Description : The Jedi Knight kit is based on the Jedi Knights from the Star
Wars Trilogy. The Jedis are elite warriors who have psionic abilities due to
the Force, a mystical thing that binds the universe together, that is stronger
in the Jedi's. To become a Jedi Knight, you must either be a multi-class
Warrior/Psionicist or become a warrior and dual-class to a Psionicist when
become 2nd level if human.
Also, a Jedi Knight must have at least the following :
Str 13
Con 11
Int 12
Wis 15
Secondary Skills : Any.
Exp. Table is same as mage table
HD = d10
Pro's -
Same weapon pro's as warrior, except gets specialisation in light
sabre and gets only two non-weapon pro's. Can only specialise in
light sabre. Get Weaponsmithing of Light Sabres +4 for free, but
only they can be made if don't choose it.
Special Abilities :
- can sense life or undead 10*level/day (takes 1 round)
- sensing for other Jedi's does not count as part of this
and can be done automatically (picks up any above 0-level)
- by 5th level, a Jedi Knight's mastery of the Force gives him the
ability to sense any suprise attacks or spells
Special Hindrances :
- The first discipline chosen by a Jedi Knight must be Psychokinetic
or Telepathy
- must start as either good or evil and lawful or neutral
- cannot chose psychoportive sciences or devotions
- when near Ysalamiri(see below), Jedi Knights cannot use psionics
(10 feet radius cumulative per Ysalamiri within dampening range)
- do not gain fighter followers at 9th level
- Jedi knights recieve -3 reaction rolls with outlaws and the underworld
- Limited to chainmail armour
- can use all psionics in any armour upto and including chainmail,
however following Power Score penalties :
Leather, Padded, Studded, Hide = 0
Brigandine, Ring, Scale = -1
Chainmail = -2
(due to this, most Jedi's wear leather, hide, studded or padded)
Ysalamiri : These are normal tree snakes (use normal Snake stats) from
the planet Myrkr that have the benefit of creating bubbles where the
Force has been pushed back. They have a cumulative effect. This bubling
limits any psionic activity, including that by psionicists and wild talents.
They are non-poisionous and very friendly. Many smugglers during the
height of the Jedi Knight order fled to Myrkr.
New Jedi Weapon -
Cost Weight Size Type SF Damage - S/M L
Light Sabre NA 1.5 lb M S/P 3 2d4+1 2d6+1
- causes blue flashes when hits wood or any non-organic materials which cannot
be seen when darkness spells active (flashes cause no damage)
- flashes do not ignite flammable gases ie. phologistion
- light sabre does not ignite flammable gases ie. phologistion, but does cause
a crackle
- only Jedi Knights can be specialised in Light Sabres and make them, but
anyone can be proficient or use one
- can be made by any Jedi for 30 x (plus +1) gold pieces
(similar to 2-hand sword for weaponsmithing time to build)
- can harm creatures needing +3 weapons or below if plus is less then 3
- slashing or piercing damage
- maximum magic plus for building Light sabres= (level / 3) (rounded up)
- those who do not know of Jedi Knights or light sabers must succeed on an Int
check or don't know its a weapon, until seen it used
- the maker can always sense where it is, if he concentrates for 1 round and
it is in the same crystal sphere, or same plane
- can be made as Average, Fine or Exceptional quality but no lower
Notes :
A PC may choose to start as good (light side) or evil (dark side). Cannot
start as neutral.
Evil Jedi Knights get 4 extra PSP's per level after first, but
must roll on following table each time go up :
d8 Penalty
Roll
1 None
2 -1 Cha (strange black patches appear)
3 -1 Dex (develops bad nerves and rheumatism)
4 -1 Con (body becomes weaker)
5 -1 Str (muscles lose ability)
6 -1 Str, -1 Dex
7 +1 damage from all bludgeoning weapons, -1 Cha
8 -2 Cha (skin wrinkles and eyes become fiery red), -2 Dex
(rheumatism), +3 damage from all bludgeoning weapons
(bruise easily)
If decide to try and change back to light side, roll Wisdom check at a
-2 penalty/level of being on the dark side. Follow this with a save vs.
spell as a warrior only (not best of psionicist and warrior). This save will
be penalised by -1 /level of Jedi. The reason for this is that it is easier
to turn back while low in power. After 5 levels on dark side, becomes impossible to change back to the light
side and gain ability to cause Shocking Grasp at 3 feet, 3 times per day
Each level after, damage increases by 1d4 (ie 6 levels gives 1d8+1d4) instead
of 1 per level increase and range increase by 1 foot
(this simulates Emperor's attack of Luke Skywalker in Return of the Jedi)
Below is the data on Jedi Knights as created on Pg 22-23 of original AD&D
2nd edition DMG :
Multiplier
Race : Human 0
Combat Value : Warrior 2
Saves : Best of Psionc + Warrior 0
HD/level : 1d10 2.5
Armour : Limited AC -.5
Weapons : All 0
HP after 9th : +2 1
Init Pro Slot : 4+3= 7 + 1 Bonus 2
Fig Str 1
Psionics 5
Magic Items as Warrior 1
Never suprised 1
Life sense (can sense life at will) 1
Restrictions :
Must be lawful or neutral -1
Has ethos -1
No more then 6 magic items -1
Ability delayed -.5
(Not suprised until 5th)
Adds upto 12.5
Because of that, the XP table is the same as for a mage