The Knight in Athea | World Anvil

The Knight

Written by Bryan David Sage

The Knight prestige class is a compilation of skills and abilities from various RPG/OSR editions with a few homespun tweaks.   Prime Attribute: Strength, 13+ (+5% experience bonus).
Hit Dice: 1d8/level (Gains 2 hp/level after 9th).
Armor/Shield Permitted: Any*.
Weapons Permitted: Any*.
Playable Species: Human.
Alignment: Strictly Lawful.
  Magic Items: Knights can use any magic items that can normally be used by Fighters.   Initial Funds: 0 (see Knight Standard Issue)   At every fourth level gained (4th, 8th, 12th, etc.): A Knight may choose one:
+1 to any ability point.
+1 hit with cavalry weapons (stackable) when fighting from horseback (see Mounted Combat section at Combat House Rules).
+1d4 to First Aid skill.    

Core Class Skills

 

Defensive/Offensive Combat Stance

  Any warrior class (see Combat House Rules) may claim offensive, normal fighting, or defensive stance during the announcing spells and abilities phase at the beginning of the combat round.   Offensive stance: +2 hit -4 AC (plus any other bonuses/penalties).   Normal stance: Regular bonuses/penalties apply.   Defensive stance: +2 AC -4 hit (plus any other bonuses/penalties).   Note: This feature is situational and not automated on the Foundry VTT actor sheet. All modifiers for this skill are calculated during combat dice rolls.  

Combat Tactics

  -Knights cannot attack an opponent at range if they can instead charge ahead and attack in melee or jousting combat (Knights can conceivably shoot an opponent with an arrow to stop that opponent from killing an innocent person; that doesn't constitute a violation of code. But they couldn't shoot an enemy to protect a friend, if that friend is fighting the enemy honorably (even if the friend is losing).   -Knights cannot use a pole arm from behind a shield wall or any other barrier/cover. They have to be on the front line, meeting foes face-to-face.   -In any combat, Knights must attack the enemy who is the biggest and/or most powerful looking. If held up by lesser troops, they must be dispatched as quickly as possible to get to the “real” opponent.   Mounted Combat: Knights receive a +1 to attack with all cavalry weapons (cavalry flail, cavalry mace, lance, etc., excludes missile weapons) when fighting from horseback (see Mounted Combat section at Combat House Rules).   A Friend in Need: Knights may spend their action in a combat round to use their shield or weapon to protect one ally that is under attack within five feet of the Knight. This protection extends a +1 to AC to the ally for one round and can be only be used once each round. If successful (the foe’s attack fails), the ally may retreat from that same foe (only) without creating an attack of opportunity. Knights suffer a -1 to AC during this maneuver.  

Mental Discipline

  Uncommon Valor: Knights are immune to the fear spell. In fact, because they are so resolute, Knights actually radiate courage in a 10 foot radius, inspiring their allies with +1 to savings throws vs. fear effects.   Dauntless: Knights receive +4 to any save vs. spells that affect the mind. (ie. charm person, friends, hypnotism, sleep, irritation, ray or enfeeblement, scare, geas, command, enthrall, cloak or bravery, symbol, etc.)   *Knights must always have the highest quality armor, weapons and mount that they can afford, and they are rigid in keeping those in pristine condition. For example: they desire to have a full set of the highest quality plate armor and will be constantly “trading up” to achieve this goal. Magical bonuses mean less to the knight than the quality of their gear.  

Combat Medic

  First Aid: Knights are trained in the natural philosophy of medicine as it would apply to the battlefield. Once per day Knights can spend one turn (10 rounds) administering advanced first aid techniques to themselves or another at 1d4 (+1 hp/level.) Furthermore, anyone under the care of a Knight can heal at the rate of 2 points per day of uninterrupted rest, provided the Knight actively cares for them each day. It is assumed that the Knight has access to the necessary materials needed except under extreme conditions (ie. long wilderness treks, hostile environments, etc. as determined by the GM). Even then, the Knight can possibly make due with what is available (roll 1d20 vs. wisdom).  

Pillar of the Community

  Great Renown: Knights receive a -3 charisma modifier when dealing with any NPC native to their homeland.   Sanctuary: Knights receive sanctuary for themselves and up to one ally/level in any military post within their kingdom for up to one week. They may also request (and may be granted) sanctuary from any lawful kingdom/country who is allied or has political ties with their homeland.   -Knights are expected serve as law enforcers within their homeland. They serve as judge to any commoner dispute and their decisions are considered “law of the land”.
Nine Solemn Troths
I must willingly perform any noble service   I must show courage and enterprise   I must honor all those above my rank   I must show respect to all   I must defend, to the death, any person, place, or item placed in my charge   I must defend the weak and infirm   I must achieve personal glory in battle   I must sway all those who oppose my cause   I must choose death before dishonor
Knight Standard Issue
Medium Warhorse – Chain barding, saddlebags, tack, harness, and saddle   Lance   Cavalry Mace   Sword   Dagger   Chain Mail   Assault Shield   Banner of Order   Note: The Knight’s starting package may vary dependent upon region/kingdom.  
 
by Bryan David Sage
 


Cover image: by Willgard Krause

Comments

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Mar 10, 2022 16:01 by Scott Stokes

Great article.

Happiness is "the exercise of vital powers, along lines of excellence, in a life affording them scope,"
Mar 10, 2022 19:24

Thank you for reading it. I am currently working on the "Knights of Argg" for my fiction. So, some of this may change, but only a little.

Author, Worldbuilder, Gamemaster.