Knight
Prime Attribute: Charisma
Upon windswept battlefields where armies struggle for supremacy, there are those who make war their daily bread. They are the professional soldiers who lead and guide in war and in peace. They serve kings, emperors, lords, nobles, merchants and guild houses. War is their vocation, the battlefield their home, and death is their constant companion.
The knight is the archetypical military leader. They are trained from an early age in the use of weapons, armor, siege engines, tactics, strategy and horsemanship. They live by a code of behavior that sets them apart from normal warriors. Though this code may vary between cultures, it follows several basic tenets: courage in the face of battle, service to one’s lord, honor, faith, humility, generosity and loyalty. Knights are not necessarily nobles, though they may be of noble birth. They are a caste of professional, mounted warrior-leaders. They do not judge another’s wealth in terms of land or money, but rather by action and deed. To a knight, a pauper who unseated forty foes in a tournament is wealthier than a potentate whose foot has never touched a field of battle. By the same token, a knight able to supply his fellows with fresh mounts, armor, and weaponry is respected far more than one who hoards wealth. The knights’ ability on the field of battle makes them leaders in almost any situation.
A knight’s power flows from their strength of will, leadership and individual charisma. The latter is the most salient characteristic of all knights. They are men and women of great bearing and powerful demeanor. Knights are as constant and unyielding in their codes as they are upon the field of battle.
Knights follow codes of conduct and honor, dictated by culture and environment. These can vary in many aspects, and the details of a knight’s patterns of behavior, acceptable battlefield conduct and use of weapons are unique to their culture and caste; but a knight’s virtues stem from certain universal values, strict adherence to their code, bravery, honor and faith. They serve both evil lords and good kings, but all must follow the tenets of their code, or risk losing their knighthood. An example of the typical virtues present in a knightly code of conduct appears below. Knights must conform to this strict codeof- conduct, known as courtesy, at all times.
A knight’s selection of weapons is limited by the knightly code of conduct. A knight may use any melee weapon except whips, the sap, chains or the like. In general, they cannot use weapons associated with cowards or cowardly deeds. Bows are rarely used by knights, though occasion does permit their use in siege warfare or at a tourney. The Castle Keeper should make that determination.
From an early age, knights train in the art of war. They master the use of armor and weapons; they inure themselves to the trials and tribulations of battle, becoming fearless through confidence. Knights prefer an honorable death in combat to a long life lived as a coward.
As a member of a caste of warriors, the knight may expect noblesse oblige, or hospitality, from any other knight. At times, even knights in conflict will extend this hospitality to one another. The knight, however, is expected to return such courtesy in kind, even to an enemy.
At least 10% of a knight’s income must be given as scutage to the knight’s superior lord or order as soon as possible after it is acquired.
ABILITIES
BIRTHRIGHT MOUNT:
A trained and healthy mount is important to a knight’s station and status. In addition to their starting money, knights begin play with a fully outfitted riding horse (saddle, blankets, saddlebags, bit and bridle, harness, horseshoes, and meal). The mounts are hardier than most, having 2d8+2 hit points. A riding horse is not trained for combat, and a knight has some difficulty fighting from a riding horse (see mounted combat).
RIDING HORSE (Their vital stats are HD 2d8+2, AC 13, MV 60. Their primary attributes are physical. They attack with 2 hooves for 1d4+1 points of damage.)
LIGHT WAR HORSE (Their vital stats are HD 3d10, AC14, MV 60. Their primary attributes are physical. They attack with 2 hooves for 1d4+2, or a bite for 1d4 points of damage.)
HORSEMANSHIP (DEXTERITY):
Knights are trained in mounted combat and are familiar with all types of horses, from mounts used for riding to heavy war horses. Without the need for an attribute check, knights can saddle, mount, ride and dismount; perform simple leaps and obstacle maneuvers (no more than 3 feet in height and move around small items such as barrels); fight from a mount during combat (melee and ranged) without penalty; control the mount in combat; guide a mount with the knees; and stay in the saddle when a mount rears or bolts. When viewing a horse or a group of mounts, knights can determine the strengths and weaknesses of each horse, and can generally pick out the strongest, fastest or all-around best horse. When fighting from a war-trained mount (light to heavy war horse), a knight can direct the mount to attack and still make his or her attack normally.
With a successful check, and by foregoing any attack or other action, knights may direct their mounts to perform the following actions while mounted: cover, deflect, fall softly, leap and charge.
Cover: A knight can drop and hang alongside a mount, using it as three-fourth’s cover. This grants a +6 bonus to the knight’s armor class from those on the opposite side of the horse. The knight cannot attack or be holding anything while using this ability.
Deflect: This entails the mount being moved between the opponent and the knight or positioned to offer maximum cover for the knight, while at the same time allowing the mount to avoid blows. This maneuver gives a +4 bonus to the knight’s armor class and a +2 bonus to the mount’s armor class.
Fall Softly: A knight can attempt to take no damage after falling from a mount, by rolling to the side or leaping off, including when the mount itself falls. A character takes 1d6 points of falling damage on any failed attribute check.
Leap: The knight may direct a mount to leap obstacles as part of its movement. The obstacles jumped can be no taller than 2/3 rds. the height of the horse.
Charge: A knight is well trained in the use of a lance. When fighting from a mount and charging, a knight inflicts triple damage upon a successful hit when wielding a lance.
INSPIRE:
The mere presence of a knight upon the field of battle can alter the mood of armies and change the tide of combat. This gives the knight the ability to inspire companions and followers. Any person friendly to a knight’s immediate endeavor gains a bonus to hit equal to the knight’s charisma modifier. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of persons that are affected increases as the knight gains levels. At 1st level, the knight can affect up to 12 creatures. The ability affects up to 25 creatures at 3rd level, up to 50 creatures at 5th level, up to 250 creatures at 7th level, up to 1000 creatures at 9th level, up to 5,000 creatures at 12th level and 20,000 creatures at 16th level. This ability cannot be used in conjunction with embolden or demoralize.
EMBOLDEN:
At 3rd level, the knight’s confidence and fearlessness in the face of danger instills courage in their companions and followers. Any companions or followers within 30 feet of the knight gains a bonus of +1 to strength, constitution, dexterity, and intelligence saving throws, and a +2 to wisdom and charisma saving throws. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. This ability cannot be used in conjunction with demoralize or inspire.
DEMORALIZE:
At 5th level, the knight causes fear and dread in the ranks of foes and enemy forces. Enemies to the knight’s immediate endeavor suffer a penalty of -4 to charisma checks. In addition, the affected foes must successfully save versus fear at a -4 penalty or suffer a -1 penalty to hit. This ability can be usedonce per day and lasts a number of rounds equal to the knight’s level. The number of creatures that can be affected increases as the knight gains levels. At 5th level, the knight can affect up to 25 creatures. The ability affects up to 100 creatures at 7th level, up to 250 creatures at 9th level, up to 1,000 creatures at 12th level and 5,000 creatures at 16th level. This ability cannot be use in conjunction with embolden and inspire.
BATTLEFIELD DOMINANCE:
At 8th level, the knight can use demoralize, embolden and inspire in the same round. This is in addition to their regular use individually.
CALL-TO-ARMS:
At 10th level, a knight reaches a level of renown that allows him to attract followers to his cause. By establishing a stronghold, a knight can attract 2d10 followers of 0 level every month. For every 40 followers that flock to the knight’s standard, a 1st level knight heeds the call as well. When 80 followers have been attracted, a knight of at least 5th level is attracted. This cycle repeats until the knight can no longer pay for the upkeep of his followers. Thus, when 120 followers are reached, another 1st level knight comes, and when 160 followers are reached, another 5th level knight arrives.
Followers must be supported or they leave. 0 level followers require 2gp per month and 1st level knights cost 100 gp per month. Every knight of a higher level requires 100 gp per level per month.
PRIME ATTRIBUTE: Charisma
HIT DICE: d10
ALIGNMENT: Any
WEAPONS ALLOWED: Any except Code-of-Conduct limitations
ARMOR ALLOWED: Any
ABILITIES: Birthright mount, horsemanship, inspire, embolden, demoralize, call-to-arms
Lvl HD BtH EPP
1 d10 +0 0
2 d10 +1 2,251
3 d10 +2 4,501
4 d10 +3 9,001
5 d10 +4 18,001
6 d10 +5 36,001
7 d10 +6 72,001
8 d10 +7 150,001
9 d10 +8 300,001
10 d10 +9 600,001
11 +4 HP +10 725,001
12 +4 HP +11 900,001
13+ 175,000 per level
TYPICAL KNIGHTLY VIRTUES AND CODE OF CONDUCT
The Castle Keeper and the player should develop the details and expectations for a knight character prior to play as courtesy will vary from campaign to campaign. The following is a typical code of conduct for a knight.
Courage: To flee in fear from a battle or from a struggle that might be won is dishonorable and churlish. So long as any hope remains, the knight is bound to fight until death or victory is won. Personal interests bow to service of the cause. Courage however, is guided by wisdom and truth.
Defense: A knight should defend liege, nation, family and all those who depend upon the knight, or all those deemed worthy of their protection. Sacrificing oneself for these would be considered a worthy and noble death.
Discreetness: A knight is discreet in affairs with friends and others. Slander is uncalled for, and that which is not seen or heard personally should not be repeated. A knight should not demean others, gossip, spread malicious lies or commit slander. Even enemies are treated with respect.
Excellence: The knight should strive for excellence in everything, whether the art of war or the gentler arts of the court. Excellence is marked by commitment, zeal, attitude and conduct.
Faith: Knights must have faith in their beliefs, for only faith provides courage and loyalty. A knight’s faith provides a shield against the darkness of despair.
Honor: A knight should be honest in dealing with others, being quick to remedy or make restitution for injustice. A knight keeps his word and follows through on commitments. A knight performs deeds that bring honor to his or her liege and to the office of knighthood. A knight shall not attack an unarmed foe, or one asking for mercy.
Humility: A knight values the contributions of others and their deeds of reknown. Telling the deeds of others glorifies the office of knighthood. It is unseemly for knights to boast of their own deeds, for a knight’s reknown, if truly earned, will be noted by peers. Only the weak trumpet their own accomplishments.
Justice: A knight should seek the path of “right”, unencumbered by personal bias and interest. A knight strives to punish the guilty, while remembering that justice without mercy can itself be unjust. A knight treats others with fairness and honesty, and mediates disputes without malice.
Largesse: A knight is expected to be as generous as possible. A knight should be willing to provide aid to friends and allies, and even to other knights, with no thought of repayment, for those of a chivalrous demeanor will repay the knight in kind and in full measure.
Loyalty: The knight’s word is a bond, and an oath once sworn should never be refuted, save when an oath-bond is broken by the other party. A knight should be unwavering in commitment to liege and cause, family and faith, code and ideals. A knight keeps sacred any confidence entrusted.
Nobility: A knight seeks stature by upholding the virtues of knighthood, though knowing that perfection is impossible. Only by striving for perfection, however, does a knight achieve greatness of character and spirit.
Valor: A knight seeks to uphold the office of knighthood, and faces death with valor.
Upon windswept battlefields where armies struggle for supremacy, there are those who make war their daily bread. They are the professional soldiers who lead and guide in war and in peace. They serve kings, emperors, lords, nobles, merchants and guild houses. War is their vocation, the battlefield their home, and death is their constant companion.
The knight is the archetypical military leader. They are trained from an early age in the use of weapons, armor, siege engines, tactics, strategy and horsemanship. They live by a code of behavior that sets them apart from normal warriors. Though this code may vary between cultures, it follows several basic tenets: courage in the face of battle, service to one’s lord, honor, faith, humility, generosity and loyalty. Knights are not necessarily nobles, though they may be of noble birth. They are a caste of professional, mounted warrior-leaders. They do not judge another’s wealth in terms of land or money, but rather by action and deed. To a knight, a pauper who unseated forty foes in a tournament is wealthier than a potentate whose foot has never touched a field of battle. By the same token, a knight able to supply his fellows with fresh mounts, armor, and weaponry is respected far more than one who hoards wealth. The knights’ ability on the field of battle makes them leaders in almost any situation.
A knight’s power flows from their strength of will, leadership and individual charisma. The latter is the most salient characteristic of all knights. They are men and women of great bearing and powerful demeanor. Knights are as constant and unyielding in their codes as they are upon the field of battle.
Knights follow codes of conduct and honor, dictated by culture and environment. These can vary in many aspects, and the details of a knight’s patterns of behavior, acceptable battlefield conduct and use of weapons are unique to their culture and caste; but a knight’s virtues stem from certain universal values, strict adherence to their code, bravery, honor and faith. They serve both evil lords and good kings, but all must follow the tenets of their code, or risk losing their knighthood. An example of the typical virtues present in a knightly code of conduct appears below. Knights must conform to this strict codeof- conduct, known as courtesy, at all times.
A knight’s selection of weapons is limited by the knightly code of conduct. A knight may use any melee weapon except whips, the sap, chains or the like. In general, they cannot use weapons associated with cowards or cowardly deeds. Bows are rarely used by knights, though occasion does permit their use in siege warfare or at a tourney. The Castle Keeper should make that determination.
From an early age, knights train in the art of war. They master the use of armor and weapons; they inure themselves to the trials and tribulations of battle, becoming fearless through confidence. Knights prefer an honorable death in combat to a long life lived as a coward.
As a member of a caste of warriors, the knight may expect noblesse oblige, or hospitality, from any other knight. At times, even knights in conflict will extend this hospitality to one another. The knight, however, is expected to return such courtesy in kind, even to an enemy.
At least 10% of a knight’s income must be given as scutage to the knight’s superior lord or order as soon as possible after it is acquired.
ABILITIES
BIRTHRIGHT MOUNT:
A trained and healthy mount is important to a knight’s station and status. In addition to their starting money, knights begin play with a fully outfitted riding horse (saddle, blankets, saddlebags, bit and bridle, harness, horseshoes, and meal). The mounts are hardier than most, having 2d8+2 hit points. A riding horse is not trained for combat, and a knight has some difficulty fighting from a riding horse (see mounted combat).
RIDING HORSE (Their vital stats are HD 2d8+2, AC 13, MV 60. Their primary attributes are physical. They attack with 2 hooves for 1d4+1 points of damage.)
LIGHT WAR HORSE (Their vital stats are HD 3d10, AC14, MV 60. Their primary attributes are physical. They attack with 2 hooves for 1d4+2, or a bite for 1d4 points of damage.)
HORSEMANSHIP (DEXTERITY):
Knights are trained in mounted combat and are familiar with all types of horses, from mounts used for riding to heavy war horses. Without the need for an attribute check, knights can saddle, mount, ride and dismount; perform simple leaps and obstacle maneuvers (no more than 3 feet in height and move around small items such as barrels); fight from a mount during combat (melee and ranged) without penalty; control the mount in combat; guide a mount with the knees; and stay in the saddle when a mount rears or bolts. When viewing a horse or a group of mounts, knights can determine the strengths and weaknesses of each horse, and can generally pick out the strongest, fastest or all-around best horse. When fighting from a war-trained mount (light to heavy war horse), a knight can direct the mount to attack and still make his or her attack normally.
With a successful check, and by foregoing any attack or other action, knights may direct their mounts to perform the following actions while mounted: cover, deflect, fall softly, leap and charge.
Cover: A knight can drop and hang alongside a mount, using it as three-fourth’s cover. This grants a +6 bonus to the knight’s armor class from those on the opposite side of the horse. The knight cannot attack or be holding anything while using this ability.
Deflect: This entails the mount being moved between the opponent and the knight or positioned to offer maximum cover for the knight, while at the same time allowing the mount to avoid blows. This maneuver gives a +4 bonus to the knight’s armor class and a +2 bonus to the mount’s armor class.
Fall Softly: A knight can attempt to take no damage after falling from a mount, by rolling to the side or leaping off, including when the mount itself falls. A character takes 1d6 points of falling damage on any failed attribute check.
Leap: The knight may direct a mount to leap obstacles as part of its movement. The obstacles jumped can be no taller than 2/3 rds. the height of the horse.
Charge: A knight is well trained in the use of a lance. When fighting from a mount and charging, a knight inflicts triple damage upon a successful hit when wielding a lance.
INSPIRE:
The mere presence of a knight upon the field of battle can alter the mood of armies and change the tide of combat. This gives the knight the ability to inspire companions and followers. Any person friendly to a knight’s immediate endeavor gains a bonus to hit equal to the knight’s charisma modifier. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of persons that are affected increases as the knight gains levels. At 1st level, the knight can affect up to 12 creatures. The ability affects up to 25 creatures at 3rd level, up to 50 creatures at 5th level, up to 250 creatures at 7th level, up to 1000 creatures at 9th level, up to 5,000 creatures at 12th level and 20,000 creatures at 16th level. This ability cannot be used in conjunction with embolden or demoralize.
EMBOLDEN:
At 3rd level, the knight’s confidence and fearlessness in the face of danger instills courage in their companions and followers. Any companions or followers within 30 feet of the knight gains a bonus of +1 to strength, constitution, dexterity, and intelligence saving throws, and a +2 to wisdom and charisma saving throws. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. This ability cannot be used in conjunction with demoralize or inspire.
DEMORALIZE:
At 5th level, the knight causes fear and dread in the ranks of foes and enemy forces. Enemies to the knight’s immediate endeavor suffer a penalty of -4 to charisma checks. In addition, the affected foes must successfully save versus fear at a -4 penalty or suffer a -1 penalty to hit. This ability can be usedonce per day and lasts a number of rounds equal to the knight’s level. The number of creatures that can be affected increases as the knight gains levels. At 5th level, the knight can affect up to 25 creatures. The ability affects up to 100 creatures at 7th level, up to 250 creatures at 9th level, up to 1,000 creatures at 12th level and 5,000 creatures at 16th level. This ability cannot be use in conjunction with embolden and inspire.
BATTLEFIELD DOMINANCE:
At 8th level, the knight can use demoralize, embolden and inspire in the same round. This is in addition to their regular use individually.
CALL-TO-ARMS:
At 10th level, a knight reaches a level of renown that allows him to attract followers to his cause. By establishing a stronghold, a knight can attract 2d10 followers of 0 level every month. For every 40 followers that flock to the knight’s standard, a 1st level knight heeds the call as well. When 80 followers have been attracted, a knight of at least 5th level is attracted. This cycle repeats until the knight can no longer pay for the upkeep of his followers. Thus, when 120 followers are reached, another 1st level knight comes, and when 160 followers are reached, another 5th level knight arrives.
Followers must be supported or they leave. 0 level followers require 2gp per month and 1st level knights cost 100 gp per month. Every knight of a higher level requires 100 gp per level per month.
PRIME ATTRIBUTE: Charisma
HIT DICE: d10
ALIGNMENT: Any
WEAPONS ALLOWED: Any except Code-of-Conduct limitations
ARMOR ALLOWED: Any
ABILITIES: Birthright mount, horsemanship, inspire, embolden, demoralize, call-to-arms
Lvl HD BtH EPP
1 d10 +0 0
2 d10 +1 2,251
3 d10 +2 4,501
4 d10 +3 9,001
5 d10 +4 18,001
6 d10 +5 36,001
7 d10 +6 72,001
8 d10 +7 150,001
9 d10 +8 300,001
10 d10 +9 600,001
11 +4 HP +10 725,001
12 +4 HP +11 900,001
13+ 175,000 per level
TYPICAL KNIGHTLY VIRTUES AND CODE OF CONDUCT
The Castle Keeper and the player should develop the details and expectations for a knight character prior to play as courtesy will vary from campaign to campaign. The following is a typical code of conduct for a knight.
Courage: To flee in fear from a battle or from a struggle that might be won is dishonorable and churlish. So long as any hope remains, the knight is bound to fight until death or victory is won. Personal interests bow to service of the cause. Courage however, is guided by wisdom and truth.
Defense: A knight should defend liege, nation, family and all those who depend upon the knight, or all those deemed worthy of their protection. Sacrificing oneself for these would be considered a worthy and noble death.
Discreetness: A knight is discreet in affairs with friends and others. Slander is uncalled for, and that which is not seen or heard personally should not be repeated. A knight should not demean others, gossip, spread malicious lies or commit slander. Even enemies are treated with respect.
Excellence: The knight should strive for excellence in everything, whether the art of war or the gentler arts of the court. Excellence is marked by commitment, zeal, attitude and conduct.
Faith: Knights must have faith in their beliefs, for only faith provides courage and loyalty. A knight’s faith provides a shield against the darkness of despair.
Honor: A knight should be honest in dealing with others, being quick to remedy or make restitution for injustice. A knight keeps his word and follows through on commitments. A knight performs deeds that bring honor to his or her liege and to the office of knighthood. A knight shall not attack an unarmed foe, or one asking for mercy.
Humility: A knight values the contributions of others and their deeds of reknown. Telling the deeds of others glorifies the office of knighthood. It is unseemly for knights to boast of their own deeds, for a knight’s reknown, if truly earned, will be noted by peers. Only the weak trumpet their own accomplishments.
Justice: A knight should seek the path of “right”, unencumbered by personal bias and interest. A knight strives to punish the guilty, while remembering that justice without mercy can itself be unjust. A knight treats others with fairness and honesty, and mediates disputes without malice.
Largesse: A knight is expected to be as generous as possible. A knight should be willing to provide aid to friends and allies, and even to other knights, with no thought of repayment, for those of a chivalrous demeanor will repay the knight in kind and in full measure.
Loyalty: The knight’s word is a bond, and an oath once sworn should never be refuted, save when an oath-bond is broken by the other party. A knight should be unwavering in commitment to liege and cause, family and faith, code and ideals. A knight keeps sacred any confidence entrusted.
Nobility: A knight seeks stature by upholding the virtues of knighthood, though knowing that perfection is impossible. Only by striving for perfection, however, does a knight achieve greatness of character and spirit.
Valor: A knight seeks to uphold the office of knighthood, and faces death with valor.