Sith Sorcerer (3.5e Class)
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Masters of bending the Force to fit their needs, the Sith Sorcerer uses their power to emulate the spellcasting that other classes are capable of. They can achieve this in many ways, unlike the Sith Warrior, who relies on brute strength to achieve their goals and overcome obstacles.
Making a Sith Sorcerer
Sith Sorcerers are the spellcasters of the Force-wielding classes. Because of the nature of their powers, they are able to use their emulated 'spells' within the suppression of antimagic. This means that even when other spellcasters are unable to cast, the Sith Sorcerer can pick up the slack.
Abilities: Victory can be achieved through strength, but also through intellect, cunning, or guile. The Sith Sorcerer should focus on one mental stat, which is used for their force abilities. Dexterity is also important for staying out of danger and avoiding attacks.
Races: Any person that is crafty enough can make it as a Sith Sorcerer. Sith generally prefer to keep their practices limited to humans and the Sith race, but with enough cunning, any race can climb the ranks as a Sith Sorcerer.
Alignment: Sith Sorcerers tend to be either evil or neutral, though they can be of any alignment.
Starting Gold: 5d4×10 gp.
Starting Age: Complex
|Lightsaber, Force Manipulation, Force Spellcasting, Bonus Feat
|Saber Ward, Force Training
|Sith Evasion, Force Spellcasting (2nd level)
|Uncanny Dodge, Force Blast
|Sith Reflexes, Force Spellcasting (3rd level)
|Force Jump, Force Spellcasting (4th level)
|Improved Evasion, Improved Uncanny Dodge, Force Spellcasting (5th level)
|Force Choke, Force Spellcasting (6th level)
|Wholeness of Body
|Improved Force Blast, Force Spellcasting (7th level)
|Sith Mind Poison
|Force Field, Force Spellcasting (8th level)
|Force Spellcasting (9th level)
|One With The Force
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Sith Sorcerers are masters of manipulating the Force. All of the following are class features of the Sith Sorcerer.
Weapon and Armor Proficiency: Sith Sorcerers are proficient with all simple weapons and their lightsaber (see below). They are proficient with light armor, but not with shields.
Lightsaber (Ex): At 1st level, a Sith Sorcerer gains a lightsaber as her weapon. A Sith can choose for her lightsaber to be either a bastard sword or a two-bladed sword, each of brilliant energy. However, unlike normal brilliant energy weapons, a lightsaber can harm undead; constructs; and objects, and deals damage to the armor and shield equal to the damage given to the defender (minus hardness, min 1 excpet against adamantine). The hilt is also unique in sturdiness and can come in many designs. A Sith can choose whatever design for a hilt and whatever color of a lightsaber she wishes, but generally prefers red.
Force Manipulation (Ex): At 1st level, a Sith Sorcerer chooses one of her mental stats (Intelligence, Wisdom, or Charisma) to use for her force abilities.
Force Spellcasting (Ex): At 1st level, the Sith Sorcerer chooses one spell list from any spellcasting class. She can use the Force to emulate the effects of any spell of 1st level or less from that spell list. At 4th level, she can emulate the effects of any spell on that spell list of 2nd level or lower. Every two levels thereafter, the level of the spell that can be emulated is increased by 1 (3rd level spells at 6th level, 4th level spells at 8th level, etc.). This ability cannot be used to emulate spells higher than 9th level.
Due to the nature of these emulated spells, these can be used while under the effects of antimagic, but cannot be used inside of a Force Devoid Zone. The caster level for these spells is the force user level of the Sith Sorcerer, and the spellcasting ability is the ability chosen in the Force Manipulation ability. All casting times are unchanged, but the Sith Sorcerer doesn't need to provide the material components of the spells.
Bonus Feat: A Sith Sorcerer's training gives her a wide array of skills to use during her adventures. To reflect this wide arsenal of abilities, a Sith Sorcerer is given a bonus feat at 1st level.
Saber Ward (Ex): At 2nd level, if she succeeds a Reflex save, a Sith Sorcerer can use her lightsaber or the force to block range attacks coming her way. At 2nd level, she can only block ranged attacks within 10 ft with her lightsaber. She can block out to an extra 10 ft for every level after 1st. This ability can affect ranged attacks in a 30 foot spread from the Sith Sorcerer. The reflex save DC is (15 + 1/4 enemy Attack roll).
Force Training (Ex): Once she reaches 2nd level, a Sith Sorcerer discovers that she can incorporate other disciplines of Force user training into her strength in the Force. Any level in a class that uses the Force now add together to create a total Force User level. Every 3 levels in a non-force-using class count as 1 level towards her Force User level.
Force abilities that rely on class levels in her other force user classes to determine power or progression of the ability now use her Force User level. Her Force Spellcasting level is now also determined by her Force User level (both for determining the level of spell she can emulate, and the effective caster level of the spells).
Cunning Force (Ex): At 3rd level, a Sith Sorcerer gains an insight bonus equal to the ability modifier chosen in Force Manipulation on all Balance, Bluff, Concentration, and Sense Motive checks, as well as on Will saves and her AC. Cunning Force does not apply if the user is immobile.
Sith Evasion (Ex): At 4th level, a Sith gains the use of the Evasion ability. if another class already gives Evasion, she instead gains the benefits of Improved Evasion.
Uncanny Dodge (Ex): At 5th level, a Sith gains the use of the Uncanny Dodge ability.
Force Blast (Ex): At 5th level, a Sith can launch a 30 foot cone of energy out from her palm, inflicting damage and moving objects in its path. It deals 1d6 damage per 2 Force User levels to all characters caught in its blast. If anyone does not succeed a reflex save (10+ 1/2 Force User Level + ability modifier chosen in Force Manipulation) they are knocked prone. A Sith can use this ability once every 1d4 rounds.
Sith Reflexes: At 6th level, a Sith is so adept at feeling the will of others, she gains a +1 dodge bonus to her AC. This bonus stacks with the feat Dodge.
Lightsaber Throw (Ex): At 7th level, a Sith Sorcerer may throw her lightsaber 10ft + 10ft per Force User level. The lightsaber is treated as having the "Returning" special ability, returning right to her hands after the attack misses or hits.
Force Jump (Ex): At 8th level, a Sith no longer requires a running start to perform a Jump skill check without penalty.
Improved Evasion (Ex): At 10th level, a Sith gains the use of the Improved Evasion ability.
Dark Command (Ex): At 11th level, the Sith gains the Leadership feat. The Sith can now gain An Apprentice that can provide help to the Sith if needed. If she already has the leadership feat, but does not have an apprentice, she may gain a second follower that follows the level restrictions of Leadership, but doesn't count against the Sith Sorcerer's follower count.
Force Choke (Ex): At 12th level, a Sith gains the ability to use Force Choke. This Attack Deals 2d8+the ability mod chosen in the Force manipulation ability. This is a ranged touch attack, effective up to 20 feet. This can be combined with a telekinetic push of 5 feet in any direction (normal Telekinesis restrictions apply).
Wholeness of Body (Ex): At 13th level, a Sith can heal her own wounds. She can heal a number of hit points of damage equal to twice her current Force user level each day, and she can spread this healing out among several uses.
Improved Force Blast (Ex): At 14th level, Force Blast now launches a cone 60 feet long and does damage of 1d8 per 2 Force levels to all characters caught in the blast. Saves and other effects are the same as before.
Sith Mind Poison (Sp): At 15th level, a Sith's mind is so tainted, that it is able to taint the mind on her enemies. This spell-like ability acts like the Command Undead spell, but works on all Races, and can be used at will.
Force Field (Ex): At 16th level, a Sith gains spell resistance equal to 10 + 1/2 Sith level + the ability modifier chosen in the Force Manipulation ability.
Improved Telekenesis: At 17th level, the Sith may now manipulate double the amount of weight that can normally be manipulated.
One With the Force (Ex): Upon reaching 20th level, a Sith has grown so close to the Force that they can listen to it more clearly than other Sith. A Sith gains the ability to use Detect Thoughts and Clairaudience/Clairvoyance at will.
Playing a Sith Sorcerer
Religion: The Sith, as the Jedi, revere the Force, a cosmic power that permeates and binds all living things together. Though the jedi see the Force as a benevolent power that can be used to bring peace to all, the Sith worship the power that it can give when used by one who uses the dark side of the Force.
Other Classes: Sith Sorcerers are cunning, and will often manipulate others into doing their will. They see other classes merely as pawns to use to further their goals. They are almost always hostile towards Jedi of any kind, though some follow the ideal that anyone can make a useful pawn, even the Jedi.
Combat: While certainly not lacking in combat prowess, a Sith Sorcerer is not always a frontline fighter. They are cunning, and can often be found manipulating the battlefield from a somewhat safe distance, using force spells and strategic lightsaber strikes to turn the tide of battle.
Advancement: A Sith Sorcerer is best paired with other force using classes, and will most often be paired with the Sith Warrior class. Multiclassing into magical spellcasting is also a good option, as it allows the Sith Sorcerer to operate effectively in both antimagic or Force Devoid Zones.