Sith Alchemist (3pp)

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* **Hit Dice:** 1d6
* **Defense Bonus:** +2
* **Starting Credits:** 3d4x500
* **Class Skills:** Deception (Cha), Endurance (Con), Intimidate (Cha), Knowledge [Any] (Int), Linguistics (Int), Perception (Wis), Persuasion (Cha), Sense Motive (Wis), Survival (Wis), Treat Injury (Wis)
* **Skill Ranks Per Level:** 6 + Int Modifier

#### **Starting Feats**

* Armor Proficiency (Light)
* Force Sensitivity
* Weapon Proficiency (Lightsabers)
* Weapon Proficiency (Simple)

#### **Deflect**

* As a reaction, a Sith Inquisitor can negate a ranged attack targeting them by making a special attack roll.  To succeed on this attack roll, the Sith Inquisitor must roll higher than the attack roll of the attack the Inquisitor wishes to negate.  The Inquisitor takes a cumulative -5 penalty on attack rolls for each time the Inquisitor has used Deflect since the beginning of his last turn beyond the first.  To use this ability, an Inquisitor must have a drawn and ignited Lightsaber, must be aware of the attack, and not flat-footed.
* This ability cannot be used to negate the attacks made by Colossal (character scale) or larger-sized vehicles unless the attack is made with a point defense weapon.
* A Jedi who uses this ability gives up a move action on their next turn.

#### **Lightsaber**

A Sith Alchemist begins play with a Lightsaber in addition to their starting credits.  In addition, a Sith Inquisitor adds their level on all Engineering checks made to fabricate or repair a Lightsaber.  Beginning at 5th level, a Sith Inquisitor can spend a Force Point to construct a special Lightsaber that grants a +1 bonus on attack rolls and combat maneuver checks made with it, so long as it is wielded by the Sith Inquisitor that constructed it.

#### **Sithspawn**

At 1st level, a Sith Alchemist gains a special ability to alter a particular creature. A Sith Alchemist can begin play with any sithspawn listed below. This Sithspawn a loyal pet that accompanies the Sith Alchemist on their adventures.

Unlike normal creatures of their kind, a Sithspawn’s hit dice, abilities, skills, and feats advance as the Sith Alchemist advances in level. If a Sith Alchemist releases their Sithspawn from service, or if their Sithspawn has perished, they may gain a new Sithspawn by performing a ritual requiring 24 uninterrupted hours in the environment where the new creature typically lives.

Rules for Sithspawn are right here.

#### **Bond Senses**

At 1st level, a Sith Alchemist can, as a standard action, share the senses of their Sithspawn, hearing, seeing, smelling, tasting, and touching everything the Sithspawn does. They can use this ability a number of rounds per day equal to the Sith Alchemist level. There is no maximum range to this effect, but the Sithspawn and the Sith Alchemist must be on the same Planet. The Sith Alchemist can end this effect as a free action.

#### **Sith Force Pool**

A Sith Alchemist is considered a Force-using class.  At 1st level, a Sith Alchemist gains Basic Force Training as a bonus feat and has a reservoir of Force energy that they can draw upon to fuel their force powers, enhance their attacks, increase their mobility, and defense.  This Dark Force Pool has a number of power points equal to 1/2 their level + their wisdom modifier (minimum 1). The Dark Force Pool Refreshes each morning after the Sith meditates for 10 minutes.

#### **Force Training**

At 2nd level, and every four levels thereafter (6th, 10th, 14th, and 18th level) the Sith Alchemist gains a Force Feat as a bonus feat.  They must meet the prerequisites for this feat before selecting it.

#### **Rapid Alchemy**

At 3rd level, as a standard action, the Sith Alchemist can spend a force point to perform minor alchemical alterations to a weapon or armor they can touch. If a weapon is altered with this ability, the weapon gets a +1 alchemical bonus to attack & damage. If an armor is altered with this ability, the armor gets a +1 alchemical bonus to DR

* This bonus lasts for a number of rounds equal to the Sith Alchemist’s level.
* This bonus increases by +1 at 7th level and every 4 levels thereafter (11th, 15th, and 19th level).
* Only one weapon/armor can be alchemically altered by this ability at one time. If the Sith Alchemist uses this ability while they have another item altered. The previous item goes back to normal.

#### **Perfection of Body and Mind**

Starting at 4th level, the Sith Alchemist gains the ability to alter not only their sithspawns and objects, but also themselves.

* At 4th level, the Sith Alchemist becomes immune to fear.
* At 8th level, the Sith Alchemist becomes immune to charm effects.
* At 12th level, the Sith Alchemist becomes immune to fatigue and exhaustion effects.
* At 16th level, the Sith Alchemist becomes immune to confusion and fascination effects.

#### **Redirect**

A Sith Alchemist gains this ability at 5th level.  Once per round, when you successfully negate an attack using the Deflect ability, and that attack came from a blaster weapon, you can instead redirect the attack at another creature within line of sight.  Apply the normal range penalties to the attack roll for the originating weapon, not counting the distance the bolt travelled to reach the Sith Alchemist. If the Sith Alchemist’s attack roll made to deflect would also hit the creature they redirect at (minus any distance penalties), the new target is hit and takes regular damage as if they’d been hit by an unmodified attack roll from the originating weapon.

#### **Perfect Alchemy**

At 20th level, the Sith Alchemist becomes immune to death effects, disease, and poison. In addition, the Sith Alchemist is able to have multiple sithspawns. The total HD of all your sithspawns cannot exceed the Sith’s Alchemist’s level.