From: knight@catt.ncsu.edu (Lindsey Lambert)
Date: 11 Mar 92 04:00:28 GMT


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, a campaign race)
Alignment Restrictions:	Any Lawful
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

Knight	Exp.
Level	Needed	HD (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
Level	Sent.	Telek.	Body	Telep.
~~~~~~	~~~~~	~~~~~~	~~~~	~~~~~~
 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: 

Level or HD	PSP Cost
~~~~~~~~~~~	~~~~~~~~
 1- 5		 2
 6-10		 6
11-15		10
16-20		14

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	Base
Score	Score	Modifier
~~~~~~~	~~~~~	~~~~~~~~
15	 7	 0
16	 8	 0
17	 9	+1
18	10	+2


Mystic Knight Powers

Sentient Powers	Telekinetic P.	Body Powers	Telepathic Powers 
~~~~~~~~~~~~~~~	~~~~~~~~~~~~~~~	~~~~~~~~~~~~~~~	~~~~~~~~~~~~~~~~~
AllRound Vision	Ballistic Att.	Absorb Disease	Conceal Thoughts
Combat Mind	Control Body	Adrenalin Cont.	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 Sns.	Life Detection
Aura Sight*	Project Force*	Mind over Body	Mental Barrier
				Comp. Healing*	Mind Bar
						Mind Link
						Post-Hypn. Sugg.
						Psychic Crush
						Send Thoughts
						Thought Shield
						Truthear
						Domination*
						Ejection*
						Mass Domination*
						Probe*
						Tower of Iron Will* 

* These powers can only be gained at 10th level or above.

Note: some of these may not be listed in the Psionics Handbook. If not,
they are campaign-designed powers we have developed.


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
THAC0 is a per fighter, while with all other proficient weapons their
THAC0 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.

Level	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 level 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 level 3 or level 8 ability)
20	3 attacks per round
22	+2 additional to hit and on damage (not cumulative with the
	level 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.

