The
Space Knight (for lack of a better name)
You
are a mystical warrior trained in martial arts of both the body and
the mind. You restrict yourself to the use of arcane and archaic
energy melee weapons. You must choose to either be defender of the
light or a guardian of the dark to start with and not all paths lead
to the same end.
Space Knight Advancement Table | |||||
Level
|
XP
|
HD
|
Melee
To-Hit Bonus
|
ST
|
AC
|
1
|
0
|
2
|
+2
|
14
|
9
|
2
|
3000
|
3
|
+2
|
13
|
8
|
3
|
6000
|
4
|
+3
|
12
|
7
|
4
|
12000
|
5
|
+3
|
11
|
6
|
5
|
24000
|
6
|
+4
|
10
|
5
|
6
|
48000
|
7
|
+4
|
9
|
4
|
7
|
96000
|
8
|
+5
|
8
|
3
|
8
|
192000
|
9
|
+5
|
7
|
2
|
9
|
384000
|
10
|
+6
|
6
|
2
|
10
|
768000
|
10+3
|
+6
|
5
|
2
|
Superior
Damage: When using their energy melee weapons space Knights may
add their level to the damage they inflict.
No
Armor: Space Knights are not allowed to use armor or other
protective devices. They do however receive a bonus for high DEX score.
Telekinetic
Push/Pull: This is a wave of energy that may be produced that
will push back a number of targets equal to the Space Knight's level.
The targets must be 1HD or less to be effected. This power may be
used instead of an attack with a weapon but requires at least one
hand be free to make the associated motion. This power may also be
used to move objects as well and objects or targets can be pulled to
as well as pushed. This power has a range of 10ft +10ft/level to a
maximum of 100ft.
Deflect
Attacks: Space Knights may also choose to not attack in a
particular round and instead deflect a number of ranged attacks equal
to their level. They must declare this action before any attacks are
rolled for. Starting at 4th level they are able to make a
saving throw for each attack deflected if the save is successful the
deflected attack is directed back at the enemy firing the attack.
Mind
Influence: Starting at 4th level the Space Knight may
influence the minds of certain individuals. To be successful they
cannot have any weapons in their hand and their intended target can
not be under attack by anyone else either. The influence is limited
to short phrases (“These are not the droids you are looking for”,
“Open the gate”, etc.), they cannot cause the victim to harm
themselves or others, etc. The intended target(s) must fail a Saving
Throw to be influenced. This Saving Throw is modified by the
following formula-
The
WIL score of the Space Knight minus the WIL score of the target plus
the level of the Space Knight minus the level/HD of the intended
target equals the Saving Throws modifier.
Note:
Space Knights may only use weapons other than their energy melee
weapons if their energy weapon is either lost or destroyed.
No comments:
Post a Comment