Monday, October 1, 2012

Fantasy Core RPG--The Knight

The Knight
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+1/+0
+2
+0
+0
2nd
+2/+1
+3
+0
+0
3rd
+3/+1
+3
+1
+1
4th
+4/+2
+4
+1
+1
5th
+5/+2
+4
+1
+1
6th
+6/+3
+5
+2
+2
7th
+7/+3
+5
+2
+2
8th
+8/+4
+6
+2
+2
9th
+9/+4
+6
+3
+3
10th
+10/+5
+7
+3
+3
Description: The Knight is the best-trained fighter of the era. They are of the noble class, though as an adventurer, the character knight will have no fief and a title of little to no worth. 10th Level example: King Arthur.
Hit Die: d10.
Prime Abilities: Str and Con.
Weapon and Armor Proficiency: A Knight is proficient with all weapons and with all armor and shields.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, leather armor; long sword and shield or two-handed sword.

Swift Strike
Knights have two melee attacks per rd starting at 1st level. The first attack is at the first BAB value; the second at the next. These attacks may be used against a single opponent or divided against multiple opponents that are within reach. Only one ranged attack may be made per rd, at the first attack BAB.
Mounted Charge
A successful mounted attack by a Knight using a lance or spear at a full gallop causes maximum damage + Stun 1 rd.  Only one charge attack may be made per rd, and a charge requires one rd of gallop first and enough distance to get up to speed.  The knight will automatically have the initiative in the attack as long as they have the longer weapon.
Mounted Archery
A mounted Knight may make a ranged bow attack with their full BAB. 

The Fighter (Optional Rule)
A standard Fighter (a professional soldier, city guardsman, or mercenary) will have a single attack per rd and no mounted advantages. A militiaman (a part-time soldier or guardsman) will have a d8 HD and can be no higher than 3rd level.  A standard Fighter adventurer may begin play as a Second Level character.

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