Under construction. I'm rather tired of typing at the moment.
"You are under violation of Clause 285, Creation of Time Travel magic. Don't worry, You won't remember anything."
Labyrinth Knights are soldiers from across the stretches of the Multiverse. They guard, shield, and are the avenging arm or Cosmic Law. Anything that threatens the balance of an intelligent planet. is they're enemy. Anything that threatens to change the course of history, past present or future. is they're enemy. Outside intruders seeking to control a lesser planet, is they're enemy. The Labyrinth Knights are always there, in the background, watching, waiting. Not all Sects of the Knights share totally the same ideas, many operate more freely in worlds they are charged with protection of. And they may even work in the open on worlds of technology close enough to they're own.
Labyrinth Knights of freer Sects may openly travel, usually in disguise, with Natives of what ever planet they serve on. Otherwise, the Labyrinth Knights are essentially a Multi-Universal SWAT team that all together, keep balance in the cosmos. If a threat occurs, a task force is dispatched to deal with the problem no matter how long it takes.
Labyrinth Knights are special soldiers of time and space that seek to keep the strands of reality in shape. As such they are specially trained in combat, special weapons use, strategy, tactics, and even histories and knowledge of the world they serve on. As the Labyrinth Knight grows in power, skill, and capability they are given further and further access to special resources at the Knight's disposal.
Labyrinth Knights are almost exclusively True Neutral or Lawful Neutral. Any other mindset is usually deemed unstable, and incapable of true judgment.
Labyrinth Knights in general have seen countless deities and so called gods. They've seen nearly as much fall, sometimes by they're own hand. As such they do not care much for worship of "Higher Powers" these days.
Usually one is born into the Knights, Occasionally however a Native may be recruited to serve they're home plane by becoming a Labyrinth Knights. The process doesn't include just anyone, they must fit the criteria and show a correct mindset in not just community, or of peace, but of balance and a heart for the protection of the world. Someone who is completely free of racist thought and open to new ideas and experiences.
Any race may become a Labyrinth Knight. From the generic Humanoid to the crazy intelligent tentacle monster. The Labyrinth Knights were Human founded, but it proved unprofitable to be an exclusive group when one is striving to achieve peace across the infinite expanses of not one universe, but the entire Multiverse.
If a problem becomes severe, Labyrinth Knights may openly show themselves and willingly cooperate with Native classes. Sometimes they do so anyway especially in High-Tech to High-Magic worlds where they're tech can more easily pass off. Otherwise Labyrinth Knights are trained to be completely unbiased towards all things, Race, Gender, Class hardly makes a difference.
A Labyrinth Knight works as a team when they can. They are aware of the power behind numbers and are trained to be a leader when need be, or follow behind a superior if the situation calls for it. They keep eyes out for struggling teammates and are open to weaknesses and strengths of those around them. They're resources allows them to specialize or diversify in they're callings. They may be equipped to be skilled Healers, devastating Heavy Weapons experts, or the Stealthy operative.
Granted, letting a High Tech soldier into a fantasy world may strike a cord with some, or even send some into a red faced frenzy. But in a world where wizards and sorcerers are delving into powerful magics of time and space, its only natural something would slip through. Something that either attracts the Labyrinth Knights to your dimension, or perhaps even sucking a team, or a single Labyrinth Knight through by incident.
Otherwise I don't really get "Adaption" Its all just about whether the DM says Yes or No, they'd usually think up they're own method of adaption anyway.
GAME RULE INFORMATION
Labyrinth Knights's have the following game statistics. Abilities:
It all depends on the individual. Dexterity, Constitution, and Intelligence are primarily and more universally a Labyrinth Knights main scores. Dexterity due to the nature of they're weapons and the ability to use more dex with more Armor bonus then a clanking plate armored individual. Constitution for Fortitude, Endurance, Health, and general stamina. And Intelligence, for a bright mind, skill, and education. Alignment:
TN, LN Hit Die:
d10 Starting Age:
As rogue, Starting Gold:
1d20x10 Class Skills
The Labyrinth Knight's class skills (and the key ability for each skill) vary depending on Path, If a skill lists a Path, only listed paths can take it as class skill, If a path is listed with an x[path], that path cannot take the skill as class skill, If no Path is listed any can use as class skill.
Autohypnosis(Sniper, Medic, Stealth, Blaster. Psionic, ESPer), Appraise(Medic, Stealth, Sniper, Assault), Balance, Bluff(Stealth, Medic), Climb, Concentration, Craft(Medic, Stealth), Decipher Scrip, Diplomacy(Assault, Stealth), Gather Information(Assault, Stealth), Heal(Medic), Hide, Intimidate(Heavy Weapon, Assault, Explosive), Jump(xHeavy Weapon), Knowledge, Listen, Move Silently(xHeavy Weapon, xExplosives), Open Lock(Stealth), Perform, Profession, Psicraft(Psionic), Search, Sense Motive, Sleight Of Hand(Stealth), Speak Language(Medic, Stealth, Assault), Spellcraft(Blaster), Spot, Survival, Swim, Tumble, Use Magic Device(Blaster), Use Psionic Device(Psionic), Use Rope
Skill Points at First Level:
(6 + Int modifier) x 4 Skill Points at Each Additional Level:
6 + Int modifier
Base Attack Bonus
Path, Rank 0
All of the following are class features of the Labyrinth Knight.
Weapon and Armor Proficiencies: Labyrinth Knight's proficiencies vary depending on Path.
Stealth: Light Armor, Medium Armor, No shields, Simple, Martial Weapons. Medic: Light Armor, all shields but tower, Simple Weapons. Explosives: Light Armor, Medium Armor, Heavy Armor, All Shields. Simple Weapons, Explosives. Heavy Weapon: Light Armor, Medium Armor, Heavy Armor, No shields, Simple, Martial, and Exotic Weapons. CQC Expert: Light Armor, Medium Armor, No Shields, Simple, Martial, and Exotic Melee weapons. Sniper: Light Armor, No Shields, Simple, Martial, and Exotic ranged weapons. Assault Trooper: Light Armor, Medium Armor, Light Shields, Simple, Martial weapons. Universal Commando: Light armor, Medium Armor, No Shields, Simple, Martial weapons. Arcane: No armor, No shields, Simple weapons. Psionic: No armor, No shields, simple weapons. ESPer: Light Armor, No shields, Simple weapons.
Labyrinth Knight's Path:
The Labyrinth Knight chooses a Path of training they follow.
Trained for multi use, They have some of everything. All skills class skills starting out with 1 rank. They receive +1 to each Save every four levels. Assault:
Trained for use on assault weaponry, and quick, hard, fast striking.
They gain +2 Reflex and Fortitude every four levels. Sniper:
Trained for long range engagement with hard hitting weapons and patience.
They receive +2 Reflex and Will every four levels CQC:
Trained for close quarters fighting in welee weapons, and hand to hand weapon.
They receive +4 Reflex every four levels. Heavy:
Trained for use in heavy weapons that can either level walls with a loud bang, or a flurrying storm of death.
They receive +4 Fortitude every four levels. Explosives:
Trained for use in use of explosives, mines, and strategic placement of them.
Receives +3 Reflex +1 Fortitude every four levels. Medic:
Trained for use in treatment of wounds, sickness, disease, and general well being.
+3 Will, +1 Fortitude every four levels. Stealth:
Trained for stealth, silence, and in and out tactics with minimal body count.
+3 Reflex, +1 Will every four levels. Arcane:
Trained for use in Magics of the land.
+4 will every four levels. ESP Agent:
Trained for use in the specialties of the Mind.
+3 Will, +1 reflex every four levels. Psionic:
Trained for use in Psionics of the land.
+4 will every four levels.
Each rank, the Knight gains access to new weaponry and certain talents or perks. listed items are just given weaponry, not a dedicated load-out you must follow.
Psi: two Level 1 Dorjes, a Psicrystal, Psicrystal Affinity. dagger Esp: Psychic Talent, Two Psychic feats of choice. 10 skill points for Psychic use. Short Sword, leather armor. Arc: 5 Cantrips of choice use up to 5+Int per day, Familiar as sorcerer, dagger. Ste: Wrist Crossbow, Leather armor, disguise kit, smoke sticks, Flash Rock Med: leather armor, Healing powder, healers kit, dagger Exp: Banded Mail, Fire Sand, Flash Wires, Dragon Rods Hvy: Banded Mail, Walker Cannon. Cqc: Leather Armor, Spiked Knuckles, Daggers, short sword, longsword. +1 damage and attack in melee. Sni: Leather Armor, Serpentine Crossbow, short sword Aslt: Breast Plate, Storm Rocks, longsword, Serpent's Head. Uni: Chain Shirt, Fire Sand, Brass Knuckles, Healing Powder, 1 cantrip usable int mod times a day, 1 lv 1 dorjes, Psychic Talent.
Esp: 1 psychic feat of choice, 5 skill points for psychic use. Psi: 1 level one power, 1 level two dorjes Arc: 1 level one spell, 1 level 1 wand. Ste: Med: Exp: Hvy: Cqc: Sni: Aslt: Uni:
Damn, this is actually requiring thought. usually stuff just comes to me...
Smoke Sticks: Grey cylindrical blocks, when snapped they fill an area with smoke creating Total Concealment past 5ft, smoke fills the area at a rate of 5ft radius a round for ten rounds, after which it fades.
Flash Rock: A small object carefully crafted so when thrown, elements connect and triggers a reaction blinding everyone in 15ft of point of impact on a reflex save DC=10 + throwers Dex (to throw it fast and suddenly enough to catch off guard) to look sufficiently away.
Healing Powder: a bag of white powder that provokes quickened healing. When one ingests but a pinch it grants fast healing 1 for five rounds. taking more at once does not give anymore then 1 point of fast healing.
Fire Sand: A bag of fine red grit reminiscent of sand. One can light the bags string on fire and throw as a spash weapon setting everything within 20ft of point of impact on fire, or one can pour a trail of fire sand to lead towards something else, then set the trail on fire to set traps or detonate from a distance.
Flash Wires: thin strands of material that when one lights an end, it burns toward the other end in 1 second per foot in a bright light that emits light that certain undeads find disastrous, Can be used to link explosives, and to detonate from afar.
Dragon Rods: A rod laced with dragon artwork, these finely crafted rods are filled with explosive compounds. When thrown hard enough, it will explode on impact dealing 2d4 fire damage to all within 25ft of impact. Packs enough force to destroy a stone wall if only about a foot thick.
Walker Cannon: This cannon is large, requiring a strength of 14 to use. takes a full round action to reload, fires one shot dealing 1d12 damage, and 1d6 fire damage at once.
Spiked Knuckles: These spiked knuckes can be used to deal an extra 1d4 piercing damage with unarmed attacks.
Serpentine Crossbow: A fine crossbow, fires large arrows strapped with explosives at the end, and devices to push farther. Weapon has a range of 200ft and deals 1d6 piercing damage +1d4 fire damage, with 1 point fire damage as splash.
Storm Rocks: A device crafted similar to that of Flash rocks, only it also deafens.
Serpents Head: A clever device that uses a trigger to stop and start a spark of flame that ignites extra small Bolts that drop down from a chamber above that function similar to the Serpentine Crossbow's arrows. Fires up to six shots in rapid succession but with low accuracy. make an attack roll as normal for 1 shot, then -2 for each after shot. these bolts are small and cannot score a critical hit as they are unable to penetrate deep enough to strike a particularly lethal hit. Chamber holds twelve bolts. Each bolt is smaller then normal and deals 1d4 piercing damage.
um... meaning I was going to fill each rank, and for each Path with they're own select special equipment.
or are you referring to the quote?
In which case in stead of getting something like Prestidigitation they gain some item that does something like it.
Or at Rank 9 instead of Time Stop spell, they have a utility feature in they're suit or something that temporarily stops time for them.
Or instead of Fire Ball they have a built in flame thrower or something.
So you take a vague phrase from something that's a work in progress and somehow decide it's tier zero?
It's three in the morning here, I may have extrapolated way too far. But frankly, the paths do need to be defined to stop stuff like what I suggested. Currently, Psionic can be rather easily interpreted as 'psion, but with full BAB and massively better will save'.