Relict RPG
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    • Character Classes >
      • Classes At A Glance
      • Playable Classes >
        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
        • Blood Mage (Mage)
        • Elementalist (Mage)
        • Enchanter (Mage)
        • Force Mage (Mage)
        • Necromancer (Mage)
        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
        • Harlequin (Hybrid)
        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
        • Druid (Hybrid)
        • Priest (Hybrid)
        • Warlock (Hybrid)
    • Perks
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    • Advanced Monsters >
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      • Undead
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Scout

At a glance:
Keen observers, archers, trackers, or ambushers, Scouts operate unseen to support their allies or surprise their enemies.
Type: Martial
​​Primary Stat: Precision
​Secondary Stat: Cleverness
Toughness Rating: 3
Picture

Flavor Blurb

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:

Armored Combat. You learn one Knight Stance of your choice from the end of this section.
Then, choose either perk: Medium Armor Training - or - Heavy Armor Training
Squire's Tutelage. Choose three perks form the following list: Medium Weapons Training, Large Weapons Training, Giant Weapon Training, Bow Training, Crossbow Training, Firearms Training
Endure. Once per Rest, when you would take damage, you may use your Reaction to roll 1d12 and reduce the damage taken by the result. If an effect deals multiple damage types at once, the roll applies to the one you choose. 
Trained Reaction. When you roll Initiative and are not surprised, you may adopt one Knight Stance that you know. This occurs before Initiative commences. 

Class Skills


Dash - spend stamina for speed. Make perk?
Ambush bonus - gets first shot at start of combat regardless of initiative 
Camouflage 
Foraging downtime?
Tracking bonus
Identify if danger nearby, minute skill
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:
  • When you end your turn closer to the target than you started, it suffers a -1d4 penalty to its next Attack Roll.
  • You gain +4 to your first melee attack against it.
This effect ends automatically when you end your turn in melee range of the targeted creature. 

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:
  • Increase Stamina Regeneration by 1.
  • ​Choose a Perk.
Level 3
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:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • ​Choose a Perk.
Level 5
Choose one:
  • Increase your Fortitude and Might by 1.
  • Increase your Stamina Capacity by 2.
Level 6
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:
  • Increase the Core Stat of your choice by 1.
  • ​Choose a Perk.
Level 8
Choose one:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Pick any unchosen specialization option from Levels 2, 4, 5, or 7.
Level 9
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:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.
Level 11 
  • Pick any two unchosen specialization options from Levels 2, 4, 5, 7, 8, or 10.
Level 12
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:
  • Increase the Core Stat of your choice by 2, or any two stats by 1.
  • ​Choose a Perk.
Level 14 
Choose one:
  • Increase your Mana Regeneration by 2.
  • ​Increase your Stamina Regeneration by 2.
  • Choose a Perk.
Level 15 
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:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Increase the Core Stat of your choice by 2.
  • Choose a Perk.
Level 17 
Choose one:
  • Increase your Stamina Capacity by 3.
  • Choose a Perk.
Level 18 
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:
  • Increase your Fortitude by 3.
  • Increase your Might by 2.
  • Choose a Perk.
Level 20 
​Choose two. You may select the same option twice:
  • Select a Spell or activated Ability from either your Minor or Influence Class. It no longer has a cost multiplier (2x or 4x). 
  • Choose a Perk.
  • Increase the Core Stat of your choice by 1.
  • Pick any unchosen specialization option from Levels 2, 4, 5, 7, 8, 10, 13, 14 16, 17, or 19.

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.

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. 

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. 

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.​ 

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:
  • 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.
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  • How to Play
    • Core Rules
    • Running the Game
    • Downloads
    • Videos
    • Support Relict >
      • Feedback & Contact
      • Donations & Support
      • Contributors
  • Characters
    • Character Creation Guide
    • Choose Your Lineage >
      • Lineage At A Glance
      • Centaur
      • Dwarf
      • Elf
      • Fae
      • Fiendling
      • Firmalite
      • Gaian
      • Gnome
      • Goblin
      • Gorgon
      • Human
      • Kobold
      • Mere
      • Orc
      • Shapeshifter
      • Stacian
      • Undead
      • Wilderkin
    • Character Classes >
      • Classes At A Glance
      • Playable Classes >
        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
        • Blood Mage (Mage)
        • Elementalist (Mage)
        • Enchanter (Mage)
        • Force Mage (Mage)
        • Necromancer (Mage)
        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
        • Harlequin (Hybrid)
        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
        • Druid (Hybrid)
        • Priest (Hybrid)
        • Warlock (Hybrid)
    • Perks
  • Items & Equipment
    • Melee Weapons
    • Ranged Weapons
    • Armor & Clothing
    • Potions & Equipment >
      • Potions
      • Equipment, Traps, & Tools
    • Magical Objects >
      • Magic Weapons
      • Magic Armor & Clothing
      • Magic Items
  • Monsters & Encounters
    • Monster Rules - Simple & Advanced
    • Encounter Building Guide
    • Simple Monsters >
      • Elementals
      • Fauna
      • Humanoids
      • Mages
      • Monstrosities
      • Oozes
      • Undead
    • Advanced Monsters >
      • Celestials
      • Dragons
      • Fiends
      • Undead
  • Maps
  • Store