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Saga Edition RPG Omnibus
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Sith Apprentice

During the Rise of the Empire and after, as set down by Darth Bane, there are only two Sith at any one time: a Master and his apprentice. These apprentices are the products of their training, twisted into cruel monsters of depthless evil. Although apprentices are useful minions, a Sith Lord must always be watchful for treachery, because the need for revenge burns hot in every Sith’s heart, and it is just a matter of time before an apprentice seizes the opportunity to murder his Master and claim his mantle.

Sith Apprentice Encounters

Every Sith apprentice secretly believes in his superiority over his Master and watches for the time to strike, to cut down the Dark Lord of the Sith and take his place. Treachery, then, is something for which a Slth Lord must be ever watchful. Thus, a Sith Lord dispatches his trained apprentice on a variety of missions, sometimes alone, others with a squad or company of minions, and if the apprentice dies, the Sith Lord can simply train a replacement.

     Sith apprentices are vicious and aggressive. Most despise the Jedi, seeing them as weak and foolish, too wrapped up in outdated ideals to see the true power of the dark side. Thus, Sith apprentices are ever eager to test their greater skills against their rivals and delight in the chance to face the Jedi. When faced with these opponents, a Sith apprentice is likely to take on one or more single-handedly, ignoring other opponents simply for the chance to vent his hatred on the Sith’s age-old foes. This is a clear weakness and one that has gotten the better of more than one servant of th dark side.

Sith Apprentice           (CL 13)

     Threats of the Galaxy, page 80.

Medium scoundrel 7 / Sith apprentice 6 NPC

Force: 8, Force Perception; Dark Side: 15

Initiative: +13; Senses: Perception +13

Languages: Basic

Defenses: Ref 27 (flat-footed 25), Fort 27, Will 27; Block, Deflect, Dodge

Hit Points: 98; Damage Threshold: 27

Speed: 6 squares

Melee: lightsaber +13 (2d8+8)

Ranged: blaster pistol +13 (3d6+6)

Base Attack: +11; Grapple: +13

Attack Options: Acrobatic Strike, Running Attack, Sneak Attack +1d6

Special Actions: Force Fortification, Power of the Dark Side

Force Powers (known) (Use the Force +13): battle strike, dark rage, Force lightning

Force Techniques: Force Point Recovery, Improved Sense Force, Improved Telepathy

Abilities: Str 14, Dex 14, Con 14, Int 11, Wis 15, Cha 15

Talents: Block, Deflect, Force Fortification, Force Perception, Power of the Dark Side, Sneak Attack +1d6, Swift Power

Feats: Acrobatic Strike, Dodge, Force Sensitivity, Force Training, Point Blank Shot, Running Attack, Skill Training (Stealth, Use the Force), Weapon Proficiency (lightsabers, pistols, simple)

Skills: Acrobatics +13, Deception +13, Initiative +13, Perception +13, Stealth +13, Use the Force +13

Possessions: lightsaber, blaster pistol in concealed holster, personal holoprojector

Shadow Hand (Sith Apprentice)

The title Shadow Hand originated on Korriban, indicating the second in command of a Sith Master. A Shadow Hand is the Sith analogue to a Jedi Padawan, though the relationship between a Hand and a Master is far less amicable. Never knowing when a Sith Master might decide to poison their food or attempt to murder them in their sleep, Sith apprentices are utterly without scruples and as dangerous as feral kath hounds. A Shadow Hand’s expertise in cruelty, trickery, and the dark side are second only to the Master—for now.

Shadow Hand           (CL 1)

     Knights of the Old Republic, page 151.

Medium Human jedi 7 / Sith apprentice 5 NPC

Force: 4; Dark Side: 14

Initiative: +12; Senses: Perception +13

Languages: Basic, Sith

Defenses: Ref 25 (flat-footed 23), Fort 24, Will 26; Block, Deflect

Hit Points: 85; Damage Threshold: 24

Speed: 6 squares

Melee: lightsaber +14 (2d8+8) or

Melee: lightsaber +9/+9 (2d8+8) with Double Attack

Ranged: by weapon +13

Base Attack: +12; Grapple: +13

Attack Options: Double Attack (lightsabers), Running Attack, Whirlwind Attack

Special Actions: Dark Presence, Melee Defenses, Power of the Dark Side

Force Powers (known) (Use the Force +18): battle strike, dark rage, energy resistance, Force grip, Force lightning, Force thrust, mind trick, move object, wound

Force Techniques: Improved Wound[1]

Abilities: Str 11, Dex 13, Con 10, Int 13, Wis 14, Cha 14

Talents: Affliction, Block, Dark Presence, Dark Side Adept, Deflect, Power of the Dark Side, Weapon Specialization (lightsabers)

Feats: Double Attack (lightsabers), Force Sensitivity, Force Training (3), Melee Defense, Running Attack, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple), Whirlwind Attack

Skills: Initiative +12, Knowledge [galactic lore] +12, Perception +13, Use the Force +18 (can reroll when using [dark side] Force powers, must take second result)

Possessions: lightsaber (self-built)

Sith Assassin

The only thing more frightening than seeing a Sith assassin—clad in black with glowing red eyes staring from a Sith mask—is not seeing one; the presence of a vibroblade protruding from one’s chest is often the alternative. Established by Darth Revan and heavily utilized by Darth Sion, these surreptitious butchers specialize in practical modes of Jedi execution. They drain the Force from their targets to augment their own powers and expertly turn captives into Sith with a combination of torture, Sith poisons, and the dark-side-drenched masks they wear.

     The most elite of these assassins are the Bladeborn&mdas;Sith blademasters who sometimes use lightsabers but more often wield dreaded tremor swords. Secluded on Malachor V, the Sith assassins become pivotal tools for the Sith Triumvirate.

Sith Assassin           (CL 6)

     Knights of the Old Republic, page 149.

Medium Human jedi 4 / scoundrel 2 NPC

Force: 1; Dark Side: 14

Initiative: +11; Senses: low-light vision, Perception +5

Languages: Basic

Defenses: Ref 21 (flat-footed 18), Fort 16, Will 19

Hit Points: 45; Damage Threshold: 16

Speed: 6 squares

Melee: Force pike +8 (2d8+4) or

Melee: prototype vibroblade +8 (2d6+4) or

Melee: unarmed +5 (1d6+4)

Ranged: hold-out blaster +8 (3d4+4)

Base Attack: +5; Grapple: +8

Attack Options: Acrobatic Strike, Dastardly Strike, Point Blank Shot, Rapid Strike, Sneak Attack +1d6

Special Actions: Power of the Dark Side, Swift Power

Force Powers (known) (Use the Force +9): battle strike, dark rage, surge

Abilities: Str 10, Dex 16, Con 8, Int 14, Wis 14, Cha 13

Talents: Dastardly Strike, Sneak Attack +1d6, Power of the Dark Side, Swift Power

Feats: Acrobatic Strike, Force Sensitivity, Force Training, Improved Disarm, Martial Arts I, Point Blank Shot, Weapon Finesse, Weapon Proficiency (advanced melee, lightsabers, pistols, simple)

Skills: Acrobatics +11, Deception +9, Initiative +11, Persuasion +9, Use the Force +9

Possessions: Force pike, hold‑out blaster, infra‑goggles (low‑light vision), prototype vibroblade, Sith mask, stealth field generator

Bladeborn           (CL 10)

     Knights of the Old Republic, page 151.

Medium Human jedi 4 / scoundrel 3 / melee duelist 3 NPC

Force: 4; Dark Side: 14

Initiative: +19; Senses: low-light vision, Perception +7

Languages: Basic, Sith

Defenses: Ref 28 (flat-footed 24), Fort 21, Will 24; Elusive Target

Hit Points: 56; Damage Threshold: 21

Speed: 6 squares

Melee: tremor sword +13 (2d6+4) or

Melee: tremor sword +11 (3d6+4) with Rapid Strike or

Melee: tremor sword +8 (4d6+4) with Improved Rapid Strike or

Melee: double-bladed lightsaber +12 (2d8+4)

Ranged: hold-out blaster +12 (3d4+5)

Base Attack: +6; Grapple: +10

Attack Options: Improved Rapid Strike, Rapid Strike, Sneak Attack +1d6

Special Actions: Dirty Tricks, Fear, Melee Defenses, Single Weapon Flourish

Force Powers (known) (Use the Force +12): battle strike, dark rage, surge

Abilities: Str 8, Dex 18, Con 8, Int 14, Wis 14, Cha 14

Talents: Block, Dirty Tricks, Power of the Dark Side, Riposte, Single Weapon Flourish I, Sneak Attack +1d6

Feats: Dual_Weapon_Mastery I, Force Training, Improved apid Strike, Martial Arts I, Melee Defense, Rapid Strike, Skill Focus (Initiative), Weapon Finesse, Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, lightsabers, pistols, simple)

Skills: Acrobatics +15, Deception +13, Initiative +20, Stealth +15, Use the Force +13

Possessions: double‑bladed lightsaber, hold‑out blaster, infra‑goggles (low‑light vision), Sith mask, Sith tremor sword, stealth field generator

Sith Mage

The Sith mage is a menacing relic of the past. In the original Sith Empire, mages unleashed awesome tides of mystical powers, supposedly even causing stars to go supernova. More often, their black arts manifest in less extravagant—but no less deadly—ways.

     Though their heyday has come and gone, the last bulwark of Sith mages remains among the Sorcerers of Tund. They are conjurers of mind-pulverizing illusions and perpetrators of hellish transmogrifications, capable of incredible thaumaturgy. Though they rarely travel offworld, the sorcerers’ intense investigations into the Force sometimes drive their own members mad.

Sith Mage           (CL 8)

     Knights of the Old Republic, page 151.

Medium Human Noble_(heroic_class) 7 / Sith apprentice 1 NPC

Force: 1, Strong in the Force; Dark Side: 15

Initiative: +9; Senses: Perception +10

Languages: Basic, Sith

Defenses: Ref 20 (flat-footed 20), Fort 22, Will 18

Hit Points: 53; Damage Threshold: 22

Speed: 6 squares

Melee: Sith war sword +6 (1d8+3)

Ranged: hold-out blaster +7 (3d4+4)

Base Attack: +5; Grapple: +4

Special Actions: Illusion

Force Powers (known) (Use the Force +16): dark rage, fear, Force grip, Force lightning, Force resistance[2], Force whirlwind, kinetic combat, rebuke, wound

Abilities: Str 9, Dex 10, Con 14, Int 14, Wis 15, Cha 15

Talents: Affliction, Dark_Side_(talent_tree)#presenceDark Presence, Force Focus, Illusion, Power of the Dark Side, Swift Power

Feats: Exotic Weapon Proficiency (Sith war sword), Force Sensitivity, Force Training (3), Linguist, Skill Focus (Deception, Use the Force), Strong in the Force, Weapon Proficiency (pistols, simple)

Skills: Deception +16, Gather Information +11, Initiative +9, Knowledge [galactic lore] +11, Knowledge [social sciences] +11, Perception +11, Persuasion +11, Pilot +9, Use the Force +16

Possessions: hold-out blaster, Sith talisman, Sith war sword, robes

Sith Student

They use the Force, wield lightsabers, and follow an ancient code, but they are not Jedi—at least, not anymore. The Sith students of Darth Revan and Darth Malak are many of the same Jedi crusaders that once fought for the Republic. Loyal to their fearless commander, they follow Revan to Korriban and into the heart of darkness. Already proficient in the Jedi arts, these marauders acquire new nefarious talents studying at the feet of the Sith academy headmaster Jorak Uln—one of Exar Kun’s original Sith acolytes.

     Sith students’ fighting capabilities are surpassed only by their rage and selfishness. During the Dark Wars, surviving Sith students submit to the Sith Triumvirate.

Sith Student           (CL 4)

     Knights of the Old Republic, page 149.

Medium Human jedi 3 / soldier 1 NPC

Force: 1; Dark Side: 14

Initiative: +8; Senses: Perception +4

Languages: Basic, Sith

Defenses: Ref 19 (flat-footed 17), Fort 20, Will 17; Block

Hit Points: 53; Damage Threshold: 25

Speed: 6 squares

Melee: lightsaber +7 (2d8+6) or

Melee: unarmed +6 (1d6+4)

Ranged: blaster pistol +5 (3d6+2)

Base Attack: +4; Grapple: +6

Special Actions: Power of the Dark Side

Force Powers (known) (Use the Force +8): battle strike, dark rage, wound

Abilities: Str 14, Dex 12, Con 14, Int 10, Wis 14, Cha 12

Talents: Block, Power of the Dark Side, Weapon Specialization (lightsabers)

Feats: Armor Proficiency (light, medium), Force Sensitivity, Force Training, Improved Damage Threshold, Martial Arts I, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple)

Skills: Endurance+9, Initiative+8, Use the Force+8

Possessions: lightsaber, Sith battle suit (+7 armor, +2 equipment)

 

Footnotes and References
Please see the following pages or sites for further information:

  1. There is no Improved Wounds Force technique. It is unknown if there was supposed to be and it was just ommited by accident or cut intentionally, or if the listed technique was meant to cover a different power. Consult with your GM for what options your character has available.
  2. There is no Force Resistance Force power. Check with your GM about viable alternatives.