Knight

Knights rely heavily on their armor, equipment and mounts to thunder through the battlefield and lead their forces to victory. Knights specialize in heavy armor, mounted combat and noble decorum.

Knight

Knights rely heavily on their armor, equipment and mounts to thunder through the battlefield and lead their forces to victory. Knights specialize in heavy armor, mounted combat and noble decorum. Strength should be a Knight’s highest Attribute, followed by Dexterity, Constitution or Charisma.

Playing a Knight

XP Cost : 6 Prerequisites : STR 14

Meet the Prerequisites and pay this Archetype's XP cost to gain the following:

Training

Gain Training in Driving and 3 of the following Skills: Athletics, Medicine, Apocathy, Charm, Debate, Knowledge, Perception or Navigation.

Gain Training in the use of Medium and Heavy Armors.

Gain Training with 3 Melee and/or Ranged Weapon types of your choice.

Gain Training with Light and Medium Shields

Equipment

Acquire a suit of Common or Uncommon Heavy Armor.

Acquire your choice of 2 Common or Uncommon Melee and/or Ranged Weapons.

Acquire a Common or Uncommon Light or Medium Shield.

Acquire a Trained Warhorse or Equivalent Mount.

Acquire a Common or Uncommon Bundle of your Choice.

Trait

Knight’s Tactics You gain +2 to Attack and Damage Rolls and Dexterity Saving Throws while Mounted.

Gain a Warriors Code.

Archetype Ability - Rider

You are exceptionally comfortable and proficient in the saddle. Add a Destiny Die to all Mounted Skill Rolls. This includes any Driving Rolls to control your mount and any skill rolls made with the assistance of your mount, such as an athletics skill rolls to jump off the mount.

You may choose to make a Charge Attack while Mounted after having moved 3 or more Meters.

Traits and Abilities

Purchase with XP

Traits

Nimble

XP Cost: 2 Prerequisites: Knight

Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Knight

Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.

Resiliant

XP Cost: 2 Prerequisites: Knight

Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.

Basic Maneuvers

XP Cost : 1 Prerequisites : Knight

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.

Expert Maneuvers

XP Cost : 2 Prerequisites : Knight, Basic Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.

Special Maneuvers

XP Cost : 3 Prerequisites : Knight, Expert Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.

Heavy Shield Wielder

XP Cost : 2 Prerequisites : Knight, Shield Wielder

You gain training in Heavy Shields.

If you purchase this during character creation, gain a Heavy Shield to your inventory with a total value of no more than 500 Silver.

Juggernaut

XP Cost : 2 Prerequisites : Knight

As long as you are wearing Heavy Armor you can use STR Saving Throws in place of DEX Saving Throws.

Strong

XP Cost : 1 Prerequisites : Knight

You gain training in STR Saving Throws.

Healthy

XP Cost : 1 Prerequisites : Knight

You gain training in CON Saving Throws.

Tough

XP Cost : 2 Prerequisites : Knight

Your total HP is increased by +1 and each time you level up.

Knight’s Balance

XP Cost : 1 Prerequisites : Knight

Gain Training in DEX Saving Throws.

Knight’s Physique

XP Cost : 2 Prerequisites : Knight

Gain +2 Might or Stamina.

Efficient

XP Cost : 1 Prerequisites : Knight

You gain one additional Motion.

Efficient II

XP Cost : 2 Prerequisites : Knight, Efficient

You gain one additional Motion.

Thundering Advance

XP Cost : 2 Prerequisites : Knight

You gain +2 to your Initiative, and +4 to your Initiative While Mounted.

Might Maneuver Expert

XP Cost : 2 Prerequisites : Knight, Might Maneuver Specialist

You reduce the Initial cost of all Tier I Might Abilities by ½.

Stamina Maneuver Expert

XP Cost : 2 Prerequisites : Knight, Stamina Maneuver Specialist

You reduce the Initial cost of all Tier I Stamina Abilities by ½.

Focus Maneuver Expert

XP Cost : 2 Prerequisites : Knight, Focus Maneuver Specialist

You reduce the Initial cost of all Tier I Focus Abilities by ½.

Endurance Fighter

XP Cost : 2 Prerequisites : Knight,

You reduce the cost to Sustain all your Maneuvers by ½.

Well Spoken

XP Cost : 2 Prerequisites : Knight

Gain 2 Tier I Panache Maneuvers.

Wordsmith

XP Cost : 2 Prerequisites : Knight

Gain 1 Tier II Panache Maneuver.

Silver Tongued Devil

XP Cost : 3 Prerequisites : Knight

Gain 1 Tier III Panache Maneuver.

Noble’s Charm

XP Cost : 2 Prerequisites : Knight

Gain +2 Panache Points.

Fluid Sweeps

XP Cost : 2 Prerequisites : Knight

You have an additional Attack Action at your disposal.

Fluid Sweeps II

XP Cost : 3 Prerequisites : Knight, Fluid Sweeps

You have an additional Attack Action at your disposal.

Fluid Sweeps III

XP Cost : 4 Prerequisites : Knight, Fluid Sweeps II

You have an additional Attack Action at your disposal.

Swift Justice

XP Cost : 2 Prerequisites : Knight

Gain one additional Reaction.

Swift Justice II

XP Cost : 3 Prerequisites : Knight, Swift Justice

Gain one additional Reaction.

Swift Justice III

XP Cost : 4 Prerequisites : Knight, Swift Justice II

Gain one additional Reaction.

Rider’s Speed

XP Cost : 2 Prerequisites : Knight

Gain +1 Movement Speed While Mounted.

Rider’s Precision

XP Cost : 2 Prerequisites : Knight

Gain +1 to Hit with Mounted Attacks.

Abilities

Jouster’s Charge

XP Cost : 2 Prerequisites : Knight

You deal an additional 1d6 on all Charge attacks While Mounted.

You deal an additional +2 Damage if the Weapon used is a Puncture Damage Weapon.

Jouster’s Hit

XP Cost : 2 Prerequisites : Knight

You deal a cumulative +1 damage per hit on targets that you hit with Charge Attacks. The bonus damage from this ability maxes out at +10. This bonus expires once Active Combat ends.

Dual Wielder

XP Cost : 2 Prerequisites : Knight

You gain +1 to your AC while Dual Wielding Melee Weapons.

While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.