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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
20
3780000
4080000
9+29
9+31
levels
levels
levels
levels
or
or
or
or
HD
HD
HD
HD
2
6
10
14
PSPs
PSPs
PSPs
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
16
17
18
7
8
9
10
0
0
+1
+2
Ballistic Attack
Control Body
Deflection
Levitation
Telekinesis
Aviation*
Project Force*
Absorb Disease
Adrenalin Contr.
Body Control
Catfall
Hasting
Heightened Sense
Mind over Body
Compl. Healing*
Psychic Crush
(Note: Some of these may not be
listed in the Psionics handbook,
if not then these are campaign
designed powers that we have
developed)
* - these powers can only be
gained at 10th level
or above
Conceal Thoughts
ESP
False Sensory Inp
Ident. Penetr.
Intell. Fortress
Life Detection
Mental Barrier
Mind Bar
Mind Link
Post-Hypn. Sugg.
Send Thoughts
Thought Shield
Truthear
Domination*
Ejection*
Mass Domination*
Probe*
Tower of Iron
Will*
ABILITY
5% chance/Lv of being able to deflect all visible missile
weapons within reach
-6 to hit for a disarm
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 to hit for a disarm
2 attacks per round
8
9
11
12
18
20
22