt to use the Control 
  Mind skill again, they receive two additional Dark 
  Side points per use, until they are tainted, after 
  that they will receive an additional Dark Side 
  point per use until they have been fully corrupted 
  by the Dark Side. 
  Dark Side Web * 
  You can shroud a target in the power of the 
  dark side that disrupts their concentration. 
  Prerequisite: 
  Force-Sensitive 
  and 
  Alter 
  Feats, and a Force level of 4th+, 4+ Dark Side 
  Points 
  Benefit: The character is able to encase the 
  target in a blindingly bright mesh of pure Dark 
  Side energy.  This power can overwhelm all but 
  the strongest Force users, and being to drain 
  their strength and gradually sever their connec-
  tion to the Force and possible render them help-
  less.  The target suffers a constructed penalty 
  equal to the amount that their Will saving roll 
  was failed.  The DC is 15 + the user’s Force level 
  – the target’s number of Dark Side points.  This 
  penalty can be applied to any force skills, saves, 
  abilities, initiative or the character’s defense 
  (see the following table to determine how many 
  things can be affected). 
   
  Ability, Statistic or Skill 
  Point Cost 
  -1 to specific Force skill 
  1 
  
  -1 to initiative, defense, or any save 
  2 
  -1 to any ability score 
  4 
   
  As an example; if the target fails by 8 so they 
  lose 8 points applied between any of the force 
  skills, saves, attributes or defense.  The user can 
  apply the full -2 penalty to the target’s dexter-
  ity; or -4 to Affect Mind, and -1 to Wisdom; or –2 
  to Battlemind, -1 to Strength, -1 to Initiative; 
  etc.  The target may choose to allow the Dark 
  Side to flow through them and accept a Dark Side 
  point, to ignore the penalty being applied. 
  Activating this power counts as an attack ac-
  tion, and the activator gains a Dark Side point. 
  Vitality: 6 Vitality points to activate, and 2 
  Vitality points per minute to maintain. 
  Notes: The character gains 1 Dark Side point 
  for taking this feat.  If the character atones and 
  loses Dark Side points, this feat remains in ef-
  fect, but if they ever attempt to use the Dark 
  Side Web feat again, they receive two additional 
  Dark Side points per use, until they are tainted, 
  after that they will receive an additional Dark 
  Side point per use until they have been fully cor-
  rupted by the Dark Side. 
  * This feat is a d20 conversion of the Force 
  power Dark Side Web, found the Tales of the 
  Jedi Sourcebook published by West End Games 
  for the d6 Star Wars Roleplaying Game. 
  Force Emphasis * 
  You have spent additional time in focusing 
  specific aspects of your Force training. 
  Requirements: Force-Sensitive, any of the 
  primary Force feats (Control, Sense and Alter), 
  Force level 1+. 
  Benefit: When selecting this feat a character 
  then chooses a method for to emphasize, chosen 
  from the following list; Focus, Expand, Lengthen, 
  Heighten, Maximize, or Delay.  When Force abil-
  ity is used below it refers to any special ability 
  given by a Force based class, Force feat, or Force 
  skill. 
  Focus: When Focusing Force abilities all nu-
  meric effects are increased by 50%.  This affects 
  all damage dealt, vitality points or wound points 
  healed, ability points restored, etc.  Force abili-
  ties without numeric effects are not affected by 
  this feat.  Focusing Force abilities increase the 
  vitality cost of that Force ability by 4 vitality 
  points. 
  Expand: The effective area or range of any 
  Force ability is doubled.  Force abilities that do 
  not have ranges or affect areas will not be af-
  fected by this feat.  Only the length or width of 
  the area can be doubled, not both the length and 
  width.  Focusing Force abilities increase the vi-
  tality cost of that Force ability by 2 vitality 
  points. 
  Lengthen: The time duration of Force abili-
  ties are doubled.  Lengthening Force abilities 
  that do not have durations are not affected (i.e. 
  are instantaneous or permanent).  Lengthening 
  Force abilities increase the vitality cost of that 
  Force ability by 2 vitality points. 
  Heighten: The effective character/force level 
  that modifies Force abilities can be temporarily 
  modified.  Damage, people affected, ranges, sav-
  ing throw DCs, etc are calculated from the new 
  effective level.  Heightening Force abilities in-
  creases the vitality cost of that Force ability by 2 
  vitality points per level the character wants to 
  add, also the base vitality cost of the Force abil-
  ity is calculated from that Force ability’s new 
  effective level. 
  Maximize: All variable components of Force 
  abilities are maximized.  Damage dealt, vitality 
  or wounds points restored, ability points re-
  stored, etc are always the maximum.  Force 
  abilities without random variables are not af-
  fected by this feat.  Maximizing Force abilities 
  increase the vitality cost of that Force ability by 
  6 vitality points.  If combined with Focus, the 
  random components must be rolled and then 
  added to the maximized variables to determine 
  the final result. 
  Vitality: Special, see each feat individually. 
  Notes: This feat may be selected multiple 
  times, and each time the character chooses a 
  new method for emphasis. 
  * This feat is a conversion of the Empower 
  Spell, Enlarge Spell, Extend Spell, Heighten 
  Spell, and Maximize Spell feats from the Dun-
  geons and Dragons Player’s Handbook 3rd Edition 
  published by Wizards of the Coast for the d20 
  System. 
  Force Focus * 
  You are more effective at getting the point 
  across with the Force. 
  Requirements: Force-Sensitive, and any of 
  the primary Force feats (Control, Sense and Al-
  ter). 
  Benefit: When selecting this feat a character 
  then chooses a method for a primary Force feat.  
  Add +2 to the DC for all saving throws against 
  feats or skills that have the selected primary 
  Force feat as their basis when used against oppo-
  nents or reduce the DC for saving throws for 
  Force feats or skills used on the character using 
  
  this Feat.  If a Force feat or skill have multi pri-
  mary feats as its requirement the effects do not 
  stack only a +2 is applied. 
  Vitality: None. 
  Notes: This feat may be selected multiple 
  times, and each time the character chooses a 
  new primary Force feat. 
  * This feat is a conversion of the Spell Focus 
  feat from the Dungeons and Dragons Player’s 
  Handbook 3rd Edition published by Wizards of the 
  Coast for the d20 System. 
  Force Mask * 
  You understand the ways of the Force, and 
  how to manipulate it without giving away your 
  presence. 
  Requirements: Force-Sensitive, and any of 
  the primary Force feats (Control, Sense and Al-
  ter). 
  Benefit: When selecting this feat a character 
  then chooses a method for masking, either Ges-
  ture or Spoken. 
  Gesture: If Gesture is selected the character 
  is no longer required to make gestures when at-
  tempting to use that Force ability, feat or skill.  
  For example Move Object would no longer re-
  quire the character to move his hand around in 
  motions that follow the object; Force Grip would 
  no longer require a crushing gesture with the 
  hand, etc. 
  Spoken: If Spoken is selected the character is 
  no longer required to speak to convey a message.  
  For example Affect Mind and Telepathy would not 
  require any spoken words to convey a message or 
  a thought. 
  Vitality: When combining this feat with other 
  Force feats or skill uses, increase the vitality cost 
  of that feat or skill by 2.  If there is no Vitality 
  cost, no cost is added. 
  Notes: This feat may be selected multiple 
  times, and each time the character chooses a 
  new method for masking. 
  * This feat is a conversion of the Silent Spell 
  and Still Spell feats from the Dungeons and 
  Dragons Player’s Handbook 3rd Edition published 
  by Wizards of the Coast for the d20 System. 
  Greater Dark Side Web 
  You can shroud a target in the power of the 
  dark side that disrupts their concentration. 
  Prerequisite: Force-Sensitive, Alter, and 
  Dark Side Web Feats, Force level of 7th+, and 
  Tainted by the Dark Side (a number of Dark Side 
  points greater than or equal to the half of their 
  Wisdom score [rounded-down]). 
  Benefit: The effects of the Dark Side Web 
  feat have been amplified.  The target suffers a 
  constructed penalty equal to the amount that 
  their Will saving roll was failed multiplied by 2.  
  The DC for this feat is the similar to the Dark Side 
  Web’s DC except that the DC is increased half the 
  number of Dark Side points the character has 
  [rounded-down]. 
  As an example; if the target fails by 8 so they 
  lose 16 points applied between any of the force 
  skills, saves, attributes or defense.  The user can 
  apply the full -4 penalty to the target’s dexter-
  ity; or -8 to Affect Mind, and -2 to Wisdom; or –4 
  to Battlemind, -2 to Strength, -2 to Initiative; 
  etc.  The target may choose to allow the Dark 
  Side to flow through them and accept a number 
  of Dark Side points equal to the number that is 
  required to place them into the Tainted range, to 
  ignore the penalty being applied. 
  Activating this power counts as an attack ac-
  tion, and the activator gains a Dark Side point. 
  Vitality: 9 Vitality points to activate, and 3 
  Vitality points per minute to maintain. 
  Notes: The character gains 2 Dark Side point 
  for taking this feat.  If the character atones and 
  loses Dark Side points, this feat remains in ef-
  fect, but if they ever attempt to use the Control 
  Mind skill again, they receive two additional Dark 
  Side points per use, until they are tainted, after 
  that they will receive an additional Dark Side 
  point per use until they have been fully corrupted 
  by the Dark Side. 
  Greater Force Grip 
  The power of the Dark Side flows through 
  you to the point where you are even more de-
  structive with Force Grip. 
  Requirements: Force-Sensitive, Alter, Force 
  Grip 9+ ranks, Tainted (a number of Dark Side 
  points greater than or equal to the half of their 
  Wisdom score [rounded-down]), Force Level 7+. 
  Benefit: The amount of damage inflicted by 
  Force Grip increases by character level.  Begin-
  ning at 10th level, the damage is increased by one 
  of the same dice, and increases by another die 
  every five levels thereafter.  Also Force Grip is 
  considered to be a weapon that can threaten on 
  a natural twenty (another Force Grip result 
  against the Defense of the target is required for 
  confirming a critical hit, to determine if the 
  Force Grip threatens just use the initial Force 
  Grip check).  At this point the character may also 
  select Improved Critical (Force Grip) if they so 
  desire. 
  
  Vitality: Increase the Vitality cost of the 
  Force Grip skill by 2, if the character does not 
  have enough vitality with the increased cost, 
  they may not elect to do less damage for a lower 
  cost. 
  Notes: The character gains 4 Dark Side points 
  for taking this feat.  If the character atones and 
  loses Dark Side points, this feat remains in ef-
  fect, but if they ever attempt to use the Force 
  Grip skill again, they receive an additional Dark 
  Side point per use, until they are tainted. 
  Greater Force Lightning 
  The power of the Dark Side flows through 
  you to the point where you are even more de-
  structive with Force Lightning. 
  Requirements: Force-Sensitive, Alter, Force 
  Lightning 9+ ranks, Tainted (a number of Dark 
  Side points greater than or equal to the half of 
  their Wisdom score [rounded-down]), Force Level 
  7+. 
  Benefit: The amount of damage inflicted by 
  Force Lightning increases by character level.  
  Beginning at 10th level, the damage is increased 
  by one of the same dice, and increases by an-
  other die every five levels thereafter.  Also Force 
  Lightning is considered to be a weapon that can 
  threaten on a natural twenty (another Force 
  Lightning result against the Defense of the target 
  is required for confirming a critical hit, to deter-
  mine if the Force Lightning threatens just use the 
  initial Force Lightning check).  At this point the 
  character may also select Improved Critical 
  (Force Lightning) if they so desire. 
  Vitality: Increase the Vitality cost of the 
  Force Lightning skill by 2, if the character does 
  not have enough vitality with the increased cost, 
  they may not elect to do less damage for a lower 
  cost. 
  Notes: The character gains 4 Dark Side points 
  for taking this feat.  If the character atones and 
  loses Dark Side points, this feat remains in ef-
  fect, but if they ever attempt to use the Force 
  Lightning skill again, they receive an additional 
  Dark Side point per use, until they are tainted. 
  Greater Hatred 
  The power of the Dark Side flows through 
  you to the point where you are even more de-
  structive with your Hatred. 
  Requirements: Force-Sensitive, Alter, Ha-
  tred, Tainted (a number of Dark Side points 
  greater than or equal to the half of their Wisdom 
  score [rounded-down]), Force Level 7+. 
  Benefit: The amount of damage inflicted by 
  Hatred increases by character level.  Beginning at 
  10th level, the damage is increased by one of the 
  same dice, and increases by another die every 
  five levels thereafter.  In addition increase the 
  penalty applied to attacks, skill checks and abil-
  ity checks by –1 (this effect does not have a level 
  dependant component).  Also Hatred is consid-
  ered to be a weapon that can threaten on a natu-
  ral twenty (to determine if the attack with Ha-
  tred threatens just roll a d20, to confirm the 
  critical hit they character may roll another attack 
  but use their Base Attack plus their Wisdom 
  modifier to confirm a critical hit).  At this point 
  the character may also select Improved Critical 
  (Hatred) if they so desire. 
  Vitality: Increase the Vitality cost of Hatred 
  by 2, if the character does not have enough vital-
  ity with the increased cost, they may not elect to 
  do less damage for a lower cost. 
  Notes: The character gains 4 Dark Side points 
  for taking this feat.  If the character atones and 
  loses Dark Side points, this feat remains in ef-
  fect, but if they ever attempt to use the Force 
  Lightning skill again, they receive an additional 
  Dark Side point per use, until they are tainted. 
  Improved Affect Mind 
  You have mastered Affect Mind to the point 
  where you can easily influence others, even at 
  great distances. 
  Prerequisites: Charisma 12+, Wisdom 14+, 
  Force-Sensitive, Alter, Sense, Affect Mind 9 ranks 
  and Telepathy 9 ranks. 
  Benefit:  The range for Affect Mind is now in-
  creased to such that the target must be visible; 
  this includes being able to ‘See’ the target 
  through the Force, and also through other en-
  hanced means (i.e. macrobinoculars, display 
  screens, holographic displays, etc). 
   
  Distance (m) 
  Result 
  Modifier 
  Affect mind  
  Vitality modifier 
  0 - 10 
  -0 
  x1 
  11 – 100 
  -5 
  x2 
  101 – 1,000 
  -10 
  x4 
  1,001 – 10,000 
  -15 
  x8 
  etc. 
  etc. 
  etc. 
   
  To determine the Will Save to escape the in-
  fluencing affects, perform an Affect Mind check, 
  factor in the result modifier from the above ta-
  ble, and then use the table provided with the 
  Affect Mind skill description to determine the DC. 
  Vitality Point Cost: Depends upon range of 
  the target (see the above table) 
  
  Improved Control Mind 
  You have mastered Control Mind to the point 
  where you can easily influence the masses, even 
  at great distances. 
  Prerequisites: 
  Charisma 
  13+, 
  Force-
  Sensitive, Sith Sorcery, Control Mind 9 ranks. 
  Benefit:  When the character ceases to main-
  tain the Control Mind check, those that are influ-
  enced are no longer considered Exhausted but 
  are instead considered Fatigued. 
  Vitality Point Cost: Increase the cost of Con-
  trol Mind checks by 1 Vitality point. 
  Notes: The character gains 1 Dark Side point 
  for taking this feat.  If the character atones and 
  loses Dark Side points, this feat remains in ef-
  fect, but if they ever attempt to use the Control 
  Mind skill again, they receive an additional Dark 
  Side point per use, until they are tainted. 
  Supreme Dark Side Web 
  You can shroud a target in the power of the 
  dark side that disrupts their concentration. 
  Prerequisite: Force-Sensitive, Alter, and 
  Dark Side Web Feats, and a Force level of 13th+, 
  and Corrupted by the Dark Side (Dark Side points 
  greater than or equal to the character’s their 
  Wisdom score). 
  Benefit: The effects of the Dark Side Web 
  feat have been amplified.  The target suffers a 
  constructed penalty equal to the amount that 
  their Will saving roll was failed multiplied by 4.  
  The DC for this feat is the similar to the Dark Side 
  Web’s DC except that the DC is increased by the 
  number of Dark Side points the character has. 
  As an example; if the target fails by 8 so they 
  lose 32 points applied between any of the force 
  skills, saves, attributes or defense.  The user can 
  apply the full -8 penalty to the target’s dexter-
  ity; or -16 to Affect Mind, and -4 to Wisdom; or –8 
  to Battlemind, -4 to Strength, -4 to Initiative; 
  etc.  The target may choose to allow the Dark 
  Side to flow through them and accept a number 
  of Dark Side points equal to the number that is 
  required to place them into the fully Corrupted 
  range, to ignore the penalty being applied. 
  Activating this power counts as an attack ac-
  tion, and the activator gains a Dark Side point. 
  Vitality: 12 Vitality points to activate, and 4 
  Vitality points per minute to maintain. 
  Notes: The character gains 2 Dark Side point 
  for taking this feat.  If the character atones and 
  loses Dark Side points, this feat remains in ef-
  fect, but if they ever attempt to use the Control 
  Mind skill again, they receive two additional Dark 
  Side points per use, until they are tainted, after 
  that they will receive an additional Dark Side 
  point per use until they have been fully corrupted 
  by the Dark Side. 
  Supreme Force Grip 
  You have studied Force Grip to the point 
  where it is an art rather than a skill. 
  Requirements: 
  Force-Sensitive, 
  Alter, 
  Greater Force Grip, Force Grip 13+ ranks, and 
  Corrupted by the Dark Side (Dark Side points 
  greater than or equal to the character’s their 
  Wisdom score), Force Level 10+. 
  Benefit: The amount of damage inflicted by 
  Force Grip increases by character level.  Begin-
  ning at 10th level, the damage is increased by die 
  type (from d6 to d8) but the number of dice is 
  not increased, and increased by another die type 
  every five levels thereafter.  The threatening 
  range of Force Grip increases by one. 
  Vitality: Increase the Vitality cost of the 
  Force Grip skill by 4, if the character does not 
  have enough vitality with the increased cost, 
  they may not elect to do less damage for a lower 
  cost. 
  Notes: The character gains 4 Dark Side points 
  for taking this feat.  If the character atones and 
  loses Dark Side points, this feat remains in ef-
  fect, but if they ever attempt to use the Force 
  Grip skill again, they receive two additional Dark 
  Side points per use, until they are tainted, after 
  that they will receive an additional Dark Side 
  point per use until they have been fully corrupted 
  by the Dark Side. 
  Supreme Force Lightning 
  You have studied Force Lightning to the 
  point where it is an art ra ther than a skill. 
  Requirements: 
  Force-Sensitive, 
  Alter, 
  Greater Force Lightning, Force Lightning 13+ 
  ranks, Dark Side (Dark Side points greater than or 
  equal to your Wisdom score), Force Level 10+. 
  Benefit: The amount of damage inflicted by 
  Force Lightning increases by character level.  
  Beginning at 10th level, the damage is increased 
  by die type (from d6 to d8) but the number of 
  dice is not increased.  The die type is increased 
  by another die type every five levels thereafter.  
  The threatening range of Force Grip increases by 
  one. 
  Vitality: Increase the Vitality cost of the 
  Force Lightning skill by 4, if the character does 
  not have enough vitality with the increased cost, 
  they may not elect to do less damage for a lower 
  cost. 
  
  Notes: The character gains 4 Dark Side points 
  for taking this feat.  If the character atones and 
  loses Dark Side points, this feat remains in ef-
  fect, but if they ever attempt to use the Force 
  Lightning skill again, they receive two additional 
  Dark Side points per use, until they are tainted, 
  after that they will receive an additional Dark 
  Side point per use until they have been fully cor-
  rupted by the Dark Side. 
  Supreme Hatred 
  You have studied Hatred to the point where 
  it is an art rather than a skill. 
  Requirements: 
  Force-Sensitive, 
  Alter, 
  Greater Hatred, and Corrupted by the Dark Side 
  (Dark Side points greater than or equal to the 
  character’s their Wisdom score), Force Level 10+. 
  Benefit: The amount of damage inflicted by 
  Hatred increases by character level.  Beginning at 
  10th level, the damage is increased by die type 
  (from d6 to d8) but the number of dice is not in-
  creased, and increased by another die type every 
  five levels thereafter.  Also increase the penalty 
  applied to attacks, skill checks and ability checks 
  by –1 (this penalty increase stacks with that of 
  the Greater Hatred feat, and does not have a 
  level dependant component).  The threatening 
  range of Force Grip increases by one. 
  Vitality: Increase the Vitality cost of Hatred 
  by 4, if the character does not have enough vital-
  ity with the increased cost, they may not elect to 
  do less damage for a lower cost. 
  Notes: The character gains 4 Dark Side points 
  for taking this feat.  If the character atones and 
  loses Dark Side points, this feat remains in ef-
  fect, but if they ever attempt to use the Force 
  Lightning skill again, they receive two additional 
  Dark Side points per use, until they are tainted, 
  after that they will receive an additional Dark 
  Side point per use until they have been fully cor-
  rupted by the Dark Side. 
  Will of Domination 
  You are able to manipulate even the most 
  strong-minded of individuals to serve your will. 
  Prerequisites: Charisma 14+, Wisdom 14+, 
  Force-Sensitive, Alter, Iron Will, Affect Mind 8 
  ranks, Dark Side Points 4+. 
  Benefit: The Affect Mind skill gains the fol-
  lowing use: 
  Subjugation: This allows a character to com-
  pletely control another character, and allows 
  them to make any suggestion that can include 
  life-threatening choices.  If a target character is 
  forced to make a life threatening action, they 
  may attempt to break free of the mind control.  
  The target’s will saving throw DC is 10 + control-
  ler’s will save modifier.  The range is 10 meters. 
  Also you gain a +2 bonus to Transfer Essence 
  checks. 
  Vitality Point Cost: 6 
  PPrreessttiiggee  CCllaasssseess  
  Blah, Blah, Blah. 
  Sith Alchemist 
  “Now this is something they will never 
  expect…” 
  The Sith have always devoted themselves 
  to controlling the universe.  Some have taken this 
  charge a little more to the letter than others 
  would have wanted, they have taken it to mean 
  controlling and manipulating the physical uni-
  verse to the point of creating wondrous mon-
  strosities and other creations which should never 
  seen the light of day. 
  The Sith Alchemist divides their time be-
  tween creating new items that the order would 
  find useful and altering things which nature cre-
  ated but did not prefect. 
  Requirements 
  To qualify to become a Sith Alchemist, a charac-
  ter must fulfill the following criteria. 
  Skills: Alchemy 8 ranks, Craft (Sith Artifacts) 
  8 ranks, Knowledge (Sith lore) 8 ranks. 
  Feats: Force-Sensitive, Alter, Sense, Sith Sor-
  cery. 
  Reputation: 2 or less. 
  Special: Must be Tainted by the Dark Side 
  (I.e. have a number of Dark Side Points greater 
  than or equal to half of their Wisdom score 
  [rounded down]).  They also must be able to 
  Read/Write Sith. 
  Game Rule Information 
  Vitality: Sith Alchemist gains 1d4 vitality 
  points per level.  The character’s Constitution 
  modifier applies. 
  Class Skills 
  The Sith Alchemist’s class skills, and the key abil-
  ity for each skill, are as follows: 
  Appraise (Int), Computer Use (Int), Craft 
  (Int), Gather Information (Cha), Knowledge (any) 
  (Int), Profession (any) (Int), Read/Write Language 
  (None), Search (Int), Spot (Wis) and Speak Lan-
  
  guage (None).  All Force Skills become class skills 
  as the prerequisites are met. 
  Skill Points at Each Level: 8 + Int modifier. 
  Class Features 
  The following are features of the Sith Alchemist 
  prestige class: 
  Starting Feats 
  The Sith Alchemist gains no additional armor pro-
  ficiency or weapons proficiency feats. 
  Mastercrafter 
  At 1st level the Sith Alchemist gains the ability to 
  mastercraft Sith artifacts up to a level of +1.  At 
  4th level they may create mastercrafted Sith arti-
  facts up to the +2 level, and at 7th level the 
  maximum level is increased to +3. 
  Force Training 
  At 1st level the Sith Alchemist completes more 
  Force training and may select another primary 
  Force feat that they do not already have.  If at 
  any point the Sith Alchemist has already selected 
  all of the primary Force feats and they gain this 
  selection, they may select any Force feat from 
  the Sith Alchemist’s bonus feat list as a replace-
  ment. 
  Force Secret 
  At 3r d level the Sith Alchemist has learned a long 
  lost secret about the Alchemy skill and gains a +1 
  force bonus to all Alchemy checks.  At 6th level 
  this bonus increased to +2, and at 9th level the 
  bonus increases to +3. 
  Bonus Feat 
  At 5th level the Sith Alchemist may select a bonus 
  feat from the following list; Alertness, Dissipate 
  Energy, Force Mastery (High Force Mastery), Ha-
  tred, Iron Will, Lightning Reflexes, Low Profile, 
  Malevolent, 
  Mimic, 
  Mind 
  Trick, 
  Persuasive, 
  Shape-Eyed, Sith Sorcery, Skill Emphasis (Any 
  class skill or Force skill), Trustwo rthy.  The Sith 
  Alchemist may repeat this selection again at 7th 
  and 9th level. 
  Record Sith Holocron 
  At 5th level the Sith Alchemist is able to record 
  information into a Sith Holocron.  This special 
  ability is similar to that of the Jedi Scholar but 
  only applies to Sith Holocrons (as described in the 
  Power of the Jedi Sourcebook for the Jedi Scholar 
  prestige class). 
  Create Sith Holocron 
  At 10th level the Sith Alchemist is able to create 
  Sith Holocrons.  This special ability is similar to 
  that of the Jedi Scholar but only applies to Sith 
  Holocrons (as described in the Power of the Jedi 
  Sourcebook for the Jedi Scholar prestige class). 
  Sith Apothecary 
  “The Lightsaber is as archaic as it is an-
  cient.” 
  The Sith Apothecary is a little known Sect 
  of the Sith, and has almost no know presence in 
  the galaxy.  They maintain a secrecy that sur-
  passes that of the great Sith Lords.  Only a hand-
  ful of Sith Lords have known about their pres-
  ence, and only then because they have offered 
  their services. 
  Requirements 
  To qualify to become a Sith Apothecary, a char-
  acter must fulfill the following criteria. 
  Skills: Craft (Poison) or Craft (Pathogen) 8 
  ranks, Knowledge (Toxins) or Knowledge (Patho-
  gens) 8 ranks. 
  Feats: Force-Sensitive, Alter, Sense, Low 
  Profile. 
  Reputation: 2 or less. 
  Special: Must be Tainted by the Dark Side 
  (I.e. have a number of Dark Side Points greater 
  than or equal to half of their Wisdom score 
  the Sith Alchemist 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special Abilities 
  Defense 
  Reputation 
  Bonus 
  1st 
  +0 
  +2 
  +0 
  +1 
  Mastercrafter (Sith Artifacts +1) 
  +0 
  +0 
  2nd 
  +1 
  +3 
  +0 
  +2 
  Force Training 
  +0 
  +0 
  3rd 
  +2 
  +3 
  +1 
  +2 
  Force Secret (Alchemy +1) 
  +1 
  +0 
  4th 
  +3 
  +4 
  +1 
  +2 
  Mastercrafter (Sith Artifacts +2) 
  +1 
  +0 
  5th 
  +3 
  +4 
  +1 
  +3 
  Record Sith Holocron, Bonus Feat 
  +1 
  +0 
  6th 
  +4 
  +5 
  +2 
  +3 
  Force Secret (Alchemy +2) 
  +2 
  +1 
  7th 
  +5 
  +5 
  +2 
  +4 
  Mastercrafter (Sith Artifacts +3), 
  Bonus Feat 
  +2 
  +1 
  8th 
  +6 
  +6 
  +2 
  +4 
   
  +2 
  +1 
  9th 
  +6 
  +6 
  +3 
  +4 
  Force Secret (Alchemy +3), Bonus 
  Feat 
  +3 
  +1 
  10th 
  +7 
  +7 
  +3 
  +5 
  Create Sith Holocron 
  +3 
  +1 
   
  
  [rounded down]).  They also must be able to 
  Read/Write Sith. 
  Game Rule Information 
  Vitality: Sith Apothecary gains 1d4 vitality 
  points per level.  The character’s Constitution 
  modifier applies. 
  Class Skills 
  The Sith Apothecary’s class skills, and the key 
  ability for each skill, are as follows: 
  Appraise (Int), Computer Use (Int), Craft 
  (Int), Gather Information (Cha), Hide (Dex), 
  Knowledge (any) (Int), Profession (any) (Int), 
  Read/Write Language (None), Search (Int), Spot 
  (Wis) and Speak Language (None).  All Force Skills 
  become class skills as the prerequisites are met. 
  Skill Points at Each Level: 8 + Int modifier. 
  Class Features 
  The following are features of the Sith Apothecary 
  prestige class: 
  Starting Feats 
  The Sith Apothecary gains no additional armor 
  proficiency or weapons proficiency feats. 
  Sith Sorcery 
  At the 1st level, the Sith Apothecary gains the 
  Sith Sorcery feat. 
  Toxic Specialty 
  At the 2nd level, the Sith Apothecary gains an en-
  hanced adeptness when making toxins.  They may 
  select a specific type of toxin that they gain a +3 
  competence bonus when attempting to make a 
  toxin of that type (with either the appropriate 
  Craft skills checks or Alchemy skill checks).  They 
  make select from the following list (others maybe 
  added as the Gamemaster’s discretion.) 
  • 
  Neurotoxin: Neurotoxins are types of poi-
  sons that attack an organism’s nervous 
  system. 
  • 
  Necrotoxin: Necrotoxins are types of poi-
  sons that attack an organism’s cellular 
  structure and kill all live tissue it comes 
  in contact with. 
  • 
  Hemotoxin: Hemotoxins are types of poi-
  sons that attack the blood cells of an or-
  ganism. 
  • 
  Endocrintoxin: Endocrintoxins are types 
  of poisons that attack the endocrine sys-
  tem of an organism. 
  • 
  Pulmotoxin: Pulmotoxins are types of 
  poisons that attack the pulmonary system 
  of an organism. 
  • 
  Multipart: Multipart toxins are types of 
  poisons that are only lethal when multi-
  ple components are combined.  Usually a 
  specific half of a poison is given to a tar-
  get and the remaining component is held 
  for later application. 
  • 
  Force Imbued: Some poisons can be im-
  bued with the Force (usually the Dark 
  Side) to enable to the poison to more ef-
  fectively achieve its ends. 
  • 
  Species Specific: Some poisons can be de-
  signed to only attack specific species. 
  At 4th, 6th, 8th, and 10th levels the Sith Apothecary 
  repeats the selection.  Each time a select is made 
  the Apothecary may select the same toxin (up to 
  three times) or a different category entirely. 
  Pathogenic Specialty 
  At the 2nd level, the Sith Apothecary gains a spe-
  cial understanding of the art of designing dis-
  eases.  They may select a specific type of patho-
  gen that they gain a +3 competence bonus when 
  attempting to make a toxin of that type (with 
  either the appropriate Craft skills checks or Al-
  chemy skill checks).  They make select from the 
  following list (others maybe added as the Game-
  master’s discretion.) 
  • 
  Neurotoxin: Neurotoxins are types of poi-
  sons that attack an organism’s nervous 
  system. 
  • 
  Force Imbued: Some pathogens can be 
  imbued with the Force (usually the Dark 
  Side) to enable to the pathogen to more 
  effectively achieve its ends. 
  • 
  Species Specific: Some pathogen can be 
  designed to only attack specific species. 
  At 4th, 6th, 8th, and 10th levels the Sith Apothecary 
  repeats the selection.  Each time a select is made 
  the Apothecary may select the same toxin (up to 
  three times) or a different category entirely. 
  Preferred Vector 
  At the 3r d level, the Sith Apothecary gains a spe-
  cial understanding of the art of designing dis-
  eases.  They may select a specific type of patho-
  gen that they gain a +3 competence bonus when 
  attempting to make a toxin of that type (with 
  either the appropriate Craft skills checks or Al-
  chemy skill checks).  They make select from the 
  following list (others maybe added as the Game-
  master’s discretion.) 
  • 
  Ingested:  These types of toxins and 
  pathogens are transmitted into the target 
  by food and/or other substances that 
  must consumed. 
  • 
  Inhaled:  These types of toxins and 
  pathogens are carried into the target by 
  aerosols and/or other airborne sub-
  
  stances and finding their way to the res-
  piratory system. 
  • 
  Contact:  These types of toxins and 
  pathogens can infect a target merely by 
  being placed on the skin. 
  • 
  Injected:  These types of toxins and 
  pathogens need to be placed into the 
  blood stream of a target before they will 
  affect the target 
  At 7th level the Sith Apothecary again repeats the 
  selection.  Each time a select is made the 
  Apothecary may select the same vector or a dif-
  ferent category entirely. 
  Force Training 
  At 5th level the Sith Apothecary completes more 
  Force training and may select another primary 
  Force feat that they do not already have.  If at 
  any point the Sith Apothecary has already se-
  lected all of the primary Force feats and they 
  gain this selection, they may select any Force 
  feat from the Sith Alchemist’s bonus feat list as a 
  replacement (This is not an error, it is the Sith 
  Alchemist’s bonus feat list). 
  Sith Assassin 
  “An assassin is never known, heard, or 
  seen, but their presence is always felt.” 
  Some parents warn their children that if 
  they’re not good a Sith might notice their pen-
  chant for mischief and will come for them in the 
  middle of the night, and take them.  Little did 
  the parents realize there was some truth in this, 
  following the collapse of the Sith about a millen-
  nia ago, the Sith resorted in this unconventional 
  means for acquiring the next Sith lord.  They fig-
  ure if it worked for the Jedi it would work for 
  them. 
  Some students of the Sith prefer a more 
  subtle means of defeating their opponents.  They 
  regard as the Sith Warriors as merely force gifted 
  thugs, they lack no subtlety and have no control 
  and see them as mindless thugs who must be 
  guided at every step of the way. 
  Requirements 
  To qualify to become a Sith Assassin, a character 
  must fulfill the following criteria. 
  Skills: Hide 6 ranks, Move Silently 6 ranks, 
  and Knowledge (Sith lore) 8 ranks. 
  Feats: Force-Sensitive, Sense, Low Profile. 
  Reputation: 2 or less. 
  Special: Must be Tainted by the Dark Side 
  (I.e. have a number of Dark Side Points greater 
  than or equal to half of their Wisdom score 
  [rounded down]).  They also must be able to 
  Speak Sith. 
  Game Rule Information 
  Vitality: Sith Assassin gains 1d8 vitality points 
  per level.  The character’s Constitution modifier 
  applies. 
  Class Skills 
  The Sith Assassin’s class skills, and the key ability 
  for each skill, are as follows: 
  Balance (Dex), Computer Use (Int), Craft 
  (Int), Climb (Str), Demolitions (Int), Disable De-
  vice (Dex), Disguise (Cha), Gather Information 
  (Cha), Hide (Dex), Jump (Str), Knowledge (any) 
  (Int), Listen (Wis), Profession (any) (Int), Search 
  (Int), Speak Language (None), Spot (Wis), Swim 
  (Str), and Tumble (Dex).  All Force Skills become 
  class skills as the prerequisites are met. 
  Skill Points at Each Level: 6 + Int modifier. 
  Class Features 
  The following are features of the Sith Assassin 
  prestige class: 
  the Sith Apothecary 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special Abilities 
  Defense 
  Reputation 
  Bonus 
  1st 
  +0 
  +2 
  +0 
  +1 
  Sith Sorcery 
  +1 
  +0 
  2nd 
  +1 
  +3 
  +0 
  +2 
  Toxic Specialty, Pathogenic Spe-
  cialty 
  +2 
  +0 
  3rd 
  +1 
  +3 
  +1 
  +2 
  Preferred Vector 
  +2 
  +0 
  4th 
  +2 
  +4 
  +1 
  +2 
  Toxic Specialty, Pathogenic Spe-
  cialty 
  +2 
  +0 
  5th 
  +2 
  +4 
  +1 
  +3 
  Force Training 
  +3 
  +0 
  6th 
  +3 
  +5 
  +2 
  +3 
  Toxic Specialty, Pathogenic Spe-
  cialty 
  +3 
  +0 
  7th 
  +3 
  +5 
  +2 
  +4 
  Preferred Vector 
  +4 
  +1 
  8th 
  +4 
  +6 
  +2 
  +4 
  Toxic Specialty, Pathogenic Spe-
  cialty 
  +4 
  +1 
  9th 
  +4 
  +6 
  +3 
  +4 
   
  +4 
  +1 
  10th 
  +5 
  +7 
  +3 
  +5 
  Toxic Specialty, Pathogenic Spe-
  cialty 
  +5 
  +1 
   
  
  Starting Feats 
  The Sith Assassin is proficient with primitive 
  weapons, simple weapons, and vibro weapons.  
  The Sith Assassin is also proficient with light ar-
  mor. 
  Force Training 
  At 1st level the Sith Assassin completes more 
  Force training and may select another primary 
  Force feat that they do not already have.  At 3r d 
  level they repeat this selection.  If at any point 
  the Sith Assassin has already selected all of the 
  primary Force feats and they gain this selection, 
  they may select any Force feat from the Sith As-
  sassin’s bonus feat list as a replacement. 
  Uncanny Dodge 
  At 2nd level the Sith Assassin’s senses are so well 
  in tuned with the world around them that they 
  can react to dangers that others would not be 
  able to do so.  They are able to retain their Dex-
  terity bonus to their defense when they wo uld be 
  otherwise denied to do so.  At 6th level this abil-
  ity increases to allow them to deny others the 
  ability to perform flanking attacks when they 
  would otherwise be allowed to do so. 
  Always Sneaky 
  At 4th level the Sith Assassin has mastered their 
  movements and gains Skill Mastery for Hide and 
  Move Silently.  They may take a 10 on any Hide or 
  Move Silently check under conditions that would 
  otherwise prevent them from doing so. 
  Bonus Feat 
  At 5th level the Sith Assassin may select a bonus 
  feat from the following list; Alertness, Blind-
  Fight, Combat Expertise (Improved Disarm, Im-
  proved Trip), Combat Reflexes, Dissipate Energy, 
  Dodge (Mobility), Exotic Weapon Proficiency, 
  Force Flight, Force Mastery (High Force Mastery), 
  Great Fortitude, Hatred, Improved Critical, Im-
  proved Initiative, Iron Will, Lightning Reflexes, 
  Martial Arts (Advanced Martial Arts, Defensive 
  Martial Arts, Improved Martial Arts), Malevolent, 
  Mettle, Mimic, Mind Trick, Shape-Eyed, Sith Sor-
  cery, Skill Emphasis (Any class skill or Force skill), 
  Stealthy, Weapon Focus.  The Sith Assassin may 
  repeat this selection again at 7th and 9th level. 
  Slippery Mind 
  At 8th level the Sith Assassin’s mind has become 
  exceptionally resistant to mental attacks and at-
  tempts at influencing them are futile except by 
  the most influential of minds.  Any time a Sith 
  Assassin fails a Will saving throw they may make 
  another Will saving throw during the following 
  round to see if they can break free of the mental 
  control. 
  Immune to Surprise 
  At 10th level the Sith Assassin is so in tune with 
  the world around them that they can never be 
  surprised. 
  Sith Shadow 
  “Are you sure the record is correct?  I am 
  not convinced of your findings.” 
  For millennia the Jedi taught some of 
  their most trusted Jedi the ways of the Dark Side 
  in an effort to infiltrate the Sith order and others 
  who followed the Dark Side.  Despite the risks the 
  information uncovered out weighed the small 
  number of Jedi who abandoned the Jedi order to 
  truly embrace the groups they were sent to infil-
  trate. 
  Little did the Jedi realize that they had 
  already been infiltrated by the Sith.  No Sith 
  Shadow has ever been revealed, and the Jedi 
  have only begun to suspect the rumors are true.  
  After all why have the Jedi never been able to 
  track down the Sith order following the creation 
  of the ‘Rule of Two?’  It was not that the Sith 
  lords tightly adhered to this rule, but rather it 
  was the Sith Shadows who remained in the order 
  and conveniently lost or misplaced information 
  on the Sith’s traces. 
  the Sith Assassin 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special Abilities 
  Defense 
  Reputation 
  Bonus 
  1st 
  +0 
  +1 
  +2 
  +1 
  Force Training 
  +2 
  +0 
  2nd 
  +1 
  +2 
  +3 
  +2 
  Uncanny Dodge (Dex bonus to Def) 
  +3 
  +0 
  3rd 
  +2 
  +2 
  +3 
  +2 
  Force Training 
  +3 
  +0 
  4th 
  +3 
  +2 
  +4 
  +2 
  Always Sneaky  
  +4 
  +0 
  5th 
  +3 
  +3 
  +4 
  +3 
  Bonus Feat 
  +4 
  +0 
  6th 
  +4 
  +3 
  +5 
  +3 
  Uncanny Dodge (Can’t be flanked) 
  +5 
  +1 
  7th 
  +5 
  +4 
  +5 
  +4 
  Bonus Feat 
  +5 
  +1 
  8th 
  +6 
  +4 
  +6 
  +4 
  Slippery Mind 
  +6 
  +1 
  9th 
  +6 
  +4 
  +6 
  +4 
  Bonus Feat 
  +6 
  +1 
  10th 
  +7 
  +5 
  +7 
  +5 
  Immune to Surprise 
  +7 
  +1 
  
  Requirements 
  To qualify to become a Sith Shadow, a character 
  must fulfill the following criteria. 
  Skills: Disguise 8 ranks, Force Stealth 8 ranks, 
  Knowledge (Jedi lore) 8 ranks, and Knowledge 
  (Sith lore) 8 ranks. 
  Feats: Force-Sensitive, Alter, Control, Sense. 
  Special: Must be Tainted by the Dark Side 
  (I.e. have a number of Dark Side Points greater 
  than or equal to half of their Wisdom score 
  [rounded down]).  They also must be able to 
  Speak Sith and Read/Write Sith. 
  Game Rule Information 
  Vitality: Sith Shadow gains 1d8 vitality points 
  per level.  The character’s Constitution modifier 
  applies. 
  Class Skills 
  The Sith Shadow’s class skills, and the key ability 
  for each skill, are as follows: 
  Appraise (Int), Balance (Dex), Computer Use 
  (Int), Craft (Int), Disable Device (Dex), Disguise 
  (Cha), Forgery (Int), Gather Information (Cha), 
  Hide (Dex), Knowledge (any) (Int), Listen (Wis), 
  Move Silently (Dex), Profession (any) (Int), 
  Read/Write Language (None), Search (Int), Speak 
  Language (None), Spot (Wis), Tumble (Dex).  All 
  Force Skills become class skills as the prerequi-
  sites are met. 
  Skill Points at Each Level: 6 + Int modifier. 
  Class Features 
  The following are features of the Sith Shadow 
  prestige class: 
  Starting Feats 
  The Sith Shadow is proficient with primitive 
  weapons, simple weapons, and vibro weapons.  
  They are also proficient with Lightsabers (both 
  Standard and Double Bladed), and Sith Swords.  
  They do not gain any additional armor proficien-
  cies. 
  Skill Mastery 
  At 1st level the Sith Shadow gains skill mastery 
  over the Force Stealth skill, the Sith Shadow may 
  take a 10 on Force Stealth checks when they 
  normally would not be allowed to do so.  At 3r d 
  level the Sith Shadow gains mastery over the 
  Force Defense skill. 
  Bonus Feat 
  At 2nd level the Sith Shadow may select a bonus 
  feat from the following list; Alertness, Blind-
  Fight, Combat Expertise (Improved Disarm, Im-
  proved Trip), Combat Reflexes, Dissipate Energy, 
  Dodge (Mobility), Exotic Weapon Proficiency, 
  Force Mastery (High Force Mastery), Hatred, Im-
  proved Critical, Improved Initiative, Iron Will, 
  Lightning Reflexes, Malevolent, Martial Arts (Ad-
  vanced Martial Arts, Defensive Martial Arts, Im-
  proved Martial Arts), Mettle, Mimic, Mind Trick, 
  Persuasive, Shape-Eyed, Sith Sorcery, Skill Em-
  phasis (Any class skill or Force skill), Stealthy, 
  Trustworthy, Weapon Focus, Weapon Finesse.  
  The Sith Shadow may repeat this selection again 
  at 6th and 10th level. 
  Hidden Force-Use 
  At 4th level in addition to being able to mask their 
  presence in the Force, the Sith Shadow has 
  learned how to use the Force while hiding their 
  presence from others.  Increase the DC of any 
  force skill, feat or class ability by +5 which at-
  tempting to manipulate the Force and mask their 
  presence (or lower the saving throw DC by 5 if 
  the skill, feat or class ability works differently), 
  and increase the vitality cost by 2.  The Sith 
  Shadow may use this ability a number of times a 
  day equal to one plus their Wisdom modifier (if 
  positive). 
  Cloak of the Dark Side 
  At 5th level the Sith Shadow has learned to mask 
  their presence in the Force well enough to hide 
  their Dark Side nature from others, even those 
  the Sith Shadow 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special Abilities 
  Defense 
  Reputation 
  Bonus 
  1st 
  +0 
  +0 
  +1 
  +2 
  Skill Mastery (Force Stealth) 
  +1 
  +0 
  2nd 
  +1 
  +0 
  +2 
  +3 
  Bonus Feat 
  +2 
  +0 
  3rd 
  +2 
  +1 
  +2 
  +3 
  Skill Mastery (Force Defense) 
  +2 
  +0 
  4th 
  +3 
  +1 
  +2 
  +4 
  Hidden Force-Use 
  +2 
  +0 
  5th 
  +3 
  +1 
  +3 
  +4 
  Cloak of the Dark Side 
  +3 
  +0 
  6th 
  +4 
  +2 
  +3 
  +5 
  Bonus Feat 
  +3 
  +1 
  7th 
  +5 
  +2 
  +4 
  +5 
  Improved Cloak of the Dark Side 
  +4 
  +1 
  8th 
  +6 
  +2 
  +4 
  +6 
  Improved Hidden Force-Use 
  +4 
  +1 
  9th 
  +6 
  +3 
  +4 
  +6 
  Supreme Cloak of the Dark Side 
  +4 
  +1 
  10th 
  +7 
  +3 
  +5 
  +7 
  Bonus Feat 
  +5 
  +1 
   
  
  who are actively looking.  If the Sith Shadow is 
  fully corrupted by the Dark Side, they only ap-
  pear to others as being ‘Tainted’.  Those that are 
  only ‘Tainted’ appear to only have a few Dark 
  Side points, and those who only have a few Dark 
  Side points seem as though they have none.  The 
  Sith Shadow may use this ability a number of 
  times a day equal to one plus their Wisdom modi-
  fier (if positive), and this ability may be used as a 
  reaction to another’s attempt. 
  Improved Cloak of the Dark Side 
  At 7th level the Sith Shadow has learned to more 
  effectively mask their Dark Side nature.  If the 
  Sith Shadow is fully corrupted by the Dark Side, 
  they only appear to others as having a few Dark 
  Side points.  Those that are only ‘Tainted’ or 
  have a couple of Dark Side points appear as 
  though they have none.  The Sith Shadow may 
  use this ability a number of times a day equal to 
  their Sith Shadow plus their Wisdom modifier (if 
  positive), and this ability may be used as a reac-
  tion to another’s attempt. 
  Improved Hidden Force-Use 
  At 8th level the Sith Shadow has mastered the 
  ability to use the Force and hide their presence 
  from others.  They may use any Force skill, feat 
  or class ability while attempting to hide their 
  presence in the Force, but may only use this abil-
  ity a number of times a day equal to their Sith 
  Shadow level plus their Wisdom modifier (if posi-
  tive).  There is no increase in the vitality cost 
  because of this special abi lity at this point. 
  Supreme Cloak of the Dark Side 
  At 9th level the Sith Shadow has mastered the Art 
  or hiding their Dark Side nature from others, and 
  has ingrained itself into their subconscious.  No 
  matter how many Dark Side points the Sith 
  Shadow has they will always appear to have 
  none.  The ability is always ‘up,’ even if the Sith 
  Shadow is unconscious or otherwise disabled. 
  Sith Warmaster 
  “I have no aspirations of being a Sith 
  Lord, 
   but I will help them achieve their 
  goals.” 
  Blah, Blah, Blah. 
  Requirements 
  To qualify to become a Sith Warmaster, a charac-
  ter must fulfill the following criteria. 
  Skills: Control Mind 13 ranks, Intimidate 8 
  ranks, Knowledge (Sith lore) 8 ranks, and Knowl-
  edge (Tactics) 8 ranks. 
  Feats: Force-Sensitive, Alter, Control, Sense. 
  Special: Must be corrupted by the Dark Side 
  (I.e. have a number of Dark Side Points greater 
  than or equal to their Wisdom score).  They also 
  must be able to Speak Sith and Read/Write Sith. 
  Game Rule Information 
  Vitality: Sith Warmaster gains 1d8 vitality 
  points per level.  The character’s Constitution 
  modifier applies. 
  Class Skills 
  The Sith Warmaster’s class skills, and the key 
  ability for each skill, are as follows: 
  Bluff (Cha), Computer Use (Int), Diplomacy 
  (Cha), Gather Information (Cha), Knowledge 
  (any) (Int), Profession (any) (Int), Read/Write 
  Language (None), Sense Motive (Wis), Speak Lan-
  guage (None), and Spot (Wis).  All Force Skills 
  become class skills as the prerequisites are met. 
  Skill Points at Each Level: 6 + Int modifier. 
  Class Features 
  The following are features of the Sith Warmaster 
  prestige class: 
  Starting Feats 
  The Sith Warmaster is proficient with primitive 
  and simple weapons.  They are also proficient 
  with Lightsabers (both Standard and Double 
  Bladed), and Sith Swords.  They are also profi-
  cient with Light armor. 
  Bonus Feat 
  At 1st level the Sith Warmaster may select a bo-
  nus feat from the following list; Dissipate Energy, 
  Force Mastery (High Force Mastery), Force Mind 
  (Improved Force Mind, Knight Mind *, Master Mind 
  *) Hatred, Improved Control Mind (Advanced Con-
  trol Mind), Iron Will, Malevolent, Mimic, Mind 
  Trick, Persuasive, Shape-Eyed, Skill Emphasis 
  (Any class skill or Force skill), Trustworthy.  The 
  Sith Warmaster may repeat this selection again at 
  4th, 7th, and 10th level. 
  For the purpose of acquiring the Knight Mind and 
  Master Mind the Sith Warmaster may use their 
  total Sith levels (in addition to any Jedi levels) 
  when attempting to meet these feats prerequi-
  sites. 
  Inspire Fear 
  At 2nd level the Sith Warmaster gains the Inspire 
  Fear special ability (as described in the Revised 
  Core Rulebook for the Crimelord prestige class).  
  
  At 2nd level the penalty is -2, and it increases by -
  2 every three levels thereafter. 
  Tactics 
  At 3r d level the Sith Warmaster gains the Tactics 
  special ability (as described in the Revised Core 
  Rulebook for the Officer prestige class), and at 
  8th level they gain the Improved Tactics special 
  ability (also described in the Revised Core Rule-
  book for the Officer prestige class). 
   
  the Sith Warmaster 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special Abilities 
  Defense 
  Reputation 
  Bonus 
  1st 
  +0 
  +1 
  +1 
  +2 
  Bonus Feat 
  +1 
  +0 
  2nd 
  +1 
  +2 
  +2 
  +3 
  Inspire Fear -2 
  +2 
  +0 
  3rd 
  +2 
  +2 
  +2 
  +3 
  Tactics 
  +2 
  +0 
  4th 
  +3 
  +2 
  +2 
  +4 
  Bonus Feat 
  +2 
  +1 
  5th 
  +3 
  +3 
  +3 
  +4 
  Inspire Fear -4 
  +3 
  +1 
  6th 
  +4 
  +3 
  +3 
  +5 
   
  +3 
  +1 
  7th 
  +5 
  +4 
  +4 
  +5 
  Bonus Feat 
  +4 
  +2 
  8th 
  +6 
  +4 
  +4 
  +6 
  Inspire Fear -6, Improved Tactics 
  +4 
  +2 
  9th 
  +6 
  +4 
  +4 
  +6 
   
  +4 
  +2 
  10th 
  +7 
  +5 
  +5 
  +7 
  Bonus Feat 
  +5 
  +3 
   
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/Misc/SWD20 - Revenge of the Sith.pdf