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Martial_Knight_Skerples

valzi edited this page Sep 10, 2018 · 1 revision

Knight

Starting Items: Iron chain armour, iron shield, sword, 1gp. (3 Iron) Starting Skill: 1. Courtesy, 2. Duelist, 3. Soldier

You get +1 HP and Save vs Fear for every Knight template you possess. A: Parry, Vows B: Bodyguard, +1 Attack per Round C: Aura of Courage, Tough D: Dragon Slayer

Parry: Once per day you can reduce incoming damage by 1d12 points. If you also choose to sunder your shield, you can reduce the damage by 12 points instead of 1d12.

Vows: You may make one Vow for each Knight template you possess. Vows are short, specific, personal statements that you will not forget. You must Save to break them for one round, no matter the circumstances. Example Vows:

  • I will protect my friend Aloise.
  • I will obey the commands of the Lady of Meridia.
  • I will never harm an unarmed person.
  • I will reach the Iron Gates.

If you forget everything else from Iron's corrupting power, you will still remember and obey your vows.

You might have heraldry, a homeland, a family, but chances are good that in the end you will only remember your Vows. Bodyguard: If an adjacent ally would take damage from a physical attack, you can choose to take the damage for them. This ability has a 4-in-6 chance of succeeding.

Aura of Courage: Adjacent allies can use your Save vs Fear in place of their own. This ability has no effect if you are currently afraid.

Tough: Reduce all incoming damage by 2.

Dragon Slayer: Once per day, you can cause one of your physical attacks to deal +X damage, where X is equal to the HD of the highest level monster your party has ever killed. You must keep track of this. If you miss, this ability is not expended.

Mechanical Notes on the Knight The Knight starts off with a heavy Iron load, but they have an unparalleled ability to tank damage. They are a tragic class, easily corrupted by Iron. They are best roleplayed by melancholy players willing to run a knight who slowly... fades, to nothing but their vows.

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