FORCE KNIGHT

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**Setting:** Star Wars

In the Star Wars Universe there are many different Force Knight traditions between the Jedi, the Sith, the Jenisaari, and the Imperial Knights. The training of a Force Knight involves a considerably deep commitment on the part of the student and a choice on their part on their personal ideological beliefs.

**Force Knight Advanced Class in Other Settings:** D20 Sci-fi isn’t really designed for any one specific science fiction campaign setting as much as it is general science fiction. As such GM’s will often prefer to create their own custom setting in which to place their campaign, however this doesn't necessarily prevent players from using this class even if the GM doesn't include any of the religions, or orders who’s training this class represents. Even within the Star Wars universe many powerful Jedi, and Sith were self-trained such as Luke Skywalker, and Kyle Katarn. In other settings this class is more representative of a psionically powerful individual who has focused on using their abilities (mainly in combat), and extensively trained in use of a lightsaber.

**Requirements**

To qualify to become a Force Knight, a character must fulfill the following criteria.

**Base Attack Bonus:** +1.

**Skills:** Must have at least 4 ranks in any 3 Psionic Skills.

**Feat:** Wild Talent, Exotic Weapon Proficiency Lightsaber, and any 1 additional Psionic Feat.

**Class Information**

The following information pertains to the Force Knight advanced class.

**Hit Die:** The Force Knight gains 1d3 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** 6 + one-half character level, rounded down, every time the Force Knight attains a new level in this class.

**Skill Points at Each Level:** 6 + Int modifier.

**Class Features**

The following features pertain to the Force Knight advanced class.

**Lightsaber Bonus**

Starting at 1rst level the Force Knight gain a bonus to attack and damage when using a lightsaber.

**Bonus Psionic Power Points**

Starting at 2nd level, and again at 4th level, 6th level, 8th level, 10th level, 12th level, 14th level, 16th level, 18th level, and 20th level a Force Knight gains an additional +10 psionic power points.

**Lightsaber Deflection**

Starting at first level the Force Knight once per round can use their lightsaber to redirect a missed attack with a ranged energy weapon that targets the Force Knight. The redirected attack can be aimed at a new target by the Force Knight. The redirection is treated as an attack of opportunity, this attack is made at one half the Force Knight’s ranged attack bonus rounded down, and again at 5th level, 9th level, 13th level, and 17th level the Force Knight gains this ability again, each time the Force Knight gains this ability he can use this ability one more time per round each time per round past the first use incurs a -1 penalty to the attack. Making a Lightsaber Deflection is considered an attack of opportunity as such you can not use this ability more times per round than you would normally be able to make attacks of opportunity. Making a Lightsaber Deflection does not incur attacks of opportunity from adjacent opponents.

**Knight Talent**

Force Knight gains a talent ability much the same way base classes do. Each of these talent trees represents a different line of training.

**JEDI TALENT TREE**

For over a thousand years the Jedi Knights were the guardians of peace, and justice in the Old Republic. Jedi are the stoic defenders of the weak striving to end conflict wheresoever the find it, and spread their wisdom to all who will listen to their teachings. The training of a Jedi Knight has a strong emphasis on knowledge and defense often not focusing on attack as heavily as many other force using orders in the galaxy. To become a Jedi you must have the deepest commitment the most serious mind, training to become a Jedi Knight is not an easy task, and must not be undertaken lightly.

**Star Wars:** If the campaign is set in the Star Wars setting you require the *Jedi Allegiance* to gain access to this talent tree.

• • *Aversion:* As a swift action, you can spend an Action Point to radiate an invisible aura that makes other beings want to avoid you. Until the end of the encounter, all squares within 2 meters of you are considered difficult terrain for your enemies. This is a Mind-affecting effect.

• • *Battle Meditation:* As a Full Round action, you may spend 5 Psionic Power Points to give you and allies within 6 meters a +1 Insight bonus to attacks, and damage that lasts till the end of encounter. This ability only works for allies within 6 meters at the start of the encounter, and who stay within 6 meters, the ability ceases working if you are unconscious or killed. This ability affects all crew members within 6 meters squares on a starship, or other vehicle.

• • *Improved Battle Meditation:* (Prerequisite: *Battle Meditation*) You may activate your Battle Meditation talent as a swift action instead of a full round action. The range of the Battle Meditation extends out to 12 meters. Enemies within the radius of it suffer a -1 penalty to all attack rolls.

• • *Jedi Battle Commander:* (Prerequisite: *Battle Meditation*) Your Battle Meditation grants a +2 Insight bonus on attack rolls, and damage instead of the normal +1, and the range of your Battle Meditation increases by 3 meters.

• • *Force of Will:* You gain a +2 Insight bonus to Will Saves, additionally as a swift action, you can spend 5 Psionic Power Points to give all allies within 6 squares of you a +2 Insight bonus to Will Saves that lasts for the remainder of the encounter. This bonus does not extend to allies outside of the range of effect of this ability, even if they move within 6 meters of you later on. Allies who were within 6 meters of you at the start of you using this abilities effect must stay within 6 meters to keep benefits. If they move out of range or you're rendered unconscious/dead, it ceases to work.

• • *Disciplined Strike:* Whenever you use a Psionic Power with an area effect, you may exclude a number of targets up to a number equal to your Wisdom modifier or less from the effect.

• • *Acute senses:* May reroll any Psionic Perception Check, but the second roll result must be kept.

• • *Precognitive Meditation:* 1/day, 10 minutes, Action Point: Once during the rest of the day you can negate an attack on yourself or a vehicle you pilot, unless that attack was a natural 20. If you do not use this ability you get your Action Point back at the end of the day.

• • *The Will To Resist:* 1/turn, as a reaction to being targeted by a psionic attack or other ability that causes you to make a Will Save. You can make a Concentration Check against TN 15. If your check succeeds, you may spend a Psionic Power Point to roll 1d6 and add the result to the total of your Will Save.

• • *Aggressive Negotiator:* When you damage an opponent with a lightsaber attack you can take 10 on any Diplomacy, or Intimidate Checks you make before the end of your next turn to convince your opponent to surrender.

• • *Cleanse Mind:* 1/turn as swift action you can send 2 Psionic Power Points and make an Affect Mind Check TN 20, if you succeed you can remove one ongoing mind-affecting effect from a single allied target within line of sight, and within 10 meters.

• • *At Peace:* You can spend an Action Point to gain a +2 Force bonus to all Saves and Defense Class until the end of the encounter or until you attack, whichever comes first.

• • *Hold the Line:* When you make a successful attack of opportunity against a target leaving your threatened area you stop the target's movement and end its action.

• • *Clear Mind:* May reroll any opposed Psionic Stealth Checks made to avoid being detected by psionic characters or creatures. Must take second rolls result.

• • *Dampen Presence:* You can use a swift action to reduce the impression you have on a creature when you interact with it. When finished interacting with the creature make an Affect Mind Check vs. target's Will Save If you succeed, the target forgets interacting with you once you are gone. Creatures of higher level than you gain a +5 bonus. Mind-affecting effect.

• • *Elusive Target:* When fighting an opponent in melee, any ranged attacks against you suffer -5 to hit. This penalty stacks with other penalties.

• • *Exposing Strike:* When you use a lightsaber to deal damage to an opponent, you can spend an Action Point to make that target flat-footed until the end of your next turn.

• • *Grenade Defense:* As a reaction when you are attacked by any kind of grenade, you can make a Move Object Check with a TN equal to the attack roll of the incoming grenade. If successful, you hurl the grenade to a location within 12 meters.

• • *Mobile Combatant:* When you end your movement adjacent to an opponent, you can spend a swift action to activate this. If the designated opponent moves or withdraws before the beginning of your next turn you can choose to move with that opponent, up to total of your speed. Unless your opponent makes a withdraw action or Acrobatics check to avoid attacks of opportunity, its movement provokes an attack of opportunity from you for the first square moved as normal (but not subsequent ones in same movement). If the target moves more than your speed, you must end your move as close to the target as possible.

• • *Resilience:* May spend a full-round action and spend 5 Psionic Power Point to move +2 steps along the condition track.

• • *Force Warning:* Allies within 12 meters may choose to reroll their initiative checks at the start of combat but must take the second result even if worse. Furthermore, if any allies within 12 meters are surprised at the start of an encounter, but you are not, you can designate a number of those allies equal to your Wisdom modifier (minimum 1) who are no longer considered surprised and can act normally.

• • *Telepathic Link:* You form a telepathic link to a willing ally with the Wild Talent feat as a swift action. Link is maintained until you wish to remove it (no action required). As long as you remain within one kilometer of the target ally, you both can communicate as if speaking.

• • *Impart Knowledge:* You can aid another on the knowledge checks of an ally within 6 meters of you as a reaction for Knowledge skills you are trained in.

• • *Scholarly Knowledge:* As a swift action, you can reroll a Knowledge check and keep the better of the two rolls. This can be used with any Knowledge skill you are trained in.

• • *Vigilance:* As a swift action, you may designate one adjacent ally as the target of this talent. That target gains a +1 deflection bonus to Defense Class as long as you remain adjacent to them. You may change the target of this as a swift action.

**SITH TALENT TREE**

The Sith seek personal glory and power, focusing on the exhalation of the exceptional each following their own personal path to power. The Sith code is a fair example of their ideology. “-Peace is a Lie There is Only Passion-”, “-Through Passion I Gain Strength-”, “-Through Strength I Gain Power-”, “-Through Power I Gain Victory-”, “-Through Victory My Chains Are Broken the Force shall Set Me Free-”.

**Star Wars:** If the campaign is set in the Star Wars setting you require the *Sith Allegiance* to gain access to this talent tree.

• • *Consumed by Darkness:* As a swift action, you can take a -3 penalty to your Defense Class to gain a +2 bonus on psionic attack, and damage rolls. The penalty and bonus last until the beginning of your next turn.

• • *Dark Presence:* As standard action you grant yourself and all allies within 6 squares a +1 Intimidation bonus to Defense Class until end of encounter. This ends if you fall unconscious/dead, or ends for ally if they move out of range.

• • *Power of the Dark Side:* When you spend an Action Point to modify an attack roll, may roll additional die and take best result.

• • *Revenge:* Whenever ally within line of sight and of equal level or higher than you is reduced to 0 HP’s, you gain a +2 bonus to attack and damage rolls until end of encounter.

• • *Channel Aggression:* If you succeed on an attack vs. flanked opponent or any target denied it's Dex bonus to Defense Class, you may spend an Action Point as free action and deal additional damage of +1D6 you may add additional extra +1D6 by spending additional Action Point to a maximum equal to your Force Knight class level.

• • *Channel Anger:* As a swift action, may spend an Action Point to gain a +2 Rage bonus on melee attack & damage rolls for a number of rounds = 5 + your Con modifier. At the end of the duration, you move -1 along the condition track.

• • *Crippling Strike:* When you score a critical hit, may spend an Action Point to also reduce the target's speed by half until he is fully healed.

• • *Cower Enemies:* When you use the Intimidate skill, you can intimidate all targets in a 6 meter cone (originating from your square). All other limitations to the Intimidate skill still apply.

• • *Force Interrogation:* When you deal damage to one or more creatures using a psionic skill or ability that deals damage, you can immediately make an Intimidate check as a free action to a single target you damaged.

• • *Unsettling Presence:* You can spend a 3 Psionic Power Points as a standard action to create an aura of unsettling discomfort around you. You make an Affect Mind check when you activate this talent and compare the result to the Will Save of any creature that comes within 6 meters of you. If your Affect Mind check exceeds the creature's Will Save that target takes a -2 penalty on attack rolls, damage rolls, and skill checks while within 6 meters of you. Aura lasts for remainder of encounter, or until ended by you.

**IMPERIAL KNIGHT TALENT TREE**

Imperial Knights in many ways are a living symbol of of the Empire of Ro’an Fell. The Imperial Knights resist the temptation of the Dark Side but in the end their loyalty is to the Law, And to the Emperor himself, prepared to serve him, but also prepared to slay him should he ever turn to evil.

**Star Wars:** If the campaign is set in the Star Wars setting you require the *Empire Ro’an Fell Allegiance* to gain access to this talent tree.

• • *Personal Affront:* 1/encounter as a reaction, you can make a single melee attack against an adjacent enemy who just damaged you.

• • *Armored Augmentation:* (Prerequisite: Proficiency w/ armor worn) 1/encounter you may use your psionic abilities to reinforce your armor by spending 2 Psionic Power Points to increase the DR of the armor worn by +2.

• • *Improved Armored Augmentation:* (Prerequisite: Proficiency w/ armor worn, Armored Augmentation) When you use Armored Augmentation, the bonus DR is instead increased to +4.

• • *Praetoria Vonil:* (Prerequisite: Weapon Focus Lightsaber) If wielding one lightsaber in two hands and have moved at least one square this turn before attacking, deal +2 damage.

• • *Strength of the Empire:* When an Allie within line of sight and within 12 meters is hit by an attack, deal +1 damage die with your next lightsaber attack before end of your next turn.

**JENISAARI TALENT TREE**

The Jenisaari are in the grand scheme of things a relatively small order when compared to the Jedi, the Sith, or the Jenisaari, they are however known for being both mysterious, and secretive. Jenisaari skirt the edge of the dark side without crossing the line, often drifting around through the galaxy helping causes they see as worthy of their attention or pursuing their own exploration into the power, and secrets of the Force.

**Star Wars:** If the campaign is set in the Star Wars setting you require the *Jenisaari Allegiance* to gain access to this talent tree.

• • *Force Cloak:* As swift action, surround yourself in psionic bubble that shields you from electronic surveillance, also blocking all electronic sensors and communications. Lasts as long as you concentrate (standard action) or until start of your next turn.

• • *Force Cloak Mastery:* As 'Force Cloak', but you may expand the bubble to envelop a number of allies = your character level.

**LIGHTSABER TALENT TREE**

A lightsaber is the hallmark weapon of a Force Knight, a weapon of choice for every order, an elegant weapon for a more civilized age.

• • *Lightsaber Throw:* Hurl a lightsaber as a standard action as if proficient with it, applying normal ranged penalties to the attack roll. The thrown weapon deals normal damage with it if it hits. If your target is 6 meters or less away, you may pull your lightsaber back to you as a free action with a TN 20 Move Object check.

• • *Improved Lightsaber Throw:* (Prerequisite: *Lightsaber Throw*) You can spend an Action Point as a standard action to throw your lightsaber at a group of opponents. You make a single ranged attack roll (treating lightsaber as thrown weapon) and compare the result to the Defense Class of all targets within a 6 meter line originating in a square within 8 meters of you. If the attack roll exceeds the target's Defense Class you deal normal lightsaber damage, the attack is considered an area attack. You can pull your lightsaber back to your hand as a free action by making a TN 20 Move Object check.

• • *Thrown Lightsaber Mastery:* (Prerequisite: *Lightsaber Throw, Improved Lightsaber Throw*) Any target successfully struck by a lightsaber you throw moves at ½ speed until the beginning of your next turn.

• • *Acrobatic Recovery:* If an effect would make you prone, can make a Tumble check (TN 20) to remain on your feet.

• • *Forceful Warrior:* When you score a critical hit with a lightsaber, you gain 1 temporary Action Point. If not used before the end of the encounter, it is lost.

• • *Accurate Blow:* When you make a melee attack with a Lightsaber and the attack roll exceeds the target's Defense Class by 5 or more, you deal +1D6 of damage with the attack.

• • *Shoto Focus:* Whenever you wield both a normal lightsaber and a shoto lightsaber (or guard shoto lightsaber), you gain a +2 bonus to Defense Class.

• • *Sokan:* (Prerequisite: Acrobatic Recovery) You may take 10 on Tumble checks, even when distracted or threatened.

• • *Trakata:* (Prerequisite: Weapon Focus Lightsabers, Weapon Specialization Lightsabers, BAB +8) You can catch your opponent off guard by quickly extinguishing and igniting your lightsaber, taking two swift actions to make a Slight of Hand check to Feint in combat.

• • *Jar'Kai:* (Prerequisite: *Lightsaber Defense*, *Niman Initiate* or *Ataru Initiate*) When wielding two lightsabers, you gain twice the normal deflection bonus to your Defense Class from the Lightsaber Defense.

• • *Shii-Cho Initiate:* When engaged in melee combat with more than one adjacent individual, you gain a +1 bonus for each adjacent individual opponent or ally. This bonus even applies to opponents that are flanking you.

• • *Shii-Cho Practitioner:* (Prerequisite: *Shii-Cho Initiate,* Power Attack [Feat], Cleave [Feat]) 1/round When wielding a lightsaber two-handed, if you missed with a power attack, and if there is another opponent adjacent to both you and adjacent to the opponent who your initial attack missed, you may re-roll the attack at the second opponent instead.

• • *Charging Cleave:* (Prerequisite: *Shii-Cho Practitioner,* *Shii-Cho Initiate,* Power Attack [Feat], Cleave [Feat]) You may make a single charge attack as part of a Cleave or Great Cleave, the normal rules for making a charge attack still apply.

• • *Disarming Slash:* (Prerequisite: *Shii-Cho Practitioner,* *Shii-Cho Initiate,* Power Attack [Feat], Cleave [Feat]) When an opponent misses you with a melee attack (using a melee weapon that can be disarmed from them). You make a power attack at your opponents weapon with the TN being the total of your opponents missed attack, if you hit calculate damage normally your opponent must make a Str check vs. your total damage, if your opponent fails the weapon is ripped from their grasp, and they are disarmed, if they succeed they keep their weapon but do not get to make a disarm check against you.

• • *Shii-Cho Master:* (Prerequisite: *Shii-Cho Practitioner,* Power Attack [Feat], Cleave [Feat], *Charging Cleave, Disarming Slash*) To gain the benefit of this talent you must move at least 1 meter before making an attack, whenever you make a successful attack with a lightsaber that deals damage to an opponent you may use Cleave, or Great Cleave even if you did not kill your opponent.

• • *Makashi Initiate:* (Prerequisite: Lightsaber Defense) When wielding a single lightsaber in one hand, the deflection bonus you gain from the Lightsaber Defense talent increases by 2 (to a maximum of +5). Additionally, you suffer a -2 penalty when using the Lightsaber Deflection ability you gain a +4 bonus to resist any disarming attempt.

• • *Makashi Practitioner:* (*Prerequisite: Makashi Initiate,* Weapon Finesse [Feat], Combat Reflexes [Feat]) When wielding a lightsaber onehanded, whenever an opponent misses you with a melee attack you gain a +1 bonus to your Defense Class against that opponent until the beginning of your next turn. The effect of this talent is cumulative.

• • *Makashi Foot-work:* (*Prerequisite: Makashi Practitioner*) When an opponent moves into a position to flank you or charge you, and if you have not made an attack of opportunity this round, as a reaction you may make a 1 meter step without provoking an attack of opportunity before the opponent makes their attack roll.

• • *The Contentious Opportunity:* (*Prerequisite: Makashi Practitioner,* Weapon Finesse [Feat], Combat Reflexes [Feat]) When wielding a lightsaber in one hand, 1/round if an adjacent opponent becomes flat-footed or is otherwise denied their Dex bonus to their Defense Class, you may make an attack of opportunity against that opponent as long as you still have attacks of opportunity you can make.

• • *Makashi Master:* (Prerequisite: *Makashi Practitioner,* Weapon Finesse, Combat Reflexes [Feat]*, Makashi Foot-work, The Contentious Opportunity*) When wielding a lightsaber in one hand, whenever you make a successful melee attack with a lightsaber that deals damage, you gain a +1 bonus to your Defense Class, and your opponent suffers a -1 penalty to their Defense Class until the beginning of your next turn. The effect of this talent is cumulative.

• • *Soresu Initiate:* (Prerequisite: *Lightsaber Defense*, Combat Expertise [Feat]) You may roll a Concentration check TN 15, and spend 4 Psionic Power Points to gain a +2 bonus to your Defense Class.

• • *Soresu Practitioner:* (Prerequisite: *Soresu Initiate*) 1/round When an opponent makes a successful melee attack against you, as a reaction you may roll a Psionic Perception check TN 15 at double the normal Psionic Power Point cost, if you succeed this allows you to roll an attack if the result of your attack succeeds you block the attack.

• • *Circle of Shelter:* (Prerequisite: *Soresu Practitioner*) you may forego half of your attacks rounded up, as well as half your movement speed, to gain a bonus to your Defense Class as if you had taken a full-round total defense action.

• • *Sundering Defense*: (Prerequisite: *Soresu Practitioner, Circle of Shelter*) Whenever an opponent makes a melee attack and fails to meet your Defense Class by 10 or more you may as a reaction make a sunder attempt against the opponents weapon.

• • *Soresu Master:* (Prerequisite: *Soresu Practitioner, Circle of Shelter, Sundering Defense*) You may roll a Concentration check TN 15, you may take 10 on the check, and spend 4 Psionic Power Points to gain a +4 bonus to your Defense Class against melee attacks, and a +6 bonus to your Defense Class against Ranged attacks.

• • *Ataru Initiate:* (Prerequisite: Weapon Finesse [Feat]) May add your Dex bonus (instead of Str) on damage rolls when wielding a lightsaber. When wielding a lightsaber two-handed, you may apply double your Dex bonus to damage.

• • *Ataru Practitioner*: (Prerequisite: *Ataru Initiate*) Select a target you are in melee combat with or within 6 meters from, you may make a Tumble check against the targets Sense Motive check if you succeed the target is considered flat-footed against your next attack. You must move a minimum of 1 meter when using this talent.

• • *Hawkbat Swoop*: (Prerequisite: *Ataru Practitioner*) Select a target within 4 meters of you spend an Action Point, you move up to the target and, make a Jump check TN 20 and a Tumble check TN 20, if your checks succeed you flip up and over your opponent making an attack at your opponent from above and, landing in the square on the other side of your target. If your Jump or Tumble checks fail your movement stops additionally you are denied your Dex bonus to your Defense Class to your opponents next attack. Instead of comparing the total of your attack roll to your targets Defense class, your opponent makes a Reflex Save against your attack. If their Reflex Save fails you deal damage as if you had scored a critical hit regardless of the result on the D20. If your targets Reflex Save succeeds they take no damage.

• • *Ataru Master*: (Prerequisite: *Ataru Initiate,* *Ataru Practitioner,* Hawkbat Swoop) After every successful attack you make with a lightsaber that deals damage to an opponent, you may as a free action make a 1 meter step.

• • *Form V Initiate:* When wielding a lightsaber. 1/round You may sacrifice half your movement to gain a +3 deflection bonus to your Defense Class until the beginning of your next turn.

• • *Djem So Initiate:* (Prerequisite: *Form V Initiate*) When wielding a lightsaber. 1/round, when an opponent hits you in melee you may spend an Action Point as a reaction to immediately make an attack of opportunity against that opponent.

• • *Djem So Practitioner:* (Prerequisite: *Djem So Initiate,* Power Attack [Feat]) When wielding a lightsaber. Whenever you make a successful attack against an opponent that deals damage you gain a +1 bonus to your next attack against the same opponent until the beginning of your next turn.

• • *Djem So Master: (Prerequisite: Djem So Practitioner)* When wielding a lightsaber two-handed, you may apply triple your Str bonus to damage instead of double.

• • *Shien Initiate:* (Prerequisite: *Form V Initiate*) Whenever you use the Lightsaber Deflection ability to redirect a ranged energy attack, you gain a +5 bonus on your ranged attack roll.

• • *Shien Practitioner:* (Prerequisite: *Shien Initiate*) You gain one additional use of Lightsaber Deflection per round regardless of the limit of your attacks of opportunity per round.

• • *Shien Master:* (Prerequisite: *Shien Practitioner*) 1/round You may spend an Action Point to negate a single ranged energy attack that hits.

• • *Niman Initiate:* (Prerequisite: Weapon Focus Lightsaber [Feat]) When wielding a lightsaber, you gain a +1 bonus to your Defense Class, attacks, and damage.

• • *Pushing Slash:* (Prerequisite: *Niman Initiate*) Immediately after making a successful attack at an opponent, You may spend an Action Point to make a Psionic Strike attack against the same opponent, the affected opponent suffers a -3 penalty to their Will Save against the Psionic Strike.

• • *Draw Closer:* (Prerequisite: *Niman Initiate*) 1/round You may preform a special attack. You select a target within 5 meters of you and make a Move Object check to grab your opponent, and pulling them too you, if successful you may make an attack at the targets flat-footed Defense Class. If you are wielding two weapons, and your first attack hits dealing damage you may make an additional attack at the targets flat-footed Defense Class with your off-hand weapon.

• • *Niman Practitioner:* (Prerequisite: *Niman Initiate, Trakata*) You have mastered using fast, random, and distracting flourishes to limit the movement of your opponents. You may spend an Action Point to make all spaces adjacent to you difficult terrain, additionally you may make an attack of opportunity against any opponent moving in or out of your threatened area, this effect is not negated by full retreat action, taking a 1 meter step, or by making a tumble check.

• • *Advanced Jar'Kai:* (Prerequisite: *Niman Practitioner, Jar'Kai*) You have mastered fighting with both lightsabers independently allowing you to use each hand independently to preform different attacks or actions as long as they can be used with one hand. *Example:* You could use the *Pushing Slash* with one hand while preforming the *Draw Closer* with the other, provided you knew both attacks, as such it could even be applied to the *Lightsaber Throw.*

• • *Niman Master:* (Prerequisite: *Niman Practitioner, Trakata, Pushing Slash, Draw Closer, Advanced Jar'Kai*) When you make a successful attack against an opponent that deals damage with a lightsaber, you gain a +1 bonus to your Defense Class against the opponent who was hit. The benefits of multiple successful attacks do stack.

• • *Juyo:* (Prerequisite: Weapon Focus Lightsabers feat, Weapon Specialization Lightsabers, BAB +10, Practitioner Level in any Lightsaber Form Talents) 1/encounter you may spend an Action Point as a swift action to designate 1 enemy in your line of sight. For the remainder of the encounter you may reroll your first attack roll each round against that opponent, keeping the better of two rolls.

• • *Vaapad:* (Prerequisite: Juyo, BAB +12) When attacking with a lightsaber your lightsabers critical range is increased by +1.

• • *Three Rings Initiate:* When an opponent would perform an action that would grant you an attack of opportunity, you may instead make a one meter step.

• • *Three Rings Practitioner:* (Prerequisite: *Three Rings Initiate*) You gain one additional +2 to your Defense Class against ranged attacks.

• • *Three Rings Master:* (Prerequisite: *Three Rings Practitioner*) When you make a successful attack against an opponent that deals damage with a lightsaber, you gain a +1 bonus to your attacks made against the opponent who was hit. The benefits of multiple successful attacks do stack however this benefit only lasts until the beginning of your next turn.

**DUELIST TALENT TREE**

Throughout history many Force Knights have served as battlefield generals, and leaders, no matter the order most Force Knights typically prefer to fight eachother one-on-one psionic powers, and lightsabers set against each other. Many Force Knights even focus on training in tactics on such one-on-one duels.

• • *Advantageous Positioning:* Any opponent you are flanking is considered Flat Footed and is denied it's Dex bonus to Defense Class against you.

• • *Get Some Distance:* 1/encounter as a standard action you can make a melee attack against a target then move your speed away from them. The movement does not provoke an attack of opportunity from the target.

• • *Unbalance Opponent:* On your action during melee combat, may designate one opponent (no larger or smaller than one size category from you) who doesn't get to add their Str bonus on attack rolls when targeting you. If the opponent has a Str penalty, it still applies, and the Str modifier still effects the damage. May change target on next turn.

• • *Demoralizing Defense:* As a reaction, you can designate an enemy you just hit with a melee attack. The enemy takes ½ damage but takes a -5 penalty on attacks made against you until the end of your next turn.

• • *Transposing Strike:* When you hit a character with a melee attack, you can choose to have the attack deal only ½ damage and switch places with that foe. Your foe must be no more than one size category larger, and you must end up occupying the space that was previously occupied by your target (and vice versa). Does not provoke attacks of opportunity.

• • *Guardian Strike:* Whenever you deal damage to a target with a lightsaber, that target takes a -2 penalty to attack rolls against anyone other than you until the end of your next turn.

• • *Improved Quick Draw (Lightsabers):* (Prerequisite: Quick Draw, Weapon Focus Lightsabers) If you are carrying a lightsaber in your hand (or on belt) you may draw, ignite, and make a single attack during the surprise round, even if you are surprised. If you are not surprised, you may take any single action of your choice as normal. Additionally, 1/turn you may draw and ignite a lightsaber as a free action on your turn.

• • *Advantageous Strike:* You gain +2 bonus on attacks of opportunity with melee weapons you are proficient with.

• • *Close-Quarters Fighter:* Whenever you occupy the same square as your target or are adjacent to your target, you gain a +1 circumstance bonus to your melee attacks against that target.