Star Wars Saga: How to stat up an Imperial Knight?

Klaus

First Post
I posted on the wrong forum, so here it is again:

In the Star Wars Legacy comics there's an order of Imperial Knights, which are considered Gray Jedi by the New Jedi Order because their first allegiance is to the Emperor, not the Force.

http://starwars.wikia.com/wiki/Imperial_Knights

Imperialknights.jpg


Their typical equipment is red-and-black armor, a standardized silver lightsaber and a Cortoisis gauntlet that can be used to parry (and temporarily shut off) a lightsaber. They have etensive hand-to-hand prowess, too.

So, how would one go about statting an Imperial Knight up using the new Saga rules?
 

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I don't know too much about the Legacy series (other than what I've read on the star wars wiki), but my first thought would be to use some of the Armor talents in the Jensaari Force tradition line. The armor seems like an important part of their shtick.
 

GoodKingJayIII said:
.... my first thought would be to use some of the Armor talents in the Jensaari Force tradition line. The armor seems like an important part of their shtick.

Alternatively they could all be low level, when wearing armour without any training is actually worth it. :uhoh:
 

Depends upon what level you want them to be.

Below level 10, a mix of Jedi and Soldier levels builds a nasty Imperial Knight. I know, we're currently playing in the Legacy era (level 6) and our party's Knight could probably drop the entire party unless we saw her coming a long way off.
Jedi 1 / Soldier 3 (for Armored Defense and Improved Armored Defense) / Jedi X makes a strong Knight. You've got to be at least level 2 for this build to start working but by fourth or fifth level you'll be cleaning house like you should.

Above level 10 you can just go with Jedi 7 / Jedi Knight X, since Jedi Knight gets access to the Armor Mastery talent tree of the Soldiers. Why? Because the designers thought that Imperial Knights were danged cool and mid to high level, so they made it easy to build them.
 


What about the Cortosis gauntlets? How do you factor those in?

This is what I am doing (right now) for my upcoming PBP Legacy-era game.

Imperial Knight Armor:[sblock](light armor) Armor Bonus to Ref Defense: +6; Equipment bonus to Fort Defense: --; Max Dex Bonus: +3; Weight 10 kg; Availability: Military, Rare; Imperial Knight armor is lighter, less restrictive ceremonial armor. Imperial Knight armor includes an armored chest-piece, shoulder guards, and cortosis gauntlets that, with training, can parry lightsaber blows. All of this armor is worn over a padded combat jumpsuit. It is issued exclusively to Imperial Knights. If you are ever attacked with a lightsaber and the attacker rolls a 1 on his/her attack roll, the lightsaber hits your Cortosis gauntlets and the lightsaber is immediately deactivated, requiring a full-round action and a DC 20 mechanics check to reactivate.[/sblock]

Imperial Knight PRC:

[sblock]Prerequisites: BAB +7; Trianed Skills: Use the Force; Feats: Armor Proficiency (light), Force Sensitivity, Weapon Proficiency (lightsabers); Talents: Armored Defense; Special: Must be a member of the Imperial Knights, swearing your first loyalty to the Empire and Emperor.

Class as Jedi Knight EXCEPT:

Defense Bonuses: +1 Reflex, +2 Fort, +3 Will

Talents: Selected from the following trees: Armor Specialist, Imperial Knight, Lightsaber Combat, or Lightsaber Forms

Imperial Knight Talent Tree:
Attune Armor: As a full-round action, you may spend a Force Point to attune a suit of armor to the Force, permanently increasing its armor bonus by +2. In addition, the maximum Dexterity bonus of the attuned armor permanently improves by +1. Only you can benefeit from wearing the attuned armor; the benefeits do not apply if someone else dons the armor.
Gauntlet Defense: As a reaction, you can spend a Force Point to negate an attack made against you by a lightsaber. In addition, the lightsaber immediately turns off. To reignite a lightsaber that has been affected by this ability requires a full-round action and a DC 20 Mechanics check. Prerequisite Force Fortification
Force Fortification: As a reaction, you can spend a Force Point to negate a critical hit scored against you and take normal damage instead. You can spend this Force Point even if you've already spent a Force Point earlier in the round.
Lightsaber Guardian: When you are adjacent to an ally who is the target of a melee or ranged attack, you may use your Block, Deflect, or Redirect Shot talents (if you have them) as if you were the target of the attack. If you fail your Use the Force check, you take damage from the attack instead of the original target. Prerequisite: Block or Deflect talent.[/sblock]
 
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ValenarJaeldira said:
What about teh Cortosis gauntlets? How do you factor those in?
With the way Cortosis works, any contact with a lightsaber deactivates the blade. It also seems to damage the power cell as the blade is rarely immediately activated in the times we've seen it used(first the novels, and now in the Legacy comic). Since its an absolute, I'd actually rule that any contact with Cortosis permanently damages a lightsaber power cell until it is replaced.
 

Ankh-Morpork Guard said:
With the way Cortosis works, any contact with a lightsaber deactivates the blade. It also seems to damage the power cell as the blade is rarely immediately activated in the times we've seen it used(first the novels, and now in the Legacy comic). Since its an absolute, I'd actually rule that any contact with Cortosis permanently damages a lightsaber power cell until it is replaced.
In the latest comic Emperor Fel says that Darth Khrul's lightsaber would be out for several minutes. From that I'd say 2d4 minutes is a nice estimate (or even "for the rest of the encounter and one minute afterwards").
 

Klaus said:
In the latest comic Emperor Fel says that Darth Khrul's lightsaber would be out for several minutes. From that I'd say 2d4 minutes is a nice estimate (or even "for the rest of the encounter and one minute afterwards").
Ah, right. Missed that little line on the first read through.

Honestly, I'd be more inclined to go with the "for the rest of the encounter" angle than 2d4 minutes. Every instance Cortosis has been seriously used, it pretty much puts the lightsaber out of commission for the duration of the fight, be it short or long.
 

Ankh-Morpork Guard said:
Ah, right. Missed that little line on the first read through.

Honestly, I'd be more inclined to go with the "for the rest of the encounter" angle than 2d4 minutes. Every instance Cortosis has been seriously used, it pretty much puts the lightsaber out of commission for the duration of the fight, be it short or long.
Plus that jives well with the current trend of "per encounter" balancing. This makes Cortoisis an "encounter de-buff".
 

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