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Introduction
General Info
Vastonian Trivia
Role Playing
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Race/Class Limits
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The Evolution
Immortality
Gods of Vastonia
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Regional Index
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Cultured Races
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The Dumite
Legends/Lore
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Character Races

Amazons
Avarians

Bugbears
Crystalline Elves
Drow
Dwelves
Groundlings
Half-Giants
Half-Nymphs
Half-Ogres
Minorcs
Minotaurs
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Character Classes

Assassins
Avengers
Buccaneer
Dragonslayers
Elven Archers
Giant Killers
Gladiators
Knights
Lycan Hunter
Ninja
Shaman Warrior
Sword Master
Troll Slayers

Undead Slayers
Witch

 

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

 
The World of Vastonia Copyright © 1989-2001
Cole E Austin