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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. 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 LevelMystic KnightHit 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 ScoreBase ScoreModifier 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.