The knight class skills (and the key ability for each
skills) are Balance (Dex), Climb (Str), Computer use (Int), Concentation (Con), Craft (Int), Drive (Dex), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Pilot (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str).
Nombre de skills au 1er niveau: (4 + Modificateur d'Intelligence) x 4 Nombre de skills par niveau: 4 + Modificateur d'Intelligence
The knight start to learn from one of the three major discipline of the stars. He must choose between psionic, divin or arcane. Then he gain spells or power according at each level.
The key abilites for each discipline are charisma for arcana, wisdom for divine and intelligence for psionic. Arcane and divine spells can be choose freely from the players handbook. For psionic power, you can choose from the psychic warrior list of the expanded psionic handbook. The knight gain also bonus spells according to his key ability modifier bonus with the table 1-1 of the player's handbook.
Note that if you choose arcane for discipline, you're subject to arcane failure.
You gain also the class skills knowledge of your discipline (psionic, arcana, religion). If your discipline is psionic, you have also the skills autohypnosis as class skills.
Starting feats
The knight begins play with the following feats: Exotic Weapon Proficiency (starsword) Weapon group proficiency (blaster pistols) Weapon group proficiency (simple weapons) Weapon group proficiency (sword/vibro) Armor proficiency (light)
Deflect (AC +1)
A knight deflect blaster bolts and other projectiles with her sword, thereby providing a dodge bonus to defense against such attacks. You must be carrying the sword in your hand to use this special ability.
This bonus is not magical, then can stack with a magic effect that improve armor class.
Bonus feat
At 4th, 8th, 12th and 16th level, the knight gains a bonus feat. This feat must be selected from the following list, and the knight must meet any prerequisites. Ambidexterity, Armor proficiency, Cleave, Improve two weapon fighting, Iron will, Knight Defense, Sword Defense (lightsaber defense), Power attack, Two weapon fighting, Weapon focus.
Deflect (extend defense to another)
At 6th level, the knight learns to extend her defensive deflection skills to others within 5 feet of the knight position. You must be carying your sword in your hand to use this special ability. In the beginning of each round you need to declare which person you are protecting. The person you protect will gain the same dodge bonus as your deflect ability.
Increase sword damage (3d8)
As a knight gains levels, the amount of damage she can deal with her sword increases.
Each time the knight increase sword damage, the weapon's damage increase by 1d8.