
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.Metadata.
Restrictions
- Armor Restrictions
- Knights have no armor restrictions.
- Learning Restrictions
- Knight cannot be learned by mages.
Warrior Benefits
For every 2 ranks you train in warrior classes, you gain a warrior guildmaster ability of your choice. You also gain Limited Defensive Martial Arts.
Your hands and other handy body parts count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
If proficient: The BV is now +2. If fluent: The BV is now +3.
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. It is improvised. Only common mundane items can typically be made in this way, but the GM may specify if other options are available to you.
An improvised item is one made out scrap or temporary pieces. It functions like any other item, but only exists for 8 hours before falling apart and becoming destroyed. It is easy to tell whether an item is improvised. Interacting with an item is enough to determine if it is improvised or not.
If proficient: You can instead make up to P weapons. If fluent: You can instead make up to F weapons.
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.
Attribute improvement: This ability sets your STR score to a minimum of 3.
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
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.
End condition: At the start of each of the enemy target's turns, they roll 2d4. 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 2d4. If either of these dice roll 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.
Feat save improvement: This ability gives fluency in STR feat saves.
You gain Master Weapon Smith and Runic Weapons.
You are an expert blacksmith. In addition, you gain the ability to create Master Crafted weapons.