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The
Knight!
The
Knight is a unique subclass of the cavalier (Original 1st edition). He can use
any non-magical weapon and wear any armor. They prefer the use of broad swords,
bastard swords, short swords, morning stars, horseman's mace, horseman's flail,
dagger, scimitar and javelins. A knight should be of high social status, but
it is not mandatory. Not being of at least upper class ranking will greatly
hinder their social presence and may cause other's knight's to look down upon
them. Most knights follow strict chivalric codes (see Vastonia's knightly codes)
and seek to free the land from all evil in general. Although there are Knights
who's only existence is to bring harm to the world, these Knights are referred
to as "Avengers".
Class
Requirements: The Knight has two principle attributes strength and
intelligence. To become a Knight one must have a minimum strength of 12 and
must also have a intelligence of not less than 15, and a constitution and charisma
of at least 10. The Knight can be of any alignment but generally seeks to do
good. The lance is the preferred weapon of a knight, and proficiency is a must
at first level. With each additional level gained, the knight receives a +1
bonus to damage while mounted "using a lance". Eg. a 7th level Knight receives
a +7 bonus to damage when mounted. If using a lance while on foot, a knight
receives only a +1 bonus.
General
Info: Knights use a ten sided die (1D10) for hitpoint determination.
Knights start with 5d6 x 10 gp, 4 weapon proficiency slots and 3 non-weapon
proficiency slots. They then receive 1 WP and 1 NWP slot every 3 levels. Bonus
proficiencies include; etiquette, artistic ability and dance. Knights make all
saving throws as that of fighters.
Class
Restrictions: Can never be dual class or multi class. A Knight must
be of the Human, Half- Elven or Elven race. In order for a Knight to advance
in level they must be trained by another Knight of at least 4 levels higher
in skill. However after attaining 6th level, normal training will suffice for
further advancement.
Combat
Bonuses: Knights are immune to the effects of fear, in turn they
are also 90% immune to all mind effecting spells, this includes such powers
as "Beguiling, charm, domination, hold, hypnosis, magic jar, possession, sleep,
suggestion and Psionic mind blasts, but never the effects of seduction". All
knights receive a +2 bonus to attack rolls when fighting mounted Vs non mounted
opponents. Knights gain bonuses "to hit" with certain weapons as they advance
in level. They are as follows:
At
1st level; +1 to hit with a lance "only when mounted"
At
3rd level; +1 to hit with a broadsword, bastard sword, shortsword or scimitar
"player's choice"
At
5th level; +1 to hit with either horseman's mace, horseman's flail or morning
star "player's choice"
At
7th level; +2 to hit with a lance "only when mounted"
At
9th level; +2 to hit with a broadsword, bastard sword, shortsword or scimitar
"depends on what the player choose at 3rd level"
At
11th level; +2 to hit with either horseman's mace, horseman's flail or morning
star " depends on what the player choose at 5th level"
At
13th level; +3 to hit with a lance "only when mounted"
Special
Advantages: Knights gain the ability to handle greater mounts "superior
horsemanship". Their capabilities are as follows:
-At
3rd level; a knight can vault into a saddle with bulky armor and have his
steed underway in but a segment.
-At
4th level; a female Elven knight (and only a female) can handle a unicorn
as a steed.
-At
5th level; a knight can urge on his steed to attain greater speeds than
normal. This bonus is 2'' and can be maintained for up to 6 turns, but normal
rest and feed are then required.
-At
7th level; at this level a knight can handle and ride a Pegasus as his/her
steed
-At
11th level; the knight can handle and ride a Griffon or similar creature
(DM's judgment)
Knights
gain attribute bonuses in the same manner as that of a Cavalier. For each level
attained a Knight rolls 2d10 and adds this to a percentile score for CON, DEX
and STR. When the percentile scores exceeds 100% the main score is increased
by 1 and the 100 is discarded. Eg. A Knight with an original 15/75 STR rolls
a 15 for this ability upon attaining second level, the character's score is
now 15/90 etc...All of these abilities can be raised to a maximum of 18/00,
even if doing so violates racial restrictions or sex.
Special
Disadvantages:
nil, but must have a god/deity to worship.
Experience
Table
| Level |
Hit
Die |
Level
Title |
| 1.
0 - 2,500 |
d10 |
Armiger
|
| 2.
2,501 - 5,000 |
d10 |
Scutifier
|
|
3. 5,001 - 10,000 |
d10 |
Esquire
|
| 4.
10,001 - 20,000 |
d10 |
Knight
Errant |
| 5.
20,001 - 40,000 |
d10 |
Knight
Bachelor |
| 6.
40,001 - 80,000 |
d10 |
Knight
Artisan |
| 7.
80,001 - 160,000 |
d10 |
Chevalier
Errant |
| 8.
160,001 - 300,000 |
d10 |
Chevalier
Bachelor |
| 9.
300,001 - 470,000 |
d10 |
Chevalier
Artisan |
| 10.
470,001 - 670,000 |
d10 |
Knight
"lead" |
| *200,000
every level after |
+3
hp/level |
Knight |
|