home *** CD-ROM | disk | FTP | other *** search
-
-
- Well, here we go again...
-
- Our group here thought we would toss another class idea your way,
- since we gained some useful and well thought out advice on our
- WARLOCK class. Thanks for the input on the Warlock and we hope
- that you find the Mystic Knight class to be one with some great
- potential. Once again we welcome all advice and comment.
- Have fun with the reading...
-
- Knight
- -------------------------------------------------------------------------------
-
- MYSTIC KNIGHT (Knight of the Star Order)
-
- The Mystic Knight is a mixture of a mentalist and a fighter. The knight
- undergoes intensive training with one weapon, as well as developing and using
- some mental powers. The first Mystic Knights were trained by a rogue mentalist
- to help provide him with protection. The mentalist was able to hire weapons
- trainers to instruct the individuals in weapons skills. A special type of sword
- is used by all Mystic Knights, which clearly makes them stand out (NOTE: The
- weapon they use is called the Star Saber and was designed specifically for this
- class. The Star Saber can be used either one-handed or two-handed. While
- retaining about the same mass and size as a long sword, the Star Saber's design
- makes it perfect for defesive manuvers such as disarming, while at the same
- time slightly increasing damage. One-handed S/M 1d8+1 L 1d10+2. Parry value 3.
- Two-handed S/M 1d8+2 L 1d10+3. Parry value 4.) The Mytic Knights are rare in
- themselves and usually have a devotion to aid the Order of Psi (In our campaign
- world, a secretive Psionic organization and the only group with detailed
- knowledge of the workings of psionic powers).
-
- Ability Requirements: Wisdom 15
- Dexterity 15
- Strength 12
- Constitution 12
- Prime Requisites: Wisdom and Dexterity
- Races Allowed: Human, Half Elven, Halfling, Elven (except Star Elf)
- Alignment Restrictions: Any Lawful (campaign race)
- Armor Restrictions: All non metallic armor
- Shields NOT allowed
-
- Mystic Knights receive a 10% Experience Point bonus if they have both
- Wisdom and Dexterity above 16.
-
-
- Mystic Knights Experience Levels
-
- Level Mystic Knight Hit Dice (d8)
- 1 0 1+1
- 2 2500 2+2
- 3 5000 3+3
- 4 10000 4+4
- 5 20000 5+5
- 6 40000 6+6
- 7 80000 7+7
- 8 160000 8+8
- 9 320000 9+9
- 10 680000 9+11
- 11 980000 9+13
- 12 1280000 9+15
- 13 1900000 9+17
- 14 2280000 9+19
- 15 2580000 9+21
- 16 2880000 9+23
- 17 3180000 9+25
- 18 3480000 9+27
- 19 3780000 9+29
- 20 4080000 9+31
-
- Mystic Knight Psionics Progression Table
-
- Knight Lvl Sentient Telekinetic Body Telepathic
- ---------- -------- ----------- ---- ----------
- 1 0 0 0 1
- 2 1 0 0 1
- 3 1 0 1 1
- 4 1 0 1 2
- 5 1 1 1 2
- 6 2 1 1 2
- 7 2 1 2 2
- 8 2 1 2 3
- 9 2 2 2 3
- 10 3 2 2 3
- 11 3 2 3 3
- 12 3 2 3 4
- 13 3 3 3 4
- 14 4 3 3 4
- 15 4 3 4 4
- 16 4 3 4 5
- 17 4 4 4 5
- 18 5 4 4 5
- 19 5 4 5 5
- 20 5 4 5 6
-
-
- The Mystic Knight powers are mentalist powers, but they are classified in a
- different manner. The powers are defined in the Psionics Handbook. In
- addition to the above powers, they automatically get the powers Contact,
- Mind Thrust and Mind Blank, because of the sheer number of times they
- have been trained to use these abilities. In addition, the initial cost of
- Contact have been changed as follows:
-
- 1-5 levels or HD 2 PSPs
- 6-10 levels or HD 6 PSPs
- 11-15 levels or HD 10 PSPs
- 16-20 levels or HD 14 PSPs
-
- Mystic Knights gain approximately 1/3 the PSPs of a mentalist. To find the
- characters inherent Psionics Strength Points, look up the characters's Wisdom
- score on the PSP table and record the base score. Then look up the character's
- Constitution Score on the table and add the modifier to the base score. The
- final score is the character's inherent potential. For every level of
- experience the knight gains, the total PSP's are increased. The character
- will gain 3 PSP's per level plus the modifier on the PSP table that corresponds
- to the character's Wisdom.
-
- Knight PSP Table
-
- Ability Score Base Score Modifier
-
- 15 7 0
- 16 8 0
- 17 9 +1
- 18 10 +2
-
-
- Mystic Knight Powers
-
- Sentient Powers // Telekin. Powers // Body Powers // Telepathic Powers
-
- All-Round Vision Ballistic Attack Absorb Disease Conceal Thoughts
- Combat Mind Control Body Adrenalin Contr. ESP
- Danger Sense Deflection Body Control False Sensory Inp
- Feel Light Levitation Catfall Ident. Penetr.
- Know Direction Telekinesis Hasting Intell. Fortress
- Know Location Aviation* Heightened Sense Life Detection
- Aura Sight* Project Force* Mind over Body Mental Barrier
- Compl. Healing* Mind Bar
- Mind Link
- Post-Hypn. Sugg.
- Psychic Crush
- (Note: Some of these may not be Send Thoughts
- listed in the Psionics handbook, Thought Shield
- if not then these are campaign Truthear
- designed powers that we have Domination*
- developed) Ejection*
- Mass Domination*
- Probe*
- * - these powers can only be Tower of Iron
- gained at 10th level Will*
- or above
-
- Mystic Knights gain weapon proficiencies at the same rate as fighters,
- but they must use two of their initial Weapon Profic. slots on Star Saber
- specialization (While the Star Saber is their primary, specialized weapon,
- mystic knights DO NOT gain the pluses to hit and damage. They only gain the
- weapon attack advancement). In addition they may only gain a maximum of
- of 3 additional weapon proficiency slots in addition to their initial weapon
- proficiency slots. They get Non-Weapon Profic. as per Cleric of equal level
- except they get Jumping and Tumbling as free Non-Weapon Proficiencies. They
- can choose non-weapon proficiencies from Warrior, Priest and General groups.
-
- Mystic Knights start off with 4d4 x 10 silver pieces for initial funding.
- Mystic Knights have the same saving throws as Thieves.
-
- With the exception of their "specialization" with the Star Saber
- (with which they fight as an equivalent level Warrior), Mystic Knights
- have the same combative abilities as Priests (ie. with the Star Saber their
- THACO is a per fighter, while with all other proficient weapons their THACO is
- as per Cleric of equal level). Their training with the Star Saber is so
- intensive, and their instinct with this weapon so great, that they get
- additional combative abilities with it beyond those of normal fighters. These
- special abilities are based around disarming an opponent and self-defense as
- the taking of life unnecessarily is against the code of the Mystic Knight.
- These abilities, and the levels they are gained at are detailed below.
-
- NOTE: These abilities only apply when the Mystic Knight uses a Star Saber
-
- LVL ABILITY
- 1 5% chance/Lv of being able to deflect all visible missile
- weapons within reach
- -6 to hit for a disarm
- 3 Ability to lower AC by 2 places for every attack given up in
- a given round (this is in addition to normal parrying rules)
- 4 -4 to hit for a disarm
- 6 2 attacks per round
- 8 Ability to lower AC by 3 places for every attack given up in
- a given round (not cumulative with the LV 3 ability)
- 9 +1 additional to hit and on damage
- 11 5/2 attacks
- 12 -2 to hit for a disarm
- 18 Ability to lower AC 4 places for every attack given up in a
- given round (not cumulative with the LV 3 or LV 8 ability)
- 20 3 attacks per round
- 22 +2 additional to hit and on damage (not cumulative with Lv 9
- ability)
-
- Mystic Knights, in addition to the above abilities, have three innate
- abilities which they develop by 1st level. The first of these abilities
- is the power to form a field of mental force around his Star Saber. This
- plane of force, which can not be formed around Sabers that have been
- magicked, gives the Saber an additional +1 to hit and +2 on damage.
- These bonuses go up to +2/+4 at 8th level and finally to +3/+6 at 15th
- level. This plane of force can be raised and dropped at will, taking
- only 1 segment to lower and raise, and can be maintained for a total
- number of rounds(or parts thereof) per day equal to 1/2 the Knights Wisdom
- (rounded down) plus 1 per 2 levels of the Knight. This field does allow the
- mystic knight to hit creatures that are normally only hit by magical weapons,
- assuming the creature to be hit does not exceed the knight pluses to hit
- ability.
-
- The second of these powers is the ability to sense "Presence" in
- other creatures. Presence is the ability of a creature to use Psionic
- Abilities. The Knight can sense which creatures possess Presence, and
- how strongly they possess it. The sensing range is 100 yards per level of
- the Knight.
- The final special power of the Mystic Knight allows the knight to
- return the Star Saber to the knight's hand. The knight is only able to use
- this ability on the Star Saber, when the weapon can be seen. The telekinetic
- movement of the saber requires 1 PSP per segment the saber is moved. The
- knight is able to exert 10 lbs. force per level on the saber. As well as
- increasing force with the level of the knight, the movement rate of the saber
- increases with level. At 1st level the knight can move the saber at a rate of
- 10' per segement. A movement rate of 20' per segment is achieved at 8th
- level. The rate finally increases to 30' per segment at 15th level. No power
- checks for this ability are required.
- Mystic Knights do have several limitations to counter their
- extraordinary abilities. First, because large quantities of metal
- interfere with their mentalist abilities, Mystic Knights may only wear
- non-metallic armor. Also due to the manueverability their combative
- abilities require and the fact that they often use both hands on their
- Saber, Mystic Knights shun the use of shields and will never use them.
- Mystic Knights are also the slowest of the class to progress. In
- addition to this Mystic Knights may not multi-class, but dual classing
- is possible.
- Finally, as mentioned above, all of the special combative abilities
- of the Mystic Knight are based around the Star Saber, his primary
- weapon. This sword like weapon is unique to the Mystic Knight and is
- composed out of a special composite steel. So rare and difficult to
- forge is the Star Saber, that if a Mystic Knight (who starts off with a
- Star Saber for free) were to loose his Saber, it would require a master
- weaponsmith ten weeks and a cost of about 750 sps to replace. Star
- Sabers are unusually strong and gaining +2 on all of their saves. Because
- magic interferes with the field a Knight can place around his weapon,
- very few magical Sabers exist.
-
-
-
-