Post by Maximum Forest Ranger on Jun 7, 2016 13:53:54 GMT -5
For those who are interested in domain play may I suggest - the Knight.
The Knight is a fighter whose family is part of the Nobility or a fighter who has been raised to Knighthood as a reward. They live for war and love the joust. Sometimes their liege lord may send them on a quest for one reason or another. They are specifically trained in heavy combat from the back of a horse while wearing armor.
They can be of any alignment and must be above average in CON (13 or better), STR (13 or better) and cannot have a DEX of less than 9. They are not limited in level. Exception: any fighter may be raised to Knighthood as a reward, regardless of stats. The stats are only for the spoiled nobles.
They receive 1d10+1 Hit points per level up to 10th level plus the CON bonus and +3 hit points per level thereafter. Knights may use any type of armor but plate armor is the norm. They can use the following weapons: lances (all), long swords, broad swords,short swords, two-handed swords, battleaxes, war hammers, maces and flails. They will never use any type of bow considering it to be a cowards weapon. They use the same attacks as any other fighter and they are able to use all magic items useable by fighters.
Knights are expected to learn and adhere to a code of Honor, but in practice it is a rare Knight that is a man of Honor due to the handicap of Noble birth and the corruption that is part of that way of life. You see the most Lawful behavior when the Knight has something to gain by it and the thinks someone who matters is watching. Most knights serve under an older Knight as a squire for at least 8 years before being elevated to Knighthood (the exception being the fighter that is knighted as a reward for heroic service to a liege lord.)
Knights are specially trained to use their shield to deflect arrows/quarrels/sling stones being successful on a 2 in 6 at first level, a 3 in 6 at 4th level, and a 4 in 6 at 7 th level.
Knights have a 5% chance (rolled once per level, starting at 4th level) to attract a fantastic mount in lieu of a warhorse.
A 4th level Knight has the ability to inspire those around him to greater courage and effort, adding a +1 to their hit and save numbers and also increases their morale by a +1. At 7th level this increases to a +2 and at 10th level it increases to a +3. When the Knight is facing enemies alone these affects are applied in the reverse to his foes.
At 8th level the Knight can act as commanders on the battlefield or establish their own mercenary companies, if they have a CHA of at least 13 or higher.
CHA of 13 allows them to attract 10-100 fighters, CHA 14 - 20-200 fighters and so on up to CHA 17 50-500 fighters. A CHA of 18 allows the attracting of 70-700 fighters. This is the initial recruiting situation. As the Knights reputation for paying well and on time grows a Knight may gradually recruit up to an additional 130-1300 fighters to a maximum of 2000 fighters for a CHA of 18. Failure to pay on time or pay well will blacken the Knights reputation and severely interfere with his ability to recruit and maintain a mercenary company. The mercenary company will fight until the morale of the entire company is broken.
At 9th level they can build a stronghold and hold lands if they are not already a landed noble.
Level | Level Name | Experience Points | Dice for Accumulative Hits | Fighting Capability |
1 | Veteran Knight | 0 | 1d10+1 | Man + 1 |
2 | Warrior Knight | 3000 | 2d10+2 | 2 Men + 1 |
3 | Lancer Knight | 6000 | 3d10+3 | 3 Men + 1 |
4 | Hero Knight | 12,000 | 4d10+4 | 4 Men +2 |
5 | Swashbuckler Knight | 24,000 | 5d10+5 | 5 Men +2 |
6 | Myrmidon Knight | 48,000 | 6d10+6 | 6Men +2 |
7 | Champion Knight | 96,000 | 7d10+7 | 7 Men +2 |
8 | SuperHero Knight | 182,000 | 8d10+8 | 8 Men + 3 |
9 | Warlord Knight | 364,000 | 9d10+9 | 9 Men + 3 |
10 | Captain Knight | 728,000 | 10d10+10 | 10 Men + 4 |
11 | Commander Knight | 1,456,000 | 10d10+13 | 11 Men + 4 |
12 | General Knight | 2,912,000 | 10d10+16 | 12 Men + 4 |