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 |
|