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Reference Book: Star Wars Saga Edition Jedi Academy Training Manual

You have learned the alchemical arts of the ancient Sith Lords and can create objects and creatures that are filled with the power of The Dark Side.

Cause Mutation Edit

Prerequisite: Sith Alchemy

You can use your mastery of Sith Alchemy to create mutated abominations. You must have access to a willing (Or unconscious) creature to which you will apply the Sith Abomination Template or the Chrysalis Beast Template. You also need a medical lab outfitted for the process, which requires a number of days equal to creature's modified CL. You must spend a Force Point at the completion of the process to complete the transformation. A creature you have mutated is considered to be a domesticated creature, but for you only (Unless it was already a domesticated creature before its mutation).

Rapid Alchemy Edit

As a Standard Action, you can perform minor alchemical alterations to a Melee Weapon you wield. For the remainder of the encounter, you gain a +2 Equipment bonus on attack rolls with that Weapon. Additionally, once before the end of the encounter, you can sacrifice this bonus as a Free Action to gain a +5 Equipment bonus on a single damage roll you make with that Weapon.

Sith Alchemy Edit

Your knowledge of Sith Alchemy allows you to imbue certain objects with the power of the Dark Side. You can perform any of the following Alchemical Transformations, though each time you do so, increase your Dark Side Score by 1.

Sith Alchemy Specialist Edit

Prerequisite: Sith Alchemy

You can modify an object with Sith Alchemy so that it gains a specific trait. Specific traits are listed in the Sith Alchemy Table, below. You can only perform one modification at a time. Unless otherwise noted, you cannot grant more than one benefit to a single object, and you cannot apply the same benefit more than once. You must spend a Force Point and devote 1 hour of uninterrupted work to apply a trait to the relevant object, and when you do so, you increase your Dark Side Score by 1.

Sith Alchemy
DARK ARMOR TRAIT EFFECT
Cortosis Weave Automatically deactivates any Lightsaber that strikes the wearer.
Dark Side Energy Grants the wearer a +2 Equipment bonus on Use the Force checks made to activate Force Powers with the [Dark Side] descriptor.
Dark Side Stealth Grants the wearer a +2 Equipment bonus on Use the Force checks made to avoid detection.
Imposing Form Grants the wearer a +2 Equipment bonus on Persuasion checks made to Intimidate.
SITH WEAPON TRAIT EFFECT
Jagged Weapon Any time the Sith Weapon damages a living creature, that creature takes 1d4 points of damage at the start of its next turn.
Master's Weapon The Sith Weapon grants a +2 Equipment bonus on Use the Force checks to use the Block and Deflect Talents.
Vile Weapon The Sith Weapon is always considered to be laced with Sith Poison.
SITH ABOMINATION TRAIT EFFECT
Damage Reduction The Sith Abomination gains Damage Reduction 5, or increases its existing DR by +5.
Iron Will The Sith Abomination gains a +2 Equipment bonus to its Will Defense.
Vile Natural Weapons The Sith Abomination's Natural Weapons are laced with Sith Poison.
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