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Metadata.The true glory seekers, Knights are chivalrous to a point but have none of the Duelist's respect for battles. Knights are the weapon masters, well-armored but relying on their swift, powerful attacks and powerful strength to destroy their enemy before they can counter attack. Knights are the real behemoths of the battlefield, leading troops into the fray and slaughtering all they can. If you are a Knight be looking for glory, looking for the next powerful weapon.
Restrictions
- Armor Restrictions
- Knights have no armor restrictions.
- Learning Restrictions
- Knight cannot be learned by mages.
Warrior Benefits
Rank 1
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
During a short rest, you may scavenge materials and make 1 melee weapon. Only common mundane items can typically be made in this way, but the GM may specify if other options are available to you. These items exist for 8 hours before they are no longer functional.
If proficient: You can instead make up to P weapons. If fluent: You can instead make up to F weapons.
Note: A target moving due to Knockback can still provoke reactions like Opportunity Attack.
On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
Rank 2
You gain Improved Strength and Melee Damage Boost. In addition, you are no longer suffer the consequences of cumbersome items.
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
Attribute improvement: This ability sets your STR score to a minimum of 3.
Requirements: You remain in the targeted area.
You may spend a short rest developing a battle plan against another area. You and your allies that are attacking this area when combat begins may each spend 1 MP to gain Triumphant Awaken. In addition, the first attack you and each of your allies makes in this combat is boosted.
On hit: Target is awakened.
Feat save improvement: This ability gives proficiency in STR feat saves.
Rank 3
For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.
Combat Abilities
Trigger: Moving at least 10 feet in a straight line towards the target and becoming adjacent to them.
Note: A target moving due to Battle Charge can still provoke reactions like Opportunity Attack.
Note: This ability can trigger in the middle of moving. You could approach an enemy, trigger this ability, take an Opportunity Attack against them, keep moving towards them, and trigger this ability again.
On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
Rallying Cry only counts as a mental effect on your enemies and a healing effect on your allies. The healing's duration is instant.
Note: People may choose to fail feat saves.
End condition: At the start of each of the enemy target's turns, they roll 1d4. On a 4, this effect ends. On fail: If you consider the targeted creature to be an ally of yours, they heal. If you consider the targeted creature to be an enemy, they become frightened.
End condition: At the start of each of the target's turns, they roll 1d4. On a 4, this effect ends. On fail: You and the target are vulnerable to each other.
Support Abilities
You gain Triumphant Healing Surge and Withstand.
You heal.
You take the triggering damage as a body hack instead. All damage types still apply.
You gain Master Weapon Smith and Runic Weapons.
You are an expert blacksmith. In addition, you gain the ability to create Master Crafted weapons.
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