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Saga Edition RPG Omnibus

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 Most despise the Jedi, seeing them as weak and foolish, too wrapped up in outdated ideals to see the true power of the dark side.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