Sith Knight

Sheets for the Bronze Class: Tier 6 enemies will be kept here.
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Sith Knight

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Post by Tony »

Name
Sith Knight

Reward:
6 xp (1st run)
Sith Holocron (+5 to Intimidate checks) (2nd run)
Sith Card (Extreme Challenge): Manipulate - Roll a willpower roll against your target and divide your roll by 2. If you beat their roll, you may dictate their next action and target. Does not work on all opponents and absolutely does not work on other PC's - 1000 mp.

Description: A tall, middle-aged man with darkened features and dim eyes stands tall in front of you, about 6'2", 185 pounds, wearing a heavy black cloak around his body, with a black hood over its head. In its left hand it holds a very long, narrow cylinder that extends a scarlet lightsaber blade from each end.

Sith Knight was a title that was conferred on a powerful soldier of Sith training. Yet, the title seemed to be used somewhat ambiguously to refer to various things, including all Sith, the Dark Lords of the Sith, or as a rank akin to that of the Jedi Knight for the Jedi Order. Several Sith Lords also held the Darth title. The term "Sith Lord" generally encompassed members of both sexes, although some female Sith were styled Sith Lady.


Weapon of Choice:
Light Staff

HP: 57,000
MP: 2000
Physical Soak: 6000
Mental Soak: 4000

Dodge Roll: 1d150+72 block, 1d130+62 dodge

Attack Behavior:

Phase 1 (Subjugate):
1) Intimidate: The Apprentice attempts to use its Force and physical prowess to force a character into submitting to it. (1d160+79 vs. Magic Defense; if successful, the battle ends in a failure. If failure, move into Phase 2)
2) Mind Control: The Apprentice uses a powerful surge of Force in an attempt to warp a character's mind to its own will. (If a character has less than 200 Willpower, battle ends in a failure. If more, move into Phase 2.)

Phase 2 (Combat):
1, 2, 3: Sith Saber Combo: The Sith spins his lightsaber in both hands before swinging it wildly at an opponent. (1d160+75, 1d4 hits, 4,000 nonsoakable damage apiece)
4, 5: Sith Saber Slam: The Sith spins his lightsaber with a flourish before slamming one end of it into the ground, causing a great ripple of Force to launch its enemies into the air. (1d150+70, all targets, Knockdown + 5,000 Force damage)
6: Force Lightning: The Sith extends his free hand, summoning bolts of surreal electricity to its fingertips before launching them in an array at one enemy. (1d150+70, 1d6 hits, 3000 Force lightning damage apiece)
7: Sith Saber Blast: The Sith charges up his lightsaber with Force Lightning, then pummels an enemy with it. (1d140+65, 1d3 hits, 6000 unsoakable electric damage)
8: Force Repulse: The Sith extinguishes his lightsaber and floats into the air slightly, then curls into the fetal position. A deep blue aura surrounds him. This lasts for one round, during which ALL DAMAGE to the Sith is halved before soak is applied; on the Sith's next turn, the gathered energy is released in an enormous blast that will devastate the entire 2 areas surrounding the Sith. (1d130+60, all targets in range, 15,000 damage, Knockback (2 areas), Knockdown,)

** SPECIAL **
The Sith are tricky opponents, as their lightsabers are able to reflect energy projectiles and destroy normal projectiles in the air. With the Force as their weapon, the Sith use their lightsabers in a variety of defensive techniques.

If the Sith is attacked with an energy projectile weapon, it will roll to block the attack. If the Sith successfully deflects the attack, the Sith's defense roll is considered to be the 'attack' roll for the blast rell, and the original attacker must roll dodge to beat that roll. However, if it is a normal projectile (bullet, arrow, etc), the Sith will simply destroy the projectile with the lightsaber and not reflect it back to its origin.

Sith are unable to block Machine Guns, Assault Weapons, and Shotguns.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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