Sith Force User - Sith Marauder Master Path's

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Sith Force User - Sith Marauder Master Path's

Post by Guest on Mon May 28, 2012 11:35 pm

Sith Weapon Master:

All Marauders are well trained in weaponry but some amongst the Marauder Elite focus their efforts almost entirely on weapons training. As old as the Sith themselves, these Sith Weapon Masters’ roots can be traced back as far as the Minions of Xendor’s rebellion when Xendor counted a number of Jedi Weapon Masters as members of his army. To an outsider there seems to be little difference between a Sith Weapon Master and his Jedi counterparts; nothing could be further from the truth. While Sith and Jedi Weapon Masters both dedicate themselves to weapons training the underlying reason behind the choice to do this is what separates them. Whereas Jedi Weapon Masters learn the way of weapons as a means of defending others, the Sith Weapon Master seeks to mastery the art of armed combat in order to prove his strength and bring ruin to his enemies.

Weapon Focus: The Weapon Master is more familiar with weapons than most and has mastered a wide range of death-dealing devices. At level Fifteen the Weapon Master gains the weapon focus perk.

Martial Arts Master: The First lesson a Sith Weapon Master learns is the greatest weapon of all is his own body. At Level Sixteen a Sith Weapon Master gains an extra attack when in unarmed combat.

Fearful Blade: The Sith Weapon Master is feared by many for his vast array of death dealing devices but only one truly strikes fear in an enemy’s heart. At level seventeen the Sith Weapon Master's opponent is so scared that he is a considered a rank lower in his weapons and force skills if the Weapons Master is wielding the weapon of choice. Note: The weapon is user’s choice and cannot be changed once chosen. The weapon chosen must be in parenthesis next to the Fearful Blade perk.

Supreme Weapon Training: In the hands of a Weapon Master a weapon can transcend the effectiveness it has even in the hands of a master. Starting at level eighteen the Weapon Master can purchase a fourth rank in any weapon group or exotic weapon.

Supreme Form Training: In the hands of a Weapon Master a Lightsaber can transcend the effectiveness it has even in the hands of a master. Starting at level ninteen the Weapon Master can purchase a fourth rank in any Lightsaber Form.

Ultimate Weapon Focus: The Weapon Master has become so familiar with using weapons than anyone else that they are a rank higher than the weapon he is using even if he is untrained or if it puts him above masterful. This ability is gained at level twenty.

Lvl Path Abilities

15 Weapon Focus
16 Martial Arts Master
17 Fearful Blade
18 Supreme Weapon Training
19 Supreme Form Training
20 Ultimate Weapon Focus

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

Sith Juggernaut:
Over the millennia many fighting styles have waxed and waned in popularity among the Marauders. The Devouring Mantis, the Tower of Purest Cortosis, Twin Serpent Style and many others proved innovative for their time but were quickly rendered obsolete. One style, however, has proven so enduring that it has become a staple of many a Master Marauder’s studies: Juggernaut Style. Named after an archaic term for Ch’hodos Rhinos, Juggernaut Style was first pioneered by Marka Ragnos’ personal guards. Calling themselves the Brothers of the Juggernaut, these ancient Marauders accompanied their liege into the thick of battle. It was during the Great Galactic War, however, that Juggernaut Style first caught the popular imagination of Sith Marauders. Ever since those days there have been many willing to risk life and limb to learn its secrets.

Lightsaber Style: The key point of Juggernaut Style is that its users wield only one single-bladed lightsaber at a time. What this sacrifices in versatility, Juggernaut Style more than makes up for in proficiency. Starting at level fifteen, whenever a Juggernaut wields only a single-bladed lightsaber they receive a bonus Rank in whatever lightsaber form they are currently using.

Armor Specialization: The War Rhino is covered in thick hide and those Sith who bear its name strive to similarly impenetrable. This ability, gained at level sixteen, makes any armor worn by the Juggernaut a Rank higher. This can essentially make powered armor into ‘Rank five’ armor. Additionally, a Juggernaut learns how to roll with lightsaber hits so that all armor he wears endures hits from lightsabers like normal attacks even if it otherwise lacks this ability.

Demoralize: When Sith Juggernauts take to the field enemy columns crumble before them. This not accomplished solely by force of arms but also by subtle psychological applications of the Force. When a Juggernaut uses a mind-affecting Force Power during combat (Force Fear, Force Madness, Mind Trick, etc.) they receive a bonus Rank in that Power. This ability is gained at level seventeen.

Unstoppable Charge: The Ch’hodos Rhino stampedes and all flee. Those who follow in its tracks seek to emulate its furious charge. Starting at level eighteen, when a Sith Juggernaut declares an Unstoppable Charge he receives +4 to his Strength and Toughness until he reaches his destination. (which must be within eyesight of his starting point). This ability can be used a number of times per Mission equal to one fourth the Juggernaut’s level (round down if not a whole number).

Improved Lightsaber Style: As the Juggernaut ascends in his style he begins to see the true purpose behind wielding a single lightsaber. Beyond increased precision, this aspect of the style frees the Juggernaut’s off-hand for Force gestures. Whenever a Juggernaut is in combat and wielding only a single-bladed lightsaber, all Force Powers requiring gesture (Force Choke, Force Push/Pull, Force Lightning, etc.) the Juggernaut uses gain a bonus Rank. If the Power in question is also enhanced by Demoralize(for example, Mind Trick) then the bonuses stack. The Juggernaut may not add a gesture to an otherwise gestureless Power to gain this bonus.

Body of Cortosis: The Rhino’s neck is dense, those who think their strike will behead are often disappointed. Sith Juggernauts mark the pinnacle of their achievement when they can reproduce this invulnerability. This ability, gained at level twenty and useable twice a Mission, allows a Juggernaut to ignore all damage from a single source. Certain sources of damage cannot be ignored (no one can survive having a Star Destroyer crash on top of them).

15 Lightsaber Style
16 Armor Specialization
17 Demoralize
18 Unstoppable Charge
19 Improved Lightsaber Style
20 Body of Cortosis

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

Sith Templar:
Amongst many species there are Orders of warrior-monks, many would not believe that such individuals would exist amongst the Sith but many things are surprising about the Sith Templars. Equally devoted to combat and mysticism, the Templars are the most skilled in the Force amongst the Marauders. The Templars have their origins in the Sith Lords and Acolytes of the Ancient Empire’s elite bodyguards. As these guards spent more and more time protecting their charge they began to pick up on the Force Techniques used by them. After a few generations, the Templars were born. After the fall of The Ancient Sith Empire, the Templars became extinct and were revived only briefly by The Brotherhood of Darkness. But now, as ancient holocrons are coming to light a handful of Marauders have decided to take up this ancient path.

Magician-Warrior: The first true sign of a Templar is the mystical knowledge they originally learned from the sorcerers they protected. Starting at level fifteen a Templar may purchase Ranks in Sith Sorcery and Sith Alchemy as though they were an Acolyte.

Defensive Stance: At level sixteen the Templar gains the ability to reduce any damage done to him by one-fourth if he does nothing but defend himself on his turn prior to the damage being dealt.

Dark Martyr: Harking back to their origins as bodyguards, Templars may take the damage dealt to any ally within twenty feet regardless of the source of the damage. A Templar’s Stance ability can lower this damage. This ability is gained at level seventeen.

Stance of Iron: At level eighteen the Templar’s Defensive Stance prevents one third of the damage dealt.

Painless Trance: At level nineteen the Templar gains the ability to ignore all pain if he spends a turn meditating before combat. This ability lasts for the duration of the combat.

Invulnerable Stance: At level twenty the Templar’s defensive stance prevents half of the damage dealt.

Lvl Special Abilities
15 Magician-Warrior
16 Defensive Stance
17 Dark Martyr
18 Stance of Iron
19 Painless Trance
20 Invulnerable Stance

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

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