Star Knight

The traditions of knighthood have survived the millennia. These highly trained and renowned warriors are star knights, defenders of specific causes championed by their orders and ready to enforce their oaths with sword, plasma cannon, and even magic when necessary.

Armor Mastery (2nd)
You gain proficiency with light armor. If you are already proficient with light armor, you instead gain proficiency with heavy armor. If you are already proficient with heavy armor, you instead gain a fortification ability when wearing heavy armor or powered armor. Your fortification gives you a 20% chance that a critical hit is treated as a normal attack, dealing normal damage and not applying any critical effect. You roll your fortification percentage chance before the critical hit’s damage is rolled. If you have a fortification ability from another source (such as a force field), you instead increase the chance of a critical hit being created as a normal attack by 20% (to a maximum of 100%).

Challenge (4th)
As a champion of a knightly order, you can focus your fury and attention on a single foe, forcing it to face your wrath. As a full action, you can move up to your speed and make a single attack against a foe able to see and hear you. If you have the trick attack class feature and the weapon you use qualifies for a trick attack, you can make this attack as a trick attack. Whether or not you move or make an attack, you can attempt to demoralize that foe, as per the Intimidate skill task. If your base attack bonus is greater than your total Intimidate skill bonus, you can use your base attack bonus in place of your total Intimidate bonus for this skill check. If you succeed at this check, for the duration of the shaken effect, the target is also off-target for any attack it makes that does not include you as a target. Once you use this ability against a foe, regardless of the result of your demoralize attempt, you can’t use it on that target again for 24 hours.

Guarded Attack (6th)
You have learned to use the strong plates and defensive abilities of your heavy armor to protect your weapon. When wearing heavy armor or powered armor, you gain a +4 bonus to your KAC against disarm and sunder combat maneuvers. You lose this bonus whenever you make a full attack, as it is impossible to protect your weapons while doing so.

Willpower (12th)
Your dedication to your order and your advanced training has strengthened your mind against certain effects. Once per day, when targeted by a mind-affecting effect that requires a saving throw, you can roll twice and take the better result.