The Knight
The Knight is the embodiment of the noble warrior and the spirit of chivalry. Furthermore, it can be said without question that Knights are the premier warriors of horse in the game. Those who choose to take up the quest of knighthood believe that it is their commitment to the Code of Chivalry that truly distinguishes them from the common man. A man might be highborn or bear a title but he cannot truly be called noble unless he embodies and personifies the ideals of Chivalry.
For the Knight, his deeds are the physical representation of this inner nobility, and no deed reveals this more fully than combat. It is in the face of mortal danger that the true character of an individual is made known to the world and Knights wish all to see their nobility in its flowering glory. His Deeds of Renown will become the Knight’s testament to his Lord, his Order, and his family that he is truly worthy of the mantle of Knight. All knights must be of Lawful alignment and follow the Code of Chivalry. The primary attribute for this class is Strength with the secondary attributes of Dexterity and Intelligence.
Class Abilities:
Level Title Attribute Class Ability Table
1 – 4 Free Lance Str: 11
Dex: 12
Int: 10 Horsemanship: There are few better at single combat and none superior to combat from horseback. When attacking with lance or spear from horseback the Knight rolls on the Mounted Damage Table below. At 4th level the Knight may make a plea for his warhorse.
5 – 8 Ritter Knight Str: 12
Dex: 13 Battle Maneuvers: The Knight has become highly skilled with the use of weapons and combat techniques. He may choose two initial skills from the Warrior Battle Maneuvers Chart and then may select one every 3 levels thereafter.
9 –12 Knight Errant Str: 13
Int: 11 Combat Prowess: As an expert in combat, the Knight is capable of feats in battle not available to lesser men. He gains the ability of a Power Attack and Cleave. The Power Attack: before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. The penalty on attacks and bonus on damage apply until your next turn. If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. The Cleave: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You may take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same applicable bonuses as the attack that dropped the previous creature. You can use this ability once per round.
13 – Knight of the Realm Dex: 14
Int: 12 Call to Arms: As an officer of a monarch or order, the Knight has the ability to make a Call To Arms. When the Knight makes this call, he will attract 80-100 men of fighting skill to his cause. So long as he is successful on the field, the men stay loyal and for each week this occurs he will attract another 10-20 men. If failure ensues the men must make morale checks or begin to disband at a rate of 10% per day. Once 50% of the men have left, another morale check must be made or all the followers disband. Furthermore, the Knight will be granted a Title and Lands whereupon he shall either take possession of or construct a Castle from whence he shall rule his locale.
Special Advantages:
Wealth:
– At the beginning of his career, the Knight benefits from his noble lineage and gains a light warhorse, 2D6 pieces of jewelry(25-75 gp value), set of fine clothes, 250-1500 gp., suit of good quality armour(up to chainmail).
Nobility:
– The Knight is a recognized member of the noble class and is afforded certain hospitality and favor in areas where nobility is recognized. This may take the form of preferred lodging and meals, physical aid from local clergy, or preferential treatment by local burghers etc. Furthermore, the Knight may expect to receive full hospitality from other Knights, and recognized nobles of friendly disposition.
*See Non-Player Character reaction table XX
Non-Weapon Proficiencies:
The Knight has already learned much during his formative years having acted as a page and squire. As a bonus he gains the following Non-weapon proficiencies that do not count against his base slots.
-Education 2
-Etiquette
-Riding 4
-Local History
-Hunting or Falconry
-Heraldry
-Consume Alcohol
Mounted Attacks:
When attacking from horseback the Knight may charge his opponent. In order to do so he requires 30 yards starting distance and rolls to hit on the charge. If a hit is scored he rolls for damage on this chart; an attack roll of 40 is always considered a critical hit and the character forgoes a roll and should use the last box on the table for results. Due to his skill on horseback (Riding 4) the Knight automatically does maximum damage for his weapon type, modified by the chart below. The level of the Knight affects the chart’s outcome. 2D20 are rolled and modified in the following fashion: levels 1-4 roll with no adjustment, levels 5-8 +2, levels 9-12 +4, and 13 and above at +6.
Mounted Damage Table
Roll Spear Light Lance Medium Lance Heavy Lance
2-4 Weapon broken, damage ¼ Weapon broken, damage ¼ Weapon broken, damage ¼ Weapon broken, damage ¼
5-9 Save vs. breaking, damage ½ Save vs. breaking, damage ½ Save vs. breaking, damage ½ Save vs. breaking, full damage
10-13 Save vs. breaking, full damage Save vs. breaking, full damage Save vs. breaking, full damage Save vs. breaking, full damage +5
14-17 Full Damage Full Damage Full Damage +5 Full Damage +10
18-29 Full Damage Full Damage +5 Full Damage +10 Full Damage +10
30-34 Full Damage + 5 Full Damage +5 Full Damage +10 Critical Wound, Max damage, +20
34-38 Full Damage +10 Full Damage +10 Critical Wound, +20 Critical Wound, Max damage, +25
39-40 Critical Wound, Max damage +20 Critical Wound, Max damage, +20 Critical Wound, Max damage, +25 Critical Wound, Max damage, +30
Birth of a Knight:
The station of a Knight is determined by the chart below. This chart will establish the social rank among the nobility into which the knight is born.
Roll Family Results
01-10 Old Nobility Ruling class member dating back many centuries or more; major landowners.
11-31 Respected Nobility Old family with long tradition of warriors, leaders, and minor landowners.
32-70 Patrician Class Noble family with a military lineage; minor landowners.
71-86 Religious – Scholar Class Noble family with a religious or scholarly background. Minor landowners or in service.
87-97 Merchant Class Wealthy family of business who purchased a squireship with a reputable noble family.
98-00 Peasant Class Ranks of the laborers: distinguished yourself as a working squire in service. You owe allegiance to a particular noble.
Becoming a Knight:
The character must have a minimum of 11 Strength, 12 Dexterity, and 10 Intelligence. The foundation of becoming a knight however is the Code of Chivalry. The code is listed below but it must be understood that Chivalry is not simply a series of actions or requirements; it is a way of living. The true Knight recognizes that this is a daily quest that he undertakes each time he dons his armour for battle, or stands before the common man, or is tested by the temptations of the world. If a Knight fails in the adherence to the code then he is stripped of his standing and must enter into a Quest as set down by his Liege or his Order. During this time he receives no social benefits and is considered a Knight in Disgrace. He may not show his colors nor declare titles and to do so results in a challenge by any other Knight who is aware of his status.
Code of Chivalry
Courage:
-Exhibit courage in words and deeds.
-Always maintain your principles even in the face of death.
-Avoid Cheating.
Defense:
-Defend thy Liege, thy Order, and thy family unto death.
-Never abandon a friend, ally, or noble cause.
-Protect the innocent
Justice:
-Administer Justice.
-Administer Mercy.
-Obey the Law.
Loyalty:
-Always keep your word of honor.
-Never betray a confidence or comrade.
-Avoid Deception.
Nobility:
-Respect authority, your host, and women.
-Exhibit etiquette in all social settings.
-Exhibit self discipline in word and deed.
Prowess:
-Fight with Honor.
-Never attack an unarmed opponent.
-Never attack from behind.
Advancing as a Knight:
For the first four levels the aspiring Knight is known as a Free Lance. He is a high born individual or former squire seeking to make his name by performing Deeds of Renown, which will be his testament for entry into Knighthood. Upon reaching fifth level the Free Lance may become a Ritter Knight by applying to his Liege Lord, a Noble of Rank, or a formal Order of Knights. Upon making application, the Knight will be asked to produce a record of his deeds. These may include: letters of recommendation by other nobles, knights, or individuals of note; companions who can make testimony of the knight’s deeds; titles or awards gained. If the application is approved then the Free Lance will be Knighted and granted the Rank of Sir or Dame. At this time other obligations may be required if the Knight becomes a member of a household or formal order. If the application is rejected or the Free Lance is delayed then he still gains the skills of a Ritter Knight but without Rank; such Knights are referred to as Knight Esquire. A Knight Esquire may continue to progress until twelfth level. If he has not made application or his Deeds of Renown are found wanting, then he can progress no farther until both criteria are met.
All Knights while progressing in level must be trained by another Knight, although a Templar may also serve in the role of tutor so long as they are of the same or complimentary alignment. When a Knight makes the appeal for his War Horse, he travels to a friendly or aligned ranking noble; most often this will be his own family or powerful relative. If the plea is granted (Game Master’s Discretion) then the Knight is given a War Horse of high breeding and intelligence. It will be a Heavy Warhorse, with 5+5 HD, AC 5, and the speed of a Medium Warhorse. If this horse is lost the Knight must wait ten years before making a claim to another of like stature, though he may obtain fine Warhorses by other means.
Experience Table
Experience Level Hit Dice (d10) Attacks/Round
0 1 1 1/1 | 3/2
2,250 2 2 1/1 | 3/2
4,500 3 3 1/1 | 3/2
8,750 4 4 1/1 | 3/2
17,000 5 5 1/1 | 3/2
34,000 6 6 1/1 | 3/2
68,000 7 7 3/2 | 2/1
121,600 8 8 3/2 | 2/1
185,000 9 9 * 3/2 | 2/1
235,000 10 10 3/2 | 2/1
295,000 11 11 3/2 | 2/1
370,000 12 12 3/2| 2/1
470,000 13 13 2/1 | 5/2