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