Hold the Line
Knights are a fixture on many worlds. Whether they're noble paragons of virtue, cruel armored oppressors, local heroes, or military shock troops, the fabled "knight in shining armor" is an archetype oft repeated throughout the multiverse. From aloof lords to earnest do-gooders, adventurers who train in knightly traditions have a penchant for perseverance in the face of danger, leading from the front, and seeking tasks that need doing.
At level 1, gain the following features:
Legion Training. You gain the Medium Armor Training, Medium Weapons Training, and Tower Shield Training perks.
Legion Training. You gain the Medium Armor Training, Medium Weapons Training, and Tower Shield Training perks.
Legionnaire Skills
Formation Fighting (4/2)
Range: 5ft. Use: Action Activation Cost: 4 Stamina Sustaining Cost: 2 Stamina Tags: Ally, Buff, Defense So long as you are Sustaining this skill, allies within 5ft. of you gain +1 Armor. You must remain upright and alert to confer this benefit, and your allies must do so as well to receive it. Guarded Stance (3/1) Range: Self Use: Action Activation Cost: 3 Stamina Sustaining Cost: 1 Stamina Tags: Buff, Defense, Self, Shield So long as you Sustain this effect and are wielding a shield, you gain +1 Armor, and your Speed is halved. Advance! - Self, Action Activation: 3 Stamina Type: Attack, Movement Effect: As part of this action, you may make a melee attack against a target within range. On a hit, the target is pushed back 5ft. Whether or not you hit a target, you and up to 2 willing allies adjacent to you may then move 5ft in any direction as free movement. You and the allies must be able to move, and must end in an open space. Push & Strike - Self, Action Activation: 4+ Stamina Type: Attack, Movement Effect: As part of this action, make a melee attack against a target within range. On a hit, make a contested Might challenge against the target. If you win, you push the target back 5ft, and you may take its previous position as a free movement. For every 2 additional stamina spent to activate this ability, add +1 to your contested Might result. Testudo Formation - Self, Action Activation Type: Acidic Attack, Ranged, AoE Effect Combative Strikes Activation Type: Acidic Attack, Ranged, AoE Effect specialization? Battlefield Engineering Activation Type: Acidic Attack, Ranged, AoE Effect Coordinated Tactics Activation Type: Acidic Attack, Ranged, AoE Effect specialization? Hold the line - can't move next turn, big ac buff specialization? Pyrrhic Champion - buff if ally incapacitated, passive, cap at one specialization? Battlefield Command Activation Type: Buff, Aura Effect - give allies bonus movement, defense. Expensive sustain Sustained stamina abilities for buffs (shield wall, testudo) Buffs when in formations with allies Change Stance (0) Range: Self Use: Action / Free Action Activation Cost: - Tags: Stance You adopt a stance you know from the list at the end of this section, or switch from one stance to another, gaining its effects. If you started your turn in a Stance, you may switch it to a different one you know as a Free Action. Efficient maneuvers - stam Regen bonus if starting turn beside 2+ allies |
Call to Glory (6/3)
Range: 30ft. Use: Action Activation Cost: 6 Stamina Sustaining Cost: 3 Stamina Tags: Ally, Buff Pick a creature you can see within range. So long as it can see you, and you are within melee combat distance of one or more enemies, that creature gains +1d4 on its Attack Rolls, and ignores the first point of damage it would take every Round. Declare Nemesis (7/4) Range: 100ft. Use: Action Activation Cost: 7 Stamina Sustaining Cost: 4 Stamina Tags: Buff, Debuff Pick a creature you can see within range that you are not adjacent to. So long as you Sustain this effect, and the target can perceive you:
Unstoppable (4+) Range: Self Use: Rection Activation Cost: 4+ Stamina Tags: Damage Reduction, Defense When you take damage, you may use your Reaction to reduce it by 1d4 points. Upcast: For every additional 4 Stamina spent on this skill, roll an additional 1d4. |
Specializations
If Knight is your Major Class, gain the benefits below as you reach the indicated levels.
Level 1 Dueling Manual. You learn one additional Knight Stance from the list at the end of this section. Rigorous Training. You learn one Defensive Perk and one Combat Perk of your choice. Level 2 Choose one:
Choose One: Bulwark. When you roll on the Affliction Table, you may choose to reduce the result by 1. Advanced Techniques. Learn one additional Knight Stance. Level 4 Choose one:
Choose one:
Choose One: Gloryhound. When you deal the finishing blow to an enemy, regain 1d6 Stamina. Infamous Heraldry. When you deal the finishing blow to an enemy, melee attacks against you suffer a -1 penalty to hit for the remainder of the Round. This effect stacks. Level 7 Choose one:
Choose one:
Knight Errant. Your reputation precedes you. You may add your Might or Fortitude score (your choice) to social checks (lying, intimidating, persuading, charming, flirting, etc.) so long as you are not concealing your identity. Flourish. When you roll a critical hit on a melee weapon attack, you may use the Cleave Through skill (without upcasting) for no additional Stamina cost. Level 10 Choose one:
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Level 11
Knight Commander. You learn one additional Knight Stance. Uncommon Valor. When you upcast the Unstoppable skill, replace all the dice with d6's. Level 13 Choose one:
Choose one:
Choose one: Specialist. Learn one additional Knight Stance. Into the Fray: You gain an additional Reaction each round. Field of Honor. While you are sustaining the Declare Nemesis skill on a creature, you deal maximum damage the first time you strike it with a weapon attack. Afterward, it is immune to this effect for 24 hours. Level 16 Choose one:
Choose one:
Knight Codex. Learn one additional Knight Stance. Invincible. The first time you would suffer an Affliction each day, ignore it. This effect refreshes after a Rest. Level 19 Choose two:
Choose two. You may select the same option twice:
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Knight Stances
Changing and Ending Stances: Once you adopt a stance, you may switch it using the Change Stance skill, or end it as a free action at the start of your turn, unless otherwise noted in the stance's description.
Stances end automatically if you are Knocked Down or Incapacitated.
Stances end automatically if you are Knocked Down or Incapacitated.
Duelist
So long as you are in this stance, if you are in melee range of a creature and not adjacent to any other creature, it suffers a -2 penalty on Attack Rolls against you, and you gain a +1 bonus to Attack and Damage Rolls against it.
Implacable
So long as you are in this stance, your Speed is reduced by -10ft.
You suffer only half damage from Common and Forceful damage types.
You suffer only half damage from Common and Forceful damage types.
Inspiring Presence
So long as you are in this stance, allied creatures within 30ft. that can see you gain a +1 to their Attack and Damage rolls. Your Armor Class is reduced by 2.
Mordhau
So long as you are in this stance, you make melee weapon attacks with one die size smaller than normal (d12>d10>d8>d6>d4).
When you miss with a melee attack, you instead deal 1d4 Bludgeoning Damage. The target must be possible for you to strike (an incorporeal ghost, for example, would be unaffected).
Once per Round, you may spend 3 Stamina to increase this to 2d4.
This ability does not work with Unarmed Attacks.
When you miss with a melee attack, you instead deal 1d4 Bludgeoning Damage. The target must be possible for you to strike (an incorporeal ghost, for example, would be unaffected).
Once per Round, you may spend 3 Stamina to increase this to 2d4.
This ability does not work with Unarmed Attacks.
Shock Cavalry
So long as you are in this stance, your Speed increases by 5ft., but your Armor Class decreases by 2.
When you end your Movement in melee range of an enemy, if you moved at least 10ft. to do so, you may immediately make 1 Weapon Attack as part of the movement. If it hits, the target is Knocked Down in addition to your weapon's damage and other effects.
When you end your Movement in melee range of an enemy, if you moved at least 10ft. to do so, you may immediately make 1 Weapon Attack as part of the movement. If it hits, the target is Knocked Down in addition to your weapon's damage and other effects.
Juggernaut
This stance has a Sustaining Cost of 10 Stamina.
You may not end this stance until you have 0 remaining Stamina.
So long as you are in this stance:
You may not end this stance until you have 0 remaining Stamina.
So long as you are in this stance:
- Your Stamina Regeneration is reduced to 0.
- All incoming damage is suspended. You note that it has been taken, how much, and any Affliction rolls or Conditions that should be gained as a result, but none of these affect you yet.
- When your Stamina reaches 0, you drop this stance and end any spells you are Sustaining. All suspended damage, Afflictions, and Conditions are immediately applied, you are Knocked Down, and if it is your turn, your turn ends. You may only take one Action during your next turn.
- Once you use this stance, you cannot do so again until you complete a Rest.