Classes/Levels |
Human Female Knight HP: 10/10 AC: 15 DWPBS: 12,13,14,15,16 Effects: |
Gender |
Squire of House Harrowmoor ⚔ |
About Yennifer
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Knight - level 1
Stats
13 STR +1
11 INT +0
09 WIS +0
09 DEX +0
16 CON +2
08 CHA +0
HP: 10 (1d8+2)
AC: 15 (dex 0)
DWPBS: 12,13,14,15,16,
Melee Mace +1 (1d8+1 S)
Ranged
Moon sign: 18 Harchment (Knights Moon - Full Moon)
Effect: +1 AC bonus against metal weapons.
Liege: Lady Theatrice Harrowmoor
Languages: Woldish
Starting Equipment:
backpack, a tinder box, 1d6 torches, a waterskin, 1d6 iron rations, mace, chainmail armor, shield, chalk (10 pieces) ink, quill, parchment (5 pieces)2
Purchased Equipment:
Gold 6 gp
Special Abilities
COMBAT
*Knights are masters of heavily armoured, mounted combat, preferring the lance above all other weapons. They can use all melee weapons but cannot use missile weapons (they regard these as dishonourable). They can wear any metal armour but scorn non-metal armour as only suitable for peasants and villains.
*Prowess of arms: Knights regard armour as a symbol of prowess and status, always favouring the most impressive and impervious-looking armour available.
HORSEMANSHIP
*Mounted combat: Knights gain a +1 bonus to attack rolls when mounted.
*Assessing steeds: Knights are expert riders and can assess the worth of any steed. This allows a knight to determine whether an animal has low, average, or high hit points for its type.
*Urging great speed: From 5th level, a knight can urge their steed to great speed, increasing its movement rate by 30’ (10’) for up to 6 turns, once per day.
HOSPITALITY
*A knight of 3rd level or higher can expect hospitality and aid from nobles and other knights of the same alignment or social affiliation (e.g. order, religion, noble house, etc.). A knight is expected to extend such hospitality in kind.
MONSTER SLAYER
*From 5th level, a knight gains a +2 bonus to attack and damage rolls against monsters of greater than human size.
STRENGTH OF WILL
*Knights gain a +2 bonus to saving throws against magic of fairy origin.
stronghold
*Any time a knight of 3rd level or higher wishes (and has sufficient money), they can build a castle or stronghold and control the surrounding lands. The permission of the knight’s liege is always required.
after reaching 9th level a knight may be granted a title such as Lord or Lady.
ABILITY MODIFIERS: +1 CHA, +1 CON.
BLESSED: When rolling hit points (including at 1st level), the player of a human PC may roll twice and take the best result.
DECISIVENESS: When an initiative roll is tied, humans act first, as if they had won initiative. If using the individual initiative rule (see Combat in Old-School Essentials), humans get a bonus of +1 to initiative.
LEADERSHIP: All of a human’s retainers and hirelings gain a +1 bonus to loyalty and morale.
*** The Code of Chivalry***
▶ A knight must behave honourably in all deeds.
▶ A knight’s honour is of utmost importance. Death is
preferable to dishonour.
▶ Loyal service of one’s liege is the greatest honour.
▶ A knight must seek out glory in battle—especially in single combat.
▶ Any in the knight’s charge must be defended to the death.
▶ The hierarchy that binds society must be upheld. Superiors should be honoured, equals respected, infe- riors commanded, and the ignoble scorned.