Palladium Star Wars RPG Information Databank

Sith Inquisitor


"I know that treachery can break even the mightiest foe. And for those who study its secrets, the Force offers... unlimited power. I will bring the Republic to its knees. Defy me, and you will end badly as there won't be a heart left beating in your chest."

A Sith Inquisitor is the title of one of five distinct schools of thought which a member of the Sith can decide to study under following their ascension to the rank of Darth, the other four being Sorcerer, Acolyte, Infiltrator, or Eradicator. Sith Inquisitors are a class of powerful Force-wielders within the Sith Empire, operating primarily within the upper echelons and political circles. In contrast to their counterparts, Inquisitors specialize in Force abilities as opposed to martial might, and many devote much time to researching new skills to survive in the cutthroat Sith political environment. Few tyro succeed in becoming Inquisitors. However, those that do prove to be the most determined.

On the battlefield, Inquisitors were a spectacle to behold, channeling vast amounts of Dark Side Force energy to create massive storms of Force lightning, or draining the life force of enemies to feed themselves and their allies. However, most Inquisitors preferred a more manipulative operating style, being masters of exploiting both enemies and allies to further their own agendas.

Sith Inquisitors operate in the political circle and upper echelons of Sith society, relying on their natural cunning and ambitious drive to succeed. The Inquisitor experiments with forbidden powers to not only survive in the cutthroat environment, but to excel and seize authority. The most formidable Inquisitors dare to explore unorthodox practices by investigating the enigmas of the past and by unlocking new powers for themselves. Due to their manipulative genius, Inquisitors are skilled at exploiting both their enemies and their allies to further their own personal agendas. Regardless of potential, few tyro succeeded in facing the rigorous trials to become Sith Inquisitors. Only the most determined tyro attain such an achievement, but these Sith are often the ones to watch. Though their skills are varied and many, Sith Inquisitors are most feared for their ability to channel the energy of the Force, making them a spectacle to behold on the battlefield. Channeling this Force energy, Inquisitors are capable of draining the life from their enemies and using it to feed themselves and their allies, and those who have experienced the sensation of the Inquisitor’s Force lightning and survived forever recoil from the crackling sound of electricity.

Sith Inquisitors focus on a variety of fields, some with honorifics in the Order, others with skills taken up by professionals in the rest of civilization. Applying their abilities to the art of the slicer, Assassin, spy, and security experts, the Inquisitors also take on very specific titles in the Order

  • Saber: The Saber offers the greatest level of raw Force ability, as these adepts draw their power from the darkest corners of the Force, unleashing volatile energies that can wreak utter devastation against enemies, much as a Lightsaber cuts throughMetal and flesh. In addition to this, Saberss Are capable of healing and bolstering their allies with these same abilities. With the very air around them crackling with energy, powerful Sabers have a reputation for torturous retaliations against those foolish enough to get in their way.
  • Battlelord: Sith battlelords are leaders within Sith armies and, through a series of complex rituals involving the application of Sith magic, are bonded to the troops they command via the Force. The use of Sith battlelords reduce desertion rates within the Sith armies and can turn the tide of a War in the favor of the Sith.
  • Assassin: Sith Assassins prefer a subtler approach. Speed and deception are their tools of the trade, relying on stealth tactics to infiltrate enemy ranks and remove high-profile targets. Even in open battle, Assassins are utterly deadly, relying on both tactical awareness and mind tricks to assault enemies both physically and mentally, manipulating a confrontation to ensure their side maintains the upper hand. While highly skilled with the saberstaff, their weapon of choice for both offense and defense, Assassins can channel the Force just as easily.
  • Spy: The Sith spy is an individual who engages in clandestine observation or acquisition of sensitive intelligence regarding a person or organization or other target of interest, usually for political, military or financial benefit. The use the Force to blend in and to hide their nature from other force users.

Sith Inquisitors Path


Rank: Darth
Attribute Requirements: none but above average attributes are recommended.
Force Points Alteration: (ME + 1D6) + 2d6 per level.
Additional Powers:

  • Inspire
  • Force Stealth
  • See Force
  • Enhance Senses
  • Force Defense
  • Heal Self
  • Battle Influence
  • Choose 1 power at level 4 and add 1 additional power at level 6, 8, 10, 12, 14

Additional Abilities:
  • Lightsaber Defense
  • Aware
  • Psychometry
  • Choose 3 at level 4 and add 1 additional power at level 6, 8, 10, 12, 14

Additional Techniques:
  • Healing Trance

Lightsaber Training: Choose a form from II - VI. (VII is up to the GM) at levels 7,11 Treat like a skill using the level of the -Form- not the character to determine benefits.
Combat Training: Hand to Hand Sith: Inquisitor
  1. See hand to hand Sith Tyro
  2. See hand to hand Sith Tyro
  3. See hand to hand Sith Tyro
  4. +1 on initiative, +1 to disarm, and +1 to parry.
  5. Tripping/leg hook and backward sweep kicks.
  6. Power punch and palm strike (2D4 damage).
  7. +1 additional attack/action per melee round and +2 to pull punch.
  8. Critical strike on a natural 18-20, critical strike from behind.
  9. +1 additional attack/action per melee and +4 to damage.
  10. Automatic dodge.
  11. +1 on initiative, +1 to strike, and +2 to break fall.
  12. + One additional attack per melee and +2 to pull punch.
  13. Jump kick and leap attacks.
  14. Death Blow on a natural 19-20.
  15. +1 additional attack/action per melee.

O.C.C. Bonus: +4 initiative, +1d4 to PE, +1d4 to 2 of the following( IQ, MA, PS, PP), Auto-Parry, +5 save vs Force Powers, +3d6 sdc, +2d4 hp, +5 save vs gases, Auto save vs HF unless it's a Sith/Dark Side creature or spirit then +5 to save.
MOS skills: Select one of the following Jedi MOS skill sets. MOS get a +20% bonus where applicable
  • Assassin:
    • Poison Lore
    • Biology
    • Streetwise
    • Concealment
    • Ambush
    • Read Sensors
    • Interrogation
    • Prowl
    • Pick 1 WP
    • Intimidation
  • Saber:
    • Torture
    • Streetwise
    • Intelligence
    • Interrogation
    • Detect Concealment
    • Surveillance Systems
    • Criminal Sciences
    • Find Contraband
  • Spy:
    • Demolitions
    • Electronic Countermeasures
    • Intelligence
    • Interrogation
    • Prowl
    • Surveillance
    • Computer Hacking
  • Battlelord:
    • Gurilla Warfare
    • Intelligence
    • Interrogation
    • Military Etiquette
    • Surveillance Systems
    • Detect Ambush
    • Detect Concealment