
The mystic knights are an ancient order of space-faring priests, defenders of good, peace and justice throughout the spheres. They are worshipers of what is known simply as the Force. This is an energy field created by all life, which the mystics draw upon for their powers. The Force is divided into two spheres: good (light) and evil (dark). Mystic knights have recognized that the force of good in life is self-perpetuating, and choose to defend it. The force of evil however, is self-destructive, and therefor will ultimately destroy the very life it draws power from. Alignment: Mystic knights can be of any Good alignment. Neutral knights were once admitted into the Order, but it was learned only too late that they were more easily tempted by the Dark Side of the Force. Minimum Ability Scores: Wisdom and self control are paramount when dealing with the power of the Force. Mystic knights must have a minimum Wisdom score of 12. Races Allowed: Any Good member of any race can be a mystic knight (so long as that race has priests). Nonweapon Proficiencies: Bonus: Blind-Fighting. Recommended: Observation, Wildspace Navigation, Phlogiston Navigation, Space Heraldry, Healing, Spacemanship. Group Crossovers: Priest, Warrior, General. Weapon Proficiencies: Any sword or missile weapon can be chosen, but the knight must specialize in a lightsaber as soon as he acquires one. This is the only specialization the knight may take. Duties of the Priesthood: The knights are dedicated to offering help to all good creatures in need, fighting evil, and spreading the message of respect for life and the cause of good. Weapon and Armor Restrictions: The knights cannot wear armor heavier than studded leather, cannot use shields, and are limited in weapons to swords and missile weapons. Other Limitations: A knight must remain true to his alignment, for any deviation will risk the Dark Side of the Force overtaking him and dominating his actions. (see Dark Knights) Spheres of Influence: Mystic knights have minor access to the spheres of all, charm, divination and necromantic. Powers: Mystic knights act as conduits for the limitless energy field that surrounds all life. Force powers come in three categories: Mind, Body, and Force Manipulation. Wisdom Checks must be successfully rolled for each power except for Jump (done at will). Certain penalties can apply. Mind Powers: Mystics can focus their minds to learn things and influence others. A Mystic Knight can use the following powers starting at Level 2: Suggestion, Sending, ESP. At Level 10: Mass Suggestion. Each power can be used once a day for every two experience levels (up to five times a day). The duration of these abilities (except Sending) is one round per level. Body Powers: Using the Force to alter their personal space and tap their own inner energy, Mystic Knights can use the following powers at Level 2: Jump at will, Balance, Stamina At Level 5: Defense, Cure Light Wounds Balance allows for supreme control over one's center of gravity, allowing for acrobatic feats. Certain feats may require a DEX check. Stamina aids the Mystic's endurance, adding +4 to CON checks when one is needed. With each use, Wisdom checks suffer a cumulative -2. Defense allows a Mystic to use the Force to protect himself during combat. A +4 is added to his Armor Class. This lasts for 5 rounds, after which time another attempt can be made. Also, the knight can divide his AC bonus points, using them only to negate any attack penalties (such as for called shots or darkness). Cure light wounds affects the mystic knight (self healing) and takes 5 rounds to complete. This can be done once a day for every 5 levels of experience. Force Manipulation: These are the legendary powers of the mystic knights. Some applications of Force Manipulation are more advanced and are reserved for higher levels. Telekinesis, Levitate (L2); Forceful Energy(L8); Power Word: Stun (L14); Foresight * (L20) * Dark Knights get Crushing Force at L19 instead of Foresight. Telekinesis and Levitate can be used starting at Level 2, with varying degrees of success. Wisdom checks for these powers are made with a -5 penalty between levels 2 and 4, a -3 penalty between levels 5 and 6, and a -1 penalty until Level 9. Telekinesis is capable of moving 25 lbs maximum (which can be distributed among several objects) at a speed of 20' per round, at a range of 10 yards per level. This power can be used for as long as the knight can concentrate (unless attacked). More experienced mystics will throw their lightsabers into a group of enemies and guide it with the Force, attacking from a distance (see "Dancing" the Lightsaber). Telekinesis can be expended in one round (25 pounds per level, see PHB pg. 172), but objects can be made to leap into the knight's grasp, such as a fallen weapon. Forceful Energy is a version of Bigby's Forceful Hand. It has the same abilities, but it is an invisible force that cannot be attacked. The duration lasts for as long as the mystic knight can maintain her concentration. If the knight is successfully attacked, it vanishes. Crushing Force is a version of Bigby's Crushing Hand, but with the same new characteristics and limitations described above. Other Benefits: Because their powers spring from life itself, mystics can Turn Undead. The power of Concentration allows a Mystic to feel the Force flowing through her. She can focus her efforts on one specific task, adding +2 to any one ability check or dice roll per round for each round spent concentrating. A Wisdom check is needed each round before the action taken. The DM can assign penalties to concentration as they may apply. Dark Knights always find this power difficult to master, unless used for attack. Symbol: The symbol of the mystic knights are inter-linked golden spheres in a circular, receding crescent shape. A white gloved hand holding a lightsaber aloft has also been used. Dark Knights: The evil counterparts of the mystic knights, dark knights are those who chose an easier path to power and knowledge by using anger and aggression as a conduit to the Force. They follow the Dark Side: the negative emotions and actions of all living beings. These knights gain their granted powers one level earlier than their good counterparts: Dark knights also have minor access to the spheres of all, divination, charm and necromantic, and can attempt to command undead. During combat, a dark knight can use his hatred and anger to further his attacks. Normally receiving a +2 to hit in melee, if a successful Wisdom check is made, he can increase his attack rolls to +4 for 5 rounds. If failed, his AC suffers a -2 penalty and no bonus is gained. This can be attempted once per melee. The goal of every dark knight is to become a Dark Lord, one of the highest level knights in the Order. Every 10 years, the 19th Level Dark Lords duel to the death until one remains. This Dark Overlord (Level 20) is able to use all spells and granted powers at full effect. The Dark Side of the Force The Dark Side can seduce a mystic knight if he is not careful. If acting aggressively or in anger, a secret Wisdom check is made. The penalty incurred depends on the knight's alignment: Lawful -2, Neutral -4, Chaotic -6. If failed, his alignment becomes Neutral (LN, TN, CN). The Force comes more easily in a crisis and feels stronger during combat (+2 to attack rolls). In fact when provoked or angered, a secret Wisdom check is made with an additional -2 penalty. Failure means the mystic lost control and lashed out, usually with a weapon or an aggressive use of the Force. The neutral aligned mystic knight is in great danger. The knight's goals and attitudes become fairly self-serving, and she is seduced by feelings of increased power and superiority. In effect, the knight develops a much shorter fuse. The DM decides how long this takes, rolling Wisdom checks each time the mystic might be angered. Eventually, the knight will be swaying friends and allies with the Force if it suits her. Redemption / Darkness When on the brink, the mystic knight can make two choices. The first is the path to redemption, requiring a week of tranquil, repentant meditation. At the end of this week, a Wisdom check must be made with the penalty for alignment and the -2 for succumbing to the Dark Side. If successful, the knight is restored to his or her original alignment. If failed, another week must be spent until a successful check is made. The second path is that of evil or indifference. When the DM decides that the character's redemption is just not top priority to the player, the character becomes Evil after his next failed Wisdom check. A character can only balance on the edge for so long before falling into the Dark Side, so the DM's judgment is very important. The Lightsaber This is the holy weapon of the mystic knights. The secret of the lightsaber's creation is learned from the ancient mystics of the Light Side whose spirits became part of the Force when they died. Because dark knights do not remain coherent in the Force when they die, the living dark knights must have an instructor or must have learned from the mystic knight spirits before turning to evil. A knight can fashion his own lightsaber with a minimum of 200 gp worth of materials plus a gem of brightness. This usually takes 3d4 weeks, plus an additional week for each special feature. This can include adjustable length (from 4 in. to 4 ft.), a safety grip (deactivates if dropped), a one-user activation button or other creative features. At the end of the construction time, the knight's Intelligence, Dexterity, and Wisdom scores are added to the knight's level, and percentile dice are secretly rolled against this total to determine success. If the roll is higher than the total, the lightsaber is faulty and will fail at a critical moment. Deactivated, it is simply a hand-grip with a jeweled aperture at one end. When the activation mechanism is pressed, a 31/2 foot-long blade of light springs forth. The blade's color depends on the jewels used in its creation. Lightsabers add +3 to the user's initiative rolls and do 2d6+3 points damage only; no Strength bonuses apply to damage rolls. Damage caused by the blade cannot be regenerated, and high "natural" attack rolls have the following effects: 18 Double damage 19 Severs a limb as a sword of sharpness 20 Severs a head or neck as a vorpal blade Lightsaber Combat and the Force The Lightsaber is a deadly and elegant weapon, requiring great skill to use safely and greater skill to use effectively. If an untrained wielder rolls less than 5 points below what is needed to hit, the saber strikes either the user or another random character or object. Gaining a lightsaber proficiency negates this possibility. Gaining a specialization with a lightsaber allows for the following benefits: * Same number of attacks as Fighter of equal level. * Deflection ability if Defense (+4 AC) is in use. * Initiative bonus applies even if the blade is not activated. A knight can "quick draw" the sword, activating the blade and attacking all in one stroke. Lightsaber Skills Deflection - With this skill, a knight is able to deflect incoming missiles, such as arrows, bullets, stones, and even certain spells. Magic missile, Melf's acid arrow, and flame arrow, can be deflected away from the wielder, and even back towards the caster with a -4 penalty to the knight's Wisdom check. Dark knights must roll a Wisdom check -4 to deflect missiles, -8 to send it back at the caster. Deflection is tied in with the mystic knight's Defense power (above, see Body Powers: Defense). A knight can deflect up to 4 missiles of any kind in one round. Each missile deflected subtracts one from his Defense AC bonus, so the knight must make another Wisdom check to enable his Defense power at the beginning of the next round. If less than four missiles were deflected, the remaining AC bonus points may be used in melee for that round. "Dancing" the Lightsaber - A Mystic Knight can throw his lightsaber into a group of enemies, and using the Force to guide it, can make it attack as if wielded by his hand. This requires a successful Wisdom check for telekinesis (with any appropriate penalties for experience level) in addition to a -3 penalty for the difficulty of this action. One check is needed each round, and the knight may strike any opponent he can see, within limits of the telekinesis spell. If the knight takes damage or otherwise has his concentration broken, the blade will fall to the ground. It is a dangerous skill, for it can lead to the Dark Side if used often and for the wrong reasons. Blind-Fighting - This is a bonus proficiency for Mystic Knights, and is handled a little differently with them. The knight only has a -2 to hit, but unlike the normal proficiency, AC penalties for missile weapons can be avoided so long as the knight is using his Defense power (AC +4). Dark Knights have darkness attack penalties negated because of their +2 attack bonus, but they retain all AC penalties for missiles. Force Blocking - This is a spell-countering power, so it is a very potent ally. When a Force-user attempts to use any spell or spell-like power at his disposal directly against another Force-user, the target of his efforts can attempt a Force Block. This requires the caster and the target to each roll 1d20, adding their experience level to the roll. If the target rolls higher, the power is blocked for that encounter. If the caster rolls higher, the target cannot block that power during that encounter. Force Mages Mystic Mages (or alternately, Dark Mages) are wizards who gain their power from the Force alone, and therefor require no components or spell books of any kind. These mages can only gain spells from certain schools. Light Side mages gain spells from abjuration, alteration, enchantment / charm, and lesser/greater divination. Dark Side mages gain from alteration, invocation/evocation, lesser/greater divination, and necromancy. Force-mages can only cast spells with a successful Intelligence check. They can attempt to bring about any spell available from those schools, but can only cast the usual amount possible per level (PHB pg. 30). If the Intelligence check fails, that spell is wasted and counts towards the mage's total for the day. Force-mages are required to rest and meditate for the same amount of time it would take an ordinary mage to study his or her spells. Rules for moving from Light to Dark are the same for mages as their priestly counterparts, but because Wisdom checks are involved (not always a high priority for mages) deviating from one's alignment is a bit more dangerous. Also, because a Force-mage has a potentially large arsenal of spells to draw from, there is little excuse for a mystic mage to attack with a destructive spell if a defensive spell was available. The DM must note not only the PC's emotions (calmness vs. anger) but spells cast as well. Traditional Costumes Mystic Knights of old traditionally wore deep blue tunics and breeches, with black boots and colored sashes around their shoulders, denoting their rank. Masters and senior members of the order often wore robes of blue and white. Mages typically wore robes of deep blue with colored "under robes" showing at the neck down to the waist to denote rank and level. The Mystic Knight holy symbol was typically only worn by the priesthood. Level Rank Color Level 1 Initiate Red Level 2 Novice Orange Level 3 Apprentice Yellow Levels 4-5 Junior Apprentice Green Levels 6-7 Senior Apprentice Blue Levels 8-10 Knight/Magus Initiate Indigo Levels 11-12 Junior Knight/Magus Violet Levels 13-14 Senior Knight/Magus White Levels 15-16 Master Grey Levels 17-18 High Master Tan Levels 19-20 Grand Master Brown Ancient Disciplines These ancient abilities are treated as Non-Weapon Proficiencies and require 2 slots each. Most of these powers are lost to history, although some teachers and texts remain intact. Battle Meditation - A mystic can project Emotion (like the L4 wizard spell) on her enemies or allies during battle. After meditating for 5 rounds, a one-time-per-emotion Wisdom check is rolled with the appropriate penalty: 1-2 people (0), 3-10 (-2), 11-20 (-4), 21-100 (-6), 101-500 (-8), 501-1000 (-10), 1001-2000 (-12). All saves and durations are as the L4 wizard spell. Emptiness - The Mystic enters a deep meditation and is oblivious to his surroundings, unable to take any action. Emptiness functions as a Mind Blank spell and makes the mystic very difficult to detect or affect with magic or the Force, allowing a save vs. spell even if one usually doesn't apply. Once the Mystic ends his meditation all Wisdom checks are at +6 for a period equal to the time spent in Emptiness. To come out of Emptiness the character must make a Wisdom check with a -1 penalty for every day spent in the trance. Note that the bodies physical needs may have been neglected, so there may be after effects. Emptiness may not be used by Dark Knights. Sense Force - The Mystic can feel disturbances in the Force. A Wisdom check is rolled with the appropriate modifiers: Easy (0), Moderate (-4), Difficult (-8), Heroic (-10). Abilities are: Sense Disturbance Sense/Identify Individual Locate Disturbance Sense/Locate Life Sense Light/Dark Force Sense Force Potential The DM can assign modifiers based on the disturbance's distance, power, locality, alignment, or any other factors deemed important (i.e. a mystic senses a far-off disturbance in the Force (-10) of the Light Side (-4) from a loved one (0) in 3 rolls. Often, the DM can make the Sense Disturbance roll secretly as it may apply to the story. Players can choose to use Sense abilities at any time.