Knight
From Shape Shifter

Creation - Races - Archetypes - Maneuvers - Playing - Combat
Barbarian - Bard - Druid - Knight - Ranger - Thief - Wizard
A typical adventuring Knight wanders the countryside, performing in tournaments, and performing deads for the local populous or feudal lord. The are held in awe and fear by the local populous. Some perform deads to right wrongs, and provide justice to the poor and down trodden. Others work for the highest bidder, and use their position to elevate their own status, although usually discreetly. Paladins and other Knights will typicaly go out of their way to defeat an outright evil Knight.
Contents |
Role Models
- Lancelot
Abilities
First
Challenge
- Type: Strike
- Use: Per Encounter
- Call: Before Action
Draw opponents attention to you.
Shield Ally
- Type: Counter
- Use: Per Encounter
- Call: Anytime
Take damage that a nearby ally would have taken.
Lead the Attack
- Type: Strike
- Use: Per Encounter
- Call: Before Action
Allies gain +4 against the opponent you strike.
Bolstering Presence
- Type: Stance
- Use: Per Encounter
- Call: Before Action
Allies gain +2 on will saves +4 against fear.
Einhander
- Type: Stance
- Use: Per Encounter
- Call: Before Action
One handed stance. +4 to hit when only using one handed weapon without a shield.
Shield Wall
- Type: Stance
- Use: Per Encounter
- Call: Before Action
Gain +4 to defense while using a shield and one handed weapon.
Shield Bash
- Type: Strike
- Use: Per Encounter
- Call: Before Action
Bash opponent with shield.
Mighty Strike
- Type: Strike
- Use: Per Encounter
- Call: Before Action
Player strikes with great force, causing extra damage on a successful hit.
Second
Disarm
- Type: Strike
- Use: Per Encounter
- Call: Before Action
On a successful hit, opponents weapon is knocked to the ground.
Cleave
- Type: Strike
- Use: Per Encounter
- Call: Before Action
May make a sweeping attack on up to 3 targets directly in front of the Avenger. Each target requires a hit roll to determine if they take damage or not. But more importantly, each successive target can not take more damage than the target previous. If the damage roll goes above or equals the previous roll, then it is reduced to 1 less than the previous roll. For example, if the player rolls and hits the first target, and then rolls 8 damage on a 1d12 roll, the maximum damage the second target can take is 7. If the player rolls a 1d12 for damage on the second target and rolls a 10, it will be reduced to 7.
Shield Throw
- Type: Strike
- Use: Per Encounter
- Call: Before Action
On a successful hit, opponent must make a dexterity check or fall down prone.
Battle Focus
- Type: Stance
- Use: Per Encounter
- Call: Before Action
Gain +1 to hit and natural 19s as well as 20s become critical hits.
Fiendish Glare
- Type: Talent
- Use: Per Encounter
- Call: Before Action
Unnerve opponent with fiendish glare.
Vengeful Wrath
- Type: Stance
- Use: Per Encounter
- Call: Before Action
You have a delayed damage pool. Any damage (up to 5hp per level) dealt to you in a turn is first kept at bay by your dedication and resolve and does not take effect until the beginning of next round. Those points then get converted into revenge that can be used to add a bonus to hit or to damage as you see fit.
Third
Death Blow
- Type: Strike
- Use: Per Encounter
- Call: After Action
Respite
- Type: Counter
- Use: Per Encounter
- Call: After Action

