Weirth Character Class – The Knight

Weirth Character Class – The Knight

The World of Weirth Campaign TM currently uses Low Fantasy Gaming as a framework for the setting’s rules. These are supplemented and augmented by rules and concepts from AD&D, AS&SH and the OD&D Conan supplements.

Over the next few weeks I’ll be posting close-to-final versions of the character classes we have been using in the campaign, and their LFG conversions. So we will start with one of the Fighting Man subclasses: the Knight.

world of weirth telantean knightFighting men are not legally allowed to carry swords in public (except in uniform) until they have reached the third level of experience (level title: Knight). A Knight who has reached the fifth level of experience, Knight-Captain, may petition his or her local lord or lady to muster and form an armed Company in service of the Realm.

Knight

A Knight follows a different regimen of training from the typical soldier. Different weapons, tactics and mounted combat are included in this program of proficiency.

The Knight depends on both Strength and Dexterity for effectiveness, and thus must have a minimum score of 12 in each Ability. If STR or DEX are greater than 15, the character adds 10% to experience awarded.

The Knight utilizes a d10 for determining HP.

Knights are trained in Mounted Combat and do not suffer the standard -2 to hit penalty. Knights are trained in the following weapons during their Apprenticeship:

Lance

Longsword*, Sabre or Battle Axe

Mace or Flail

Dagger

*Longsword is a weapon typically reserved for nobility.

(Knight Apprentices also have “level titles” – Page, Shield-bearer, Sword-carrier, Armiger, Scutifer)

Class Abilities

Mentor: A knight is expected to take on a Squire at L1, see Apprenticeship rules.

Multiple Attacks: In melee, mounted or on foot, against creatures with 1HD or less, a Knight makes one attack per level each round.

Parry: Knights with a Dexterity score of 14 or better can fight on the defensive, parrying enemy blows and dodging attacks, as shown on the table below.

 

DEX Score Penalty to Enemy To Hit Roll
14 -1
15 -2
16 -3
17 -4 (or -2 to two Attacks)
18 -4 (or -3 to two Attacks)

 

Strength Bonuses: Unlike most other character classes, Fighting-Men (Knights) with a high Strength can have bonuses to hit and on damage.

Establish Stronghold (9th): At ninth level, a Knight-Lord may establish a stronghold and attract a body of men-at-arms who will swear their loyalty to the character as their liege Lord (or Lady). Most likely, the castle will attract peasants seeking safe places to establish homes, and the Knight-Lord will become more powerful and influential as the number of such followers increases. The stronghold will likely be a small territory carved from the wilderness, held as a freehold by the self-ennobled character.

Low Fantasy Gaming conversion

Low Fantasy Gaming CompatibleClass – Knight

You are a Knight, a warrior dedicated to serving a Lord or a Cause. You have been through extensive training and have many martial skills focused on combat and leadership.

Key Attributes:             Strength and Dexterity.

Hit Points:                    1d6+5 (plus Con bonus if any) per level up to 9th level, then 3 hp/level.

Armor and Shields:     Any.

Weapons:                        Lance or Spear, Longsword*, Sabre or Battle Axe, Mace or Flail, Dagger
Longsword is a weapon typically reserved for nobility (GM’s call)

 

Skills:                           Athletics, Etiquette, General Lore (History), Insight, Leadership, Persuasion.

KNIGHT ATTACK BONUS
Level 1 2 3 4 5 6
Bonus 1 2 3 4 5 6
Level 7 8 9 10 11 12
Bonus 7 8 9 10 11 12

 

Class Ability (1st Level)

Mentor: A knight is expected to take on a Squire at L1, see Apprenticeship rules.

Class Ability (1st level)

Knights gain advantage on all checks (To Hit, Damage, Luck Saves, etc) relating to Mounted Combat and do not suffer any penalty. In addition, when mounted the Knight may use the Charger Ability: When you take the charge action, enemies do not gain advantage on their attacks against you, and if you hit, the target must make a Luck (Str) save or be knocked prone.

Class Ability (1st level)

Parry: Knights with a Dexterity score of 14 or better can fight on the defensive, parrying enemy blows and dodging attacks, as shown on the table below.

DEX Score Penalty to Enemy To Hit Roll
14 -1
15 -2
16 -3
17 -4 (or -2 to two Attacks)
18 -4 (or -3 to two Attacks)

Class Ability (3rd level)

Multiple Attacks: In melee, mounted or on foot, against creatures with 1HD or less, a Knight makes one attack per level each round.

Unique Feature (Levels 3, 6, 9, 12)

Every 3rd level, devise one new ability, trait or theme for your Knight. Feel free to borrow feats, class abilities, perks and so on from other RPGs, modified to suit LFG. The advancement need not be limited to traditional Knightly
themes, allowing for a degree of multi-classing.

New Skill (Levels 4 & 8)

At 4th and 8th level, you gain one new skill (the skill need not be on your class list).

Class Ability (6th Level)

Master of Arms: At 5th level, your weapon attacks cause critical hits on a natural 1d20 roll of 18-20. If your  weapon causes a special effect on a natural 19, the effect also occurs on a natural 18 or 20. Additionally, when you are hit by a weapon attack, you may spend a Reroll die to force your opponent to reroll their attack and use the lowest
result.

Class Ability (8th Level)

Noble Manner: Rising in the ranks of society due to your martial prowess provides two important abilities:

  • Presence: At times, your mere presence can unnerve an enemy attempting to cause you harm. You may invoke this ability to add your Cha modifier to your AC for a number of rounds equal to half your level (rounded down).
  • Commandeer: Once per adventure, and if applicable (DM discretion), you may exert your influence to summon and retain the services of any vehicle or ship (p. 57, LFG Deluxe Ed) for the purpose of travel.

(Borrowed from the Aristocrat Class)

Stronghold (9th Level)

At 9th level, a Knight may raise a stronghold and attract a body of loyal men-at-arms who will swear fealty to him. Over time the keep might attract villagers, and earn the fighter a title or rights to collect taxes.

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