mirror of
https://github.com/opsxcq/mirror-textfiles.com.git
synced 2025-08-06 20:46:30 +02:00
241 lines
12 KiB
Plaintext
241 lines
12 KiB
Plaintext
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
|
||
-----=====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.
|
||
|
||
|