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The Knight

A New Character Class:


The Knight

Knights are the armed and mounted nobility of High Medieval style campaigns. Though they may at times in their careers take part in dungeon expeditions, Knights are more suited to above ground adventures mounted on horseback. They differ from Fighters by primarily being interested in gaining land and increasing their nobility.by either expanding their own domains or by serving a higher-level noble. The Knight class isn’t limited to western European settings. Many land owning eastern styled nobles were easily the equivalents of western knights. The nobility of historical Egypt and the Levant were often just as heavily armed and armored as the knights of the West and had similar outlooks and predilections, though different cultures.


Knights, because of their nobility and outlook, are the natural leaders. The Lawful (Good) aligned Knights have a sense of social superiority over most others in society, but balance this with a strong sense of Noblesse Oblige. Knights aligned with Chaos (Evil) are prone to ignore their societal obligations, though they often are found leading chaotic, monstrous forces to victory and in an odd way bettering their minions’ situations. This is of course often at the expense of others.

Knight Class Abilities

Weapon and Armor Restrictions: Knights seek fame and glory in hand-to-hand combat. They may wear and use all types of armor but are limited to hand-to-hand weapons. No missile weapons are allowed.


Weapon Mastery of Sword & Lance: Knights receive a +1 attack bonus when fighting with a Sword or Lance.


Trained in Armor: Heavy armor is part of a Knight’s life. At 3rd Level they ignore 1 Heft point from wearing Armor. At 6th Level they ignore a second Heft point.


Born in the Saddle: Knights are trained from a young age to fight from horseback. While attempting any Task while mounted they automatically gain an Advantage. At 4th Level and above a 2nd Advantage is gained. At 8th Level a 3rd Advantage is gained. Referee’s should exercise some special discretion here. Picking a lock from horse back would not apply.


Charge to Rip a Hole in the Walls of Babylon: Knights may use a Lance during a charge. Unlike a spear, the Lance counts as a two-handed weapon during a charge but may be used by a Knight in conjunction with a shield. Further, at 4th level and above, the Knight rolls 3 dice for a Lance charge, taking the highest roll.


Rally the Troops: The nobility and courage of a Knight makes them natural leaders. They may once a day rally all friendly characters, hirelings, and NPCs with a show of their Nobility and Charisma. On passing a Difficult Task against Charisma every friendly being within sight will receive a +1 modifier on to-hit rolls and Saving Throws. This modifier lasts only one turn. The Knight may rally the troops and carry out all other normal actions. At 4th Level a Knight may Rally the Troops twice a day. At 8th Level they may Rally the Troops 3 times a day. The Knight must rest a full 8 hours to regain this ability.


Saving Throw: Knights receive a +2 bonus on Saving Throws vs. Charisma.


Experience Bonus for Charisma: Charisma is the Prime attribute for Knight. Knights Charisma of 15 or higher receive a 10% bonus to experience earned.


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