Well since there are a bunch of people looking for a DnD-afied Jedi, here you go.
The Force Knight
[edit]
The Force Knight has been edited and balanced out.
[/edit]
When I get a chance to remove the html tags and convert them to ezboard tags I will post it here.
---- HR TAG SUCKS ----
From the edges of every world there must be a delicate balance maintained.
Although there are many dedicated to preserving the balance, none are moreso than the Force Knight.
But there are also those that wish to unbalance the scales, They are also Force Knights.
Ever since the beginning of time itself a delicate balance has had to be maintained between good,evil,chaos, and law.
One of these orders that seeks to maintain(or not) are the Force Knights.
Masters of a mysterious power they call The Force, these Diplomatic Warriors are often
negotiating peace between warring nations. In times of war they are seen as skilled and
powerfull warriors not to trifle with. Those who choose to walk the path of "the Darkside"
often join power lust conquests. They often move up in ranks fast due to there diplomatic skills
and knowledge, and are soon enough in command of there own armies. Regardless, both should be
equally feared and respected.
Adventures:
Force Knights that try to maintain the balance are guided by a council of the eldest and
most respected of there order. Thus they only join adventures approved by the council.
Those that walk the Darkside often seek power in whatever means they must.
Characteristics:
The Force Knights rely on instincts, knowledge, and The Force.
The Force is a mysterious energy that the Force Knights have discovered through meditation and study.
It is the power that binds everything in the realms.
By utilizing this knowledge and somewhat control of the Force they make for powerfull and deadly warriors.
In the same sense they are able to also persuade others on there course of actions and are thereby
formidable diplomats as well.
Alignment:
Any Non-Chaotic.
Religion:
There is no particular religion that one must follow to be a Force Knight,
oftentimes they do not worship anyone and rely only on the Force to guide them through there lives.
Background:
Picked at a young age by the council, they are wisked away to sacred training grounds.
They have a teacher chosen for them and travel and learn from there "master" for
normally 10 years or so. When there master deems they are worthy of ascention into the ranks
he/she is brought before the council and tested. If the test is passed then they become
official Force Knights. Those that walk the Darkside are chosen much in the same way except
there is no ruling council and the one who discovers them, teaches them
and is there "master" usually until the master dies or the student overcomes the teacher.
Other Classes:
Force Knights get along with all classes pretty equally favoring none above the other.
Force Knights have the following game statistics.
Abilities: Wisdom is the prime abilities of a Force Knight.
Alignment: Any Non-Chaotic.
Hit Die: d8
Class Skills
The Force Knight's class skills (and the key ability for each skill) are
Balance(Dex), Climb(Str), Autohypnosis(Wis), Concentration(Con),
Craft(Int), Diplomacy(Cha), Jump(Str), Knowledge(all)(Int),
Listen(Wis), Sense Motive(Wis), Spot(Wis), Swim(Str),
Tumble(Dex)
are all class skills of the Force Knight.
Normal armor check penalties still apply.
See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the Force Knight
Weapons and Armor:
The Force Knight is proficient with all Simple and Martial Slashing Weapons.
He may choose to use exotic or two handed swords but he must use a feat to do so.
The Force Knight is proficient with all Light and Medium armor.
Weapon Feat:
The Force Knight must choose between weapon focus of his choice or Exotic Weapon Proficiency.
Still Mind:
The Force knight gains a+2 bonus to saving throws against enchantments and mind affecting abilities.
Mastered Mind:
The Force Knight is now immune to all mind affecting spells and effects.
Powers:
Choose 3 powers at levels 1, 5, 9, 13, 17.
To get a power at the appropriate level you need the powers ahead of it.
No taking Chain Lightning at level 17 without taking Shocking Grasp at level 1,
Scorching Ray at level 5, Lightning at level 9 and Drown at level 13.
Powers
Movement
lvl 1        Expeditious Retretat
lvl 2        Jump
lvl 3        Slow Fall 20ft
lvl 4        Overland Flight
lvl 5        Unlimited Slow Fall 70ft
Force Defense
lvl 1        Dodge
lvl 2        Deflect Arrows -1
lvl 3        Armed Deflect Arrows -2
lvl 4        Evasion
lvl 5 Improved Evasion
Telekinetic
lvl 1        Mage Hand
lvl 2        Levitate
lvl 3        Forceful Hand -3
lvl 4        Telekinesis
lvl 5 Telekinetic Sphere
Mind Affects
lvl 1        Charm Person
lvl 2        Minor Image
lvl 3        Suggestion
lvl 4        Greater Invisibility
lvl 5        Speak with Dead -4
Weapon Skill
lvl 1        Magic Weapon
lvl 2        True Strike
lvl 3        Greater Magic Weapon
lvl 4        Throw Weapon -5
lvl 5 Mages Sword -6
Heal*
lvl 1        Cure light
lvl 2        Cure Moderate
lvl 3        Cure Serious
lvl 4        Cure Critical
lvl 5        Heal
Lightning**
lvl 1        Shocking Grasp
lvl 2        Scorching Ray
lvl 3        Lightning
lvl 4        Strangling Hand -7
lvl 5        Chain Lightning
All Powers are the same as the spell equivalent as a caster of the same level.
Saving throw DC are 10 + 1/2 Level + Wisdom
*Cure Spells do not gain the Bonuses to them. Healing is attainable by good characters only.
**Lightnin is attainable by evil characters only.
1 Deflect Arrows:
As the Deflect Arrows feat. Lasts for a number of minutes equal to the Force Knights Level.
2 Armed Deflect Arrows:
As the Deflect Arrows feat, but can use his weapon (must be the one he chose at first level).
Lasts for a number of minutes equal to the Force Knights Level.
3 Forceful Hand:
As The Forceful Hand spell
4 Speak With Dead The Force Knight may only speak with former Force Knights
5 Throw Weapon:
The Force Knight can throw his weapon (that he chose at first level) as a returning weapon.
6 Mages Sword - This is applied to the Forces Knights weapon instead.
7 Strangling Hand:
See Below
Strangling Hand
Conjuration
Le Sor/Wiz 4
Components: S
Casting Time: 1 Action
Range: Close ( ft. + ft./level)
Target: One Humanoid
Duration: 1 minute/level (max 5 minutes)
Saving Throw: Fortitude
Spell Resistance: No
This spell when cast enables the caster to conjure an insubstantial magical force
directly around a target's neck. This force then attempts to strangle the victim forcibly.
The choking force inflicts 1d4 points of physical damage for every 2 levels of
the caster each round the target is affected. The spell lasts its duration whether the
caster concentrates on it or not.
If a successful fortitude save is made the victim can still croak out a few words and it is
possible to even cast spells, although a concentration check must be made for any verbal
spells in addition to the normal concentration check needed for the continuing damage taken
by this spell. A failed save indicates that the target can't perform any verbal action or
concentrate on casting a spell. They also suffer a -2 to all actions and skill checks due to
the inability to focus.
The caster must concentrate to continue the damage inflicted by the spell on an opponent
(a standard or move action). The target of the spell may be changed at will by the caster
as often as desired but only once per round, until the duration of the spell ends.
The force created by the spell ignores armor and physical barriers since it is created
precisely at the spot needed to "choke" and vanishes out of existence when not being used.
This also means that the spell ignores all barriers in-between the caster and the target,
but the caster must be able to see their target.
Ex-Members
Force Knights that become chaotic may not gain anymore levels in Force Knight.
They retain there abilities they have learned thus far.
Force Knights that take up any other class may not advance any further in this class.
The Force Knight
[edit]
The Force Knight has been edited and balanced out.
[/edit]
When I get a chance to remove the html tags and convert them to ezboard tags I will post it here.
---- HR TAG SUCKS ----
From the edges of every world there must be a delicate balance maintained.
Although there are many dedicated to preserving the balance, none are moreso than the Force Knight.
But there are also those that wish to unbalance the scales, They are also Force Knights.
Ever since the beginning of time itself a delicate balance has had to be maintained between good,evil,chaos, and law.
One of these orders that seeks to maintain(or not) are the Force Knights.
Masters of a mysterious power they call The Force, these Diplomatic Warriors are often
negotiating peace between warring nations. In times of war they are seen as skilled and
powerfull warriors not to trifle with. Those who choose to walk the path of "the Darkside"
often join power lust conquests. They often move up in ranks fast due to there diplomatic skills
and knowledge, and are soon enough in command of there own armies. Regardless, both should be
equally feared and respected.
Adventures:
Force Knights that try to maintain the balance are guided by a council of the eldest and
most respected of there order. Thus they only join adventures approved by the council.
Those that walk the Darkside often seek power in whatever means they must.
Characteristics:
The Force Knights rely on instincts, knowledge, and The Force.
The Force is a mysterious energy that the Force Knights have discovered through meditation and study.
It is the power that binds everything in the realms.
By utilizing this knowledge and somewhat control of the Force they make for powerfull and deadly warriors.
In the same sense they are able to also persuade others on there course of actions and are thereby
formidable diplomats as well.
Alignment:
Any Non-Chaotic.
Religion:
There is no particular religion that one must follow to be a Force Knight,
oftentimes they do not worship anyone and rely only on the Force to guide them through there lives.
Background:
Picked at a young age by the council, they are wisked away to sacred training grounds.
They have a teacher chosen for them and travel and learn from there "master" for
normally 10 years or so. When there master deems they are worthy of ascention into the ranks
he/she is brought before the council and tested. If the test is passed then they become
official Force Knights. Those that walk the Darkside are chosen much in the same way except
there is no ruling council and the one who discovers them, teaches them
and is there "master" usually until the master dies or the student overcomes the teacher.
Other Classes:
Force Knights get along with all classes pretty equally favoring none above the other.
Force Knights have the following game statistics.
Abilities: Wisdom is the prime abilities of a Force Knight.
Alignment: Any Non-Chaotic.
Hit Die: d8
Class Skills
The Force Knight's class skills (and the key ability for each skill) are
Balance(Dex), Climb(Str), Autohypnosis(Wis), Concentration(Con),
Craft(Int), Diplomacy(Cha), Jump(Str), Knowledge(all)(Int),
Listen(Wis), Sense Motive(Wis), Spot(Wis), Swim(Str),
Tumble(Dex)
are all class skills of the Force Knight.
Normal armor check penalties still apply.
See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Level BAB Fort Ref Will Special1 +1 +2 +0 +2 Weapon Feat, Bonus Feat, 3 Powers up to level 12 +2 +3 +0 +3 Still Mind, Bonus Feat3 +3 +1 +3 +3 4 +4 +4 +1 +4 5 +5 +4 +1 +4 3 Powers up to level 26 +6 +5 +2 +5 7 +7 +5 +2 +5 8 +8 +6 +2 +6 9 +9 +6 +3 +6 3 Powers up to level 310 +10 +7 +3 +7 Bonus Feat, Weapon Specialization11 +11 +7 +3 +7 12 +12 +8 +4 +8 13 +13 +8 +4 +8 3 Powers up to level 414 +14 +9 +4 +9 15 +15 +9 +5 +9 16 +16 +10 +5 +10 17 +17 +10 +5 +10 3 Powers up to level 518 +18 +11 +6 +11 Master Mind19 +19 +11 +6 +11 20 +20 +12 +6 +12 3 Powers up to level 5Spells per DayLevel 1st 2nd 3rd 4th 5th1 1 - - - -2 1 - - - -3 1 - - - -4 1 - - - -5 1 1 - - -6 1 1 - - -7 1 1 - - -8 1 1 1 - -9 1 1 1 - -10 1 1 1 - -11 1 1 1 1 -12 1 1 1 1 -13 1 1 1 1 -14 2 1 1 1 -15 2 1 1 1 -16 2 2 1 1 -17 2 2 2 1 118 3 2 2 1 119 3 3 3 2 120 3 3 3 3 2
Class Features
All of the following are class features of the Force Knight
Weapons and Armor:
The Force Knight is proficient with all Simple and Martial Slashing Weapons.
He may choose to use exotic or two handed swords but he must use a feat to do so.
The Force Knight is proficient with all Light and Medium armor.
Weapon Feat:
The Force Knight must choose between weapon focus of his choice or Exotic Weapon Proficiency.
Still Mind:
The Force knight gains a+2 bonus to saving throws against enchantments and mind affecting abilities.
Mastered Mind:
The Force Knight is now immune to all mind affecting spells and effects.
Powers:
Choose 3 powers at levels 1, 5, 9, 13, 17.
To get a power at the appropriate level you need the powers ahead of it.
No taking Chain Lightning at level 17 without taking Shocking Grasp at level 1,
Scorching Ray at level 5, Lightning at level 9 and Drown at level 13.
Powers
Movement
lvl 1        Expeditious Retretat
lvl 2        Jump
lvl 3        Slow Fall 20ft
lvl 4        Overland Flight
lvl 5        Unlimited Slow Fall 70ft
Force Defense
lvl 1        Dodge
lvl 2        Deflect Arrows -1
lvl 3        Armed Deflect Arrows -2
lvl 4        Evasion
lvl 5 Improved Evasion
Telekinetic
lvl 1        Mage Hand
lvl 2        Levitate
lvl 3        Forceful Hand -3
lvl 4        Telekinesis
lvl 5 Telekinetic Sphere
Mind Affects
lvl 1        Charm Person
lvl 2        Minor Image
lvl 3        Suggestion
lvl 4        Greater Invisibility
lvl 5        Speak with Dead -4
Weapon Skill
lvl 1        Magic Weapon
lvl 2        True Strike
lvl 3        Greater Magic Weapon
lvl 4        Throw Weapon -5
lvl 5 Mages Sword -6
Heal*
lvl 1        Cure light
lvl 2        Cure Moderate
lvl 3        Cure Serious
lvl 4        Cure Critical
lvl 5        Heal
Lightning**
lvl 1        Shocking Grasp
lvl 2        Scorching Ray
lvl 3        Lightning
lvl 4        Strangling Hand -7
lvl 5        Chain Lightning
All Powers are the same as the spell equivalent as a caster of the same level.
Saving throw DC are 10 + 1/2 Level + Wisdom
*Cure Spells do not gain the Bonuses to them. Healing is attainable by good characters only.
**Lightnin is attainable by evil characters only.
1 Deflect Arrows:
As the Deflect Arrows feat. Lasts for a number of minutes equal to the Force Knights Level.
2 Armed Deflect Arrows:
As the Deflect Arrows feat, but can use his weapon (must be the one he chose at first level).
Lasts for a number of minutes equal to the Force Knights Level.
3 Forceful Hand:
As The Forceful Hand spell
4 Speak With Dead The Force Knight may only speak with former Force Knights
5 Throw Weapon:
The Force Knight can throw his weapon (that he chose at first level) as a returning weapon.
6 Mages Sword - This is applied to the Forces Knights weapon instead.
7 Strangling Hand:
See Below
Strangling Hand
Conjuration
Le Sor/Wiz 4
Components: S
Casting Time: 1 Action
Range: Close ( ft. + ft./level)
Target: One Humanoid
Duration: 1 minute/level (max 5 minutes)
Saving Throw: Fortitude
Spell Resistance: No
This spell when cast enables the caster to conjure an insubstantial magical force
directly around a target's neck. This force then attempts to strangle the victim forcibly.
The choking force inflicts 1d4 points of physical damage for every 2 levels of
the caster each round the target is affected. The spell lasts its duration whether the
caster concentrates on it or not.
If a successful fortitude save is made the victim can still croak out a few words and it is
possible to even cast spells, although a concentration check must be made for any verbal
spells in addition to the normal concentration check needed for the continuing damage taken
by this spell. A failed save indicates that the target can't perform any verbal action or
concentrate on casting a spell. They also suffer a -2 to all actions and skill checks due to
the inability to focus.
The caster must concentrate to continue the damage inflicted by the spell on an opponent
(a standard or move action). The target of the spell may be changed at will by the caster
as often as desired but only once per round, until the duration of the spell ends.
The force created by the spell ignores armor and physical barriers since it is created
precisely at the spot needed to "choke" and vanishes out of existence when not being used.
This also means that the spell ignores all barriers in-between the caster and the target,
but the caster must be able to see their target.
Ex-Members
Force Knights that become chaotic may not gain anymore levels in Force Knight.
They retain there abilities they have learned thus far.
Force Knights that take up any other class may not advance any further in this class.






