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Melee Weapon KnowledgeGeneral knowledge with the chosen weapon is known, such as which end is held, and which end goes into things that you want to die. A few basic techniques are known and a little practice has been had, enough to give an advantage over someone unskilled in that weapon.
Heavy SwingCalling upon hidden strength, the Knight readies a strike that hits hard against his opponent; harder than even the heaviest blow that he could have dealt with only his own strength. Attacks that connect or are blocked with a shield cause the target to be
stunned for half a second.
Charge time: 1 second | Damage: Moderate | Targets: 1 | Range: Within reach of weaponShield BashThe shield can be used for more than defense, it can also be used to attack. By striking an opponent with the broad surface of a heavy shield, a Knight can
unbalance his opponent.
Charge time: None | Damage: Superficial | Targets: 1 | Range: AdjacentChargeUsing his intimidating presence to his advantage, a Knight can charge at a hapless opponent before delivering a blow. The terrifying image of a Knight bearing down upon his opponent can incite
fear into an enemy(s) (opposed roll: d6 plus class level). When charging, a Knight moves twice as fast as normal, but only across open terrain in a stright line. If mounted during a charge, the mount will also deal minor trample damage to the opponent, in addition to the attack.
Charge time: None | Damage: Varies | Targets: 1 group | Range: 60 feet (120 feet mounted)Squire
Melee Weapon TrainingA little bit of training with the chosen weapon has been undertaken. Practice makes perfect, and though this level of skill is still far from perfect, it reflects perseverence and dedication to improvement. A trained weilder can easily best a clumsy oalf who has just picked up this weapon.
ParryA Knight is trained in defense, as well as attack. The Parry is a quick movement of a weapon in order to defend against a single attack coming from the front.
Charge time: None | Targets: 1 attack | Range: AdjacentBattle CryUttering a terrifying
Battle Cry, a Knight is able to intimidate his foes without even needing to draw a weapon, granting the status effect
fear (opposed roll: d6 plus class level).
Charge time: None | Targets: All within range | Range: Able to hear the KnightRide-By AttackA Knight's training with his mount has made both skilled and cool in combat. When performing a
Charge while mounted, a Knight is able to continue charging even after delivering an attack to the target, and perform another
Charge attack against a second target (a change in direction is allowed, but both charges must be in a straight line). Trample damage caused by the mount increases to Moderate.
Knight
Melee Weapon ProficiencyTime and training have made a skilled warrior out of what once was a clumsy youth. Proficiency reflects knowledge and training in every aspect of the chosen weapon's use, and the beginning of true skill.
Knockdown BlowA heavy-handed blow that the Knight deals either with a weapon, unarmed, or with a strike from the shield. This attack is similar to a combination of the
Heavy Swing and
Shield Bash skills, and draws upon a supernatural strength to deal a crushing blow to the enemy, causing
knockdown.
Charge time: 1 second | Damage: Moderate | Targets: 1 | Range: Within range of weaponSecond WindIntense endurance training allows the Knight to possess fortitude above that of a normal man. Once a Knight has fallen from injury or exhaustion, he is able to rise again with a
Second Wind to continue fighting for another 5 minutes, or until he is defeated. After the duration has expired the Knight will collapse in exhaution, unable to rise again.
Charge time: None | Reuse time: 24 hours | Target: Self | Range: Self | Duration: 5 minutesWar CryShouting a
War Cry for his allies, a Knight can inspire them for battle, and bolster them against cowardice. All allies within earshot of the Knight recieve immunity to
fear for the duration of the effect, and are less prone to exhaustion. However, bolstered allies, and the Knight himself, become prone to fits of violent
rage due to their enthusiasm for battle (roll 1d6 with every post, if a 1 is rolled the character goes into a violent fit of
rage which subsides after all enemies are defeated or after 1d4 posts).
Charge time: None | Targets: All within range | Range: Allies within hearing distance | Duration: 5 minutesDefender
Melee Weapon MasteryUnlocking the full potential of the weapon, a Master is able to use it in ways that a novice could only imagine. Strikes are fast and accurate, and a Master fighting with his head should be able to best nearly any opponent in close combat.
SunderA crippling blow delivered with the aid of a Knight's hidden reserves of supernatural strength,
Sunder is capable of destroying certain objects with an attack due to the brute force involved. This carries with it the risk of damaging the Knight's own weapon, however, but it is often worth the risk if the situation calls for such.
Charge time: 1 second | Damage: Major | Targets: 1 | Range: AdjacentDie HardDue to the constant stress and strain that a Knight puts upon his body, he had adapted to learn to cope with the punishment that he recieves and the injuries that he suffers in battle. A Knight can no longer be rendered
unconcious by injury or exhaustion, and will continue to fight until the blood stands still in his veins and his lungs draw no more breath. Magical
sleep spells will still effect a Knight normally, however.
OverrunWhen performing a
Charge a Knight is able to perform a
Knockdown Blow against any number of opponents that he encounters in his
Charge. If mounted, the Knight is able to chance course up to twice during the charge and trample damage increases to Major for opponents that suffer
knockdown. Even if not mounted, a
Charge will deal minor trample damage to opponents that suffer from
knockdown.
Lord/Lady
One with the BladeA warrior and his weapon are hardly even separate existences anymore. The weapon itself is nearly an extention of the weilder's own arm, and even impossible feats seem within reach to a warrior who has reached this level of true mastery.
EruptionAn attack that uses every ounce of a Knight's inner strength in one attack.
Eruption is a pussiant strike that will
knockdown and
sunder any opponent that it strikes. Though, not stopping there, the blow drives the enemy hard into the ground (or an adjacent solid object) to cause a shockwave that tears up the earth for up to twenty feet around on all sides; causing a violent eruption that strikes everyone in the area for moderate bludgeoning, slashing, and piercing damage due to the debris.
Charge time: 3 seconds | Damage: Critical | Targets: 1 | Range: 20 feetJuggernautA true pinacle of strength and endurance, the Knight draws upon his inner strength to perform feats that are truly heroic in stature; gaining the strength of ten men for the duration. A
Juggernaut is immune to
knockdown,
unbalance,
fear,
sleep, and
poison, as well as fatigue. In this state, a
Juggernaut does not feel pain, will not respond to injury, and is prone to fits of violent
rage (roll 1d6 with every post, a roll of 1 or 2 will result in the
Juggernaut going into a fit of violent
rage which subsides after 1d4+1 posts; even if all of the enemies are defeated before this time, a
Juggernaut will continue to evicerate their remains until the
rage subsides).
Charge time: 5 seconds | Target: Self | Range: Self | Duration: 3 minutesMounted Combat MasteryThe horse and rider become so atuned to each others thoughts and feelings that there is almost a mental link between them. Due to perfect coordination and much practice, a mounted Knight can perform acts in the saddle that would require perfect coordination and balance; even such things that would, to any normal rider, cause him to fall from the saddle or throw the horse due to unbalanced weight.