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Dark Side Prestige Class - D20

Dark Lady of the Sith

The Dark Lady is a mast of subterfuge, deceit and lies.  She draws power from the weaknesses of others, thriving of the misery she reaps.  The Dark Lady enjoys the high life, mixing with the nobles of Coruscant and the Lords or Tapani, none knowing her true identity.  When called for the Dark Lady can blend into the shadows.  She is a powerful illusionist and a master at seduction and mind control.

Requirements

To qualify to become a Dark Lady a character must fulfill the following criteria: 

Gender: Female

Force using levels: 6

Skills: Illusion 6 ranks, Bluff 6 ranks, Knowledge (Sith Lore), 6 ranks, Mind Control 6 ranks

Feats: Force Sensitive

Game Information

Vitality: 1D6 + Constitution modifier

Class Skills: Appraise, Balance, Bluff, Command, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Hide, Intimidate, Knowledge, Listen, Move Silently, Read/Write, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spot. 

Force Class Skills: Affect Mind, Enhance Ability, Farseeing, Fear, Force Defense, Force Grip, Force Stealth, Force Strike, Heal Self, Illusion, Move Object, Telepathy.

Skill Points at each level: 6 +Intelligence modifier

Class Features

Starting Feat: Weapon Proficiency (Simple Weapons)

Choose Bonus Feats from the following: 

Bonus Class Skill:  Any skill may be chosen as a bonus class skill.

Control Mind: At 7th level the Dark Lady stronger when controlling the mind of others.  Unlike the Control Mind skill (Dark Side Sourcebook) this ability allows the Dark Lady to control the mind of unwilling subjects.  The Dark Lady roll her Affect Mind skill with a +3 bonus.  For determining the Will saving DC consult the Affect Mind table (RCR page 76).  The effects last for 1D3 hours.  The subject literally becomes an automaton and a slave to the Dark Lady.  The Dark Lady can command the subject to reveal information or perform tasks, even to kill another.  If commanded to perform a task totally against their nature, at GM discretion, the subject can make a Will saving throw to attempt to break the control.

Seductress:  The Dark Lady is capable of using a combination of her charms and the force to persuade others into doing what she wants.  Gain a +2 bonus onto Bluff, Diplomacy and Gather Information checks when dealing with males.

Rage: At odds with her normal calm demeanour the Dark Lady must vent her anger, and this is through intense fits of Rage. Use the game mechanics provided for Wookiee Rage (see RCR page 33 for Wookiee rage) with the addition that no Force skills can be used except for Force Lightening and Force Strike.  Both skills add have a +2 bonus to skill checks and damage while the Dark Lady is in Rage.

Manipulative: The Dark Lady is the master of her surroundings.  She sees the people around her as nothing but pawns in her own dark games of supremacy.  At 10th level the Dark Lady rolls any Diplomacy skill checks twice and chooses the higher of her two rolls.

Level Base Attack Fort. save Ref. save Will save Special Defence bonus Reputation
1 +0 +1 +1 +1 Starting Feat, Bonus Feat +1 +0
2 +1 +2 +2 +2 Inspire Fear +2 +0
3 +2 +2 +2 +3 Bonus Class skill +2 +1
4 +3 +3 +2 +4 Seductress +3 +1
5 +3 +3 +3 +5 Rage 1/day +3 +1
6 +4 +4 +3 +6   +3 +1
7 +5 +4 +4 +7 Control Mind +4 +2
8 +6 +5 +4 +8 Bonus Feat +4 +2
9 +6 +5 +4 +9 Rage 2/day +5 +2
10 +7 +6 +5 +10 Manipulative +5 +3