Knight
The knight is a skillful mounted combatant, he uses polearms and two-handed weapons to down his foes.
Ability Score Increase:
Level 1: +1 Strength +1 Endurance Level 4: +1 Strength, +1 Endurance +1 Rhetoric Level 7: +2 Strength +1 Endurance +1 Rhetoric +1 Perception Level 10: +3 Strength +3 Endurance +2 Rhetoric +2 PerceptionClass Level Abilities
Level 1
Active Abilities
Conditional Abilities
Favored Weapon: A knight bonds to his weapon on an emotional level, attuning to every feature, it becomes an extension of his body. Choose a two-handed weapon, or polearm. This weapon is your attuned weapon and while wielding increase its WDR by +5 per level in Knight. Additionally while mounted, as long as an attack would score at least one success, increase the number of successes by one. This increases by one every 2 levels of Knight. If you lose or change weapons, you must spend 1 week reattuning yourself with the new weapon. Non-favored weapons take a -20 penalty to attack rolls and cannot deal critical damage.Passive Abilities
A Mighty Steed: A Knight starts the game with a standard mount from his culture’s region, otherwise if an exotic animal is desired, a Knight can instead purchase it at half market value. This mount is well-used to its master and is combat-trained. The mount comes with a basic saddle of that mounts type. Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Noble Worth: A Knight has the aura of nobility. This may or may not be the truth. Regardless, it gives the Knight a +12 Artistocratic Etiquette. Rough Rider: The Knight and its mount do not receive a penalty for rough terrain whilst mounted. Side Arm: A Knight may use one-handed, natural or light weapons without incurring the penalties of Favored Weapon. Polearms are excluded from this ability.Level 2
Active Abilities
Conditional Abilities
Opportune Strike: Whenever a Knight would deal critical damage, the Knight may make a free reactionary strike against the same target. This strike cannot trigger Opportune Strike.Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Mounted Warfare: Gain +25 to Mounted Combat.Level 3
Active Abilities
Conditional Abilities
Overrun: When a Knight's mount runs over a creature with a size class smaller than its own, it deals ½ of its strength in trampling damage to the trampled creature. Rough Rider Mk. II: Whenever a Knight would charge while in rough terrain, double any damage dealt by their Favored Weapon for the remainder of the phase.Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Skilled Jockey I: Gain +6 RideLevel 4
Active Abilities
Conditional Abilities
Powerful Critical: Whenever a Knight would deal critical damage, increase the WDR by 50%.Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Skilled Jockey II: Gain +6 RideLevel 5
Active Abilities
Rider’s Dodge: A number of times equal to the character's level per day, the Knight may add Ride skill into mount’s defense.Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Favored Secondary: Choose a one-handed melee weapon. This weapon is also considered your favoured weapon for the purposes of Favored Weapon. Skilled Jockey III: Gain +6 RideLevel 6
Active Abilities
Conditional Abilities
Powerful Critical II: Whenever a Knight would deal critical damage, increase the WDR by 2x. This replaces Powerful Critical.Passive Abilities
Exotic Cavalry: Gain a +25 to Mounted Flight & Aquatic Riding. Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee.Level 7
Active Abilities
Conditional Abilities
Empowered Lancer: Whenever the Knight would deal damage to a non-moving unmounted target, increase the damage by 2x. This effect stacks with other modifiers, applying last in the calculation.Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Skilled Jockey IV: Gain +6 RideLevel 8
Active Abilities
Conditional Abilities
Powerful Critical III: Whenever a Knight would deal critical damage, increase the WDR by 3x. This replaces Powerful Critical II.Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Skilled Jockey V: Gain +6 RideLevel 9
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Skilled Jockey VI: Gain +6 RideLevel 10
Active Abilities
Conditional Abilities
Unstoppable Charge: While charging, a Knight is immune to reactionary strikes, overwatch and any movement impairing effects.Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Master Jockey: Gain +25 Ride
Class Currency Modifier: 1.2