Imperial Knight

All Imperial Knights wear specially designed gauntlets made of cortosis weave that protect them from the normally lethal lightsaber blades. If the wearer readies an action to block a lightsaber attack, the wearer can make an opposed unarmed melee attack roll against the attack roll of the lightsaber attack. If the wearer of the cortosis gauntlet is successful, the lightsaber deactivates and may not be reactivated for 2 minutes. The attack still deals normal damage before the lightsaber is deactivated.
If the wearer of a cortosis gauntlet is the target of the Severing Strike talent, the attacker can choose to sever the limb where the cortosis gauntlet is worn without having his or her lightsaber deactivated.
Cost: 1,500; Weight: 1 kg..
The Imperial Knights are a members of a Force-using tradition that arises during the time of Darth Krayt, some 130 years following the Battle of Yavin. Like Jedi Knights, the Imperial Knights were trained in the ways of the Force, including the use of lightsabers. Unlike the Jedi, however, Imperial Knights swore fealty to the Emperor of the period, Roan Fel, above all else. As such, members of the New Jedi Order did not recognize the Imperial Knights as true Jedi.
Of the traits that set Imperial Knights apart from their Jedi cousins, the most prominent were their use of silver-bladed lightsabers and red battle armor. Perhaps the most interesting affectation used by the Imperial Knights were gauntlets composed of cortosis weave, which would cause any lightsaber blade that came into contact with them to become nonfunctional.
When a Sith Lord proclaimed himself Emperor, the Imperial Knights who survived the coup worked with the former Emperor in an effort to bring down the usuper. Though only a small number of Imperial Knights are thought to have survived the coup, it is possible that others managed to do so.
Imperial Knight Encounters
During the time of Darth Krayt, Imperial Knights acted as the sworn protectors of Emperor Roan Fel. As such, they are rarely encountered away from the Emperor. Following the coup by Darth Krayt that put the Sith Lord on the galactic throne, the Imperial Knights who remained behind might be found anywhere, working to put a stop to the new Emperor’s rule.
Tactically, Imperial knights are similar to Jedi. They work well together, using their lightsabers to redirect blaster shots against their foes until they can close to melee range. When fighting other lightsaber-wielding Force-users, Imperial Knights attempt to use their cortosis gauntlets to deactivate their enemies’ weapons for a few minutes. Given their loyalty to their Emperor, Imperial Knights are less concerned with maintaining a balance between light and dark. As such, some might employ powers that are normally designated as dark side.
Imperial Knight (CL 10)
Threats of the Galaxy, page 45.
Medium Human Jedi 7 + Jedi Knight 3 NPC
Force: 6; Dark Side: 3
Initiative: +12; Senses: Perception +11
Languages: Basic
Defenses: Ref 29 (flat-footed 27), Fort 28, Will 24; Deflect
Hit Points: 109; Damage Threshold: 28
Speed: 6 squares
Melee: lightsaber +15 (2d8+9) or
Melee: lightsaber +13 (3d8+9) with Rapid Strike or
Melee: lightsaber +11 (2d8+17) with Power Attack 4 or
Melee: lightsaber +13 (3d8+22) with Power Attack 4 and Powerful Charge and Rapid Strike
Base Attack: +10; Grapple: +13
Attack Options: Battle Meditation, Power Attack, Powerful Charge, Rapid Strike
Special Actions: Equilibrium, Redirect Shot
Force Powers (known) (Use the Force +10): battle strike, Force slam, rebuke, surge
Force Techniques: Force Point Recovery
Abilities: Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 10
Special Qualities: build lightsaber
Talents: Armored Defense, Battle Meditation, Deflect, Equilibrium, Improved Armored Defense, Redirect Shot
Feats: Armor Proficiency (light, medium), Force Sensitivity, Force Training, Improved Defenses, Power Attack, Powerful Charge, Rapid Strike, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills: Endurance]] +13, Initiative]] +12, Use the Force]] +10
Possessions: lightsaber (self-built), battle armor (+8 armor, +2 equipment), comlink, cortosis gauntlet, various personal belongings
Legacy Era Campaign Guide, page 162.
The Imperial Knights are among the most talented and dangerous Force-users in the galaxy. Skilled in combat, they train under the tutelage of their Imperial masters, learning all they need to know to defend Emperor Roan Fel against all those who would harm him. The Imperial Knights are skilled with both the lightsaber and with the Force, and make extensive use of combat armor, including their special cortosis gauntlets designed to stop lightsaber attacks. From the start of their training until they reach full knighthood, the Imperial Knights learn how use the Force to transform themselves into living weapons and shields.
The Imperial Knights train on Bastion, under the watchful eye of the Emperor. When a new potential student is identified, that student is drafted into Imperial service and placed under the tutelage of a veteran Imperial Knight. From that point on, the student trains under that Imperial Knight (with occasional assistance from other Knights) until reaching the point where knighthood is warranted. This training can take years and can be very harsh; however, no students fail out of Imperial Knight training, because the Empire demands success and always gets it. Upon achieving knighthood, an Imperial Knight serves the Emperor as a bodyguard and an agent, fighting alongside his or her brothers and sisters until death.
Imperial Knight (CL 1)
Legacy Era Campaign Guide, page 162.
Medium Human Jedi 7 / Imperial Knight 4 NPC
Force: 5
Initiative: +16; Senses: Perception +11
Languages: Basic
Defenses: Ref 29 (flat-footed 27), Fort 28, Will 25
Hit Points: 107; Damage Threshold: 28
Speed: 6 squares
Melee: lightsaber +16 (2d8+11) or
Melee: lightsaber +14 (3d8+11) with Rapid Strike
Base Attack: +11; Grapple: +14
Attack Options: Rapid Strike
Special Actions: cortosis gauntlet
Force Powers (known) (Use the Force +16): battle strike, Force slam, rebuke, surge
Force Techniques: Improved Move Light Object, Improved Sense Surroundings
Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 13
Talents: Armor Mastery, Block, Deflect, Force Intuition, Redirect Shot, Oath of Duty
Feats: Armor Proficiency (light, medium), Force Sensitivity, Force Training (2), Improved Defenses, Rapid Strike, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills: Initiative +16, Perception +11, Pilot +12, Use the Force +16
Possessions: Imperial Knight battle armor, cortosis gauntlet, lightsaber (self-built), comlink, various personal belongings
Imperial Missionary
Choosing to serve the Empire as a part of the Victory Without War program, an Imperial Missionary has dedicated his or her life to bringing peace, aid, and order to the ravaged worlds of the galaxy. An Imperial Missionary is usually idealistic, though not always naïlve, and truly believes that the philosophies of the Galactic Empire can bring galaxy-wide peace and prosperity. Imperial Missionaries are confronted daily with the horrors of war, and they see it as their task to make sure other worlds are not devastated by similar chaos. For the Imperial Missionary, the Empire’s doctrine of order and obedience can only lead to the end of war.
Most Imperial Missionaries begin their service as young adults. Entrance to the Imperial Mission is on a completely volunteer basis, and working in the Imperial Mission can usually lead to greater things with in the Empire. Some who enter the service of the Mission do so with the express intent of achieving a higher rank within the Imperial hierarchy. For these Missionaries, volunteer service is just another step on the ladder to success, just as going to the Imperial Academy or earning a post in the bureaucracy would be. These ambitious Missionaries may still believe that their peaceful message does serve the greater good, but it is not their sole reason for entering the service. More ambitious Missionaries are usually working toward a specific goal, and are sometimes willing to break the Mission’s code in order to get what they want.
Imperial Missionary (CL 4)
Legacy Era Campaign Guide, page 162.
Medium Human nonheroic 3 / noble 3 NPC
Initiative: +3; Senses: Perception +10
Languages: Basic, 3 others
Defenses: Ref 14 (flat-footed 14), Fort 13, Will 17
Hit Points: 18; Damage Threshold: 13
Speed: 6 squares
Melee: unarmed +3 1d4)
Ranged: by weapon +4
Base Attack: +4; Grapple: +3
Special Actions: Educated, Spontaneous Skill
Abilities: Str 9, Dex 10, Con 10, Int 13, Wis 14, Cha 14
Talents: Educated, Spontaneous Skill
Feats: Linguist, Skill Focus (Knowledge [social sciences], Perception, Persuasion, Use Computer), Skill Training (Knowledge [social sciences], Use Computer), Weapon Proficiency (simple)
Skills: Knowledge [social sciences] +15, Perception +15, Persuasion +15, Treat Injury +10, Use Computer +15
Possessions: Imperial Missionary uniform, comlink, credit chip, datapad