Mystic Kinights Symbol

   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.