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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