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62 lines
3.1 KiB
Plaintext
62 lines
3.1 KiB
Plaintext
The Knight-Errant: A kit for the Bard or Fighter.
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By David Bolack
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Description : The Knight-Errant is generally a local hero who, though
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he holds those values considered worthy by the Knighthood he
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has been born into the wrong caste in society or detests the
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ways in which the Knights behave at court. Others wander about
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the world in search adventure and those in need of aid.They are
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often the calibur of heroes that legends speak of. Were it not
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for these figures history would not as it is known.
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Role : The Knight-Errant, often referred to as the Questor or
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Knight, goes about in search of adventure and helping those
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in need. They often go to the aid of those requesting help so
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long as the cause is one they see as just. They also often take
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'quests' in the honor of one the hold in high esteem.
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Requirements : The only requirements for the Knight-Errant is that
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(A) He qualify as a Bard and (B) He upholds his personal code
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of honor at all times. This means behaving in a way that is
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against the values he has set out earlier is out.
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Secondary Skills : There are no specific secondary skills suggested
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for the Knight-Errant, though it is recommeded that the
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character's secondary skill as having been the character's
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previous occupation.
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Weapon Proficiencies : As with the Secondary skills, no specific
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weapons are specifically used by the Knight-Errant, though the
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tend to avoid anything to heavy to carry with themselves or on
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horseback, such as poleweapons and spears.
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Nonweapon Proficiencies : The Knight-Errant gains the Land-based
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riding skill automatically, Heraldry and Etiquitte are common,
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but not required. Knights-Errant receive proficiencies from the
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General, Warrior, and Wizard Categories.
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Special Benifits : The Knight Errant can cast spells as per a Bard of
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the same level, and may wear any armor type. Proficiencies are
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gained as per a Bard. They also use the rogue saving throws.
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Special Hindrances : Knights-Errant cannot cast spells if in armor
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heavier than chain. Spells are a little more difficult to learn
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(as per their intellegence-1) and proficiencies are learned as
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per a rogue, whether the character is a Bard or Fighter.
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Wealth Options : The Knight-Errant starts out with 5d4+2 x 10gp
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in starting gold and will spend all but what is needed to
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continue to survive on what equipment he deems necessary.
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Knights-Errant never carry more than they or their mount can
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carry without trouble.
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Races : Any race save Dwarves and Gnomes may become Knights-Errant.
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The two mentioned above may become Knights-Errant, however they
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don't tend to follow the character traits of a Knight-Errant.
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Ogres, Half-Ogres, Minotaurs, Trolls, Half-Trolls, and similar
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races that place little value on their fellow 'man' may not
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become Knights-Errant, however this varies from campaign to
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campaign.
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