AGRC Knight

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Back to: Agrimoor Homebrew Rules

Requirements: Minimum CON 14, DEX 12
Prime Requisite: Strength (STR)
Hit Dice: 1d10
Maximum Level: 14
Armour: Chainmail, plate mail, shields
Weapons: Melee weapons
Languages: Alignment, Common
Knight Level Progression
Level XP HD BtH D W P B S
1 0 d10 0 12 13 14 15 16
2 2,500 d10 1 11 12 13 14 15
3 5,000 d10 2 10 11 12 13 14
4 10,000 d10 2 10 11 12 13 14
5 18,500 d10 3 9 10 11 12 13
6 37,000 d10 3 9 10 11 12 13
7 85,000 d10 3 9 10 11 12 13
8 140,000 d10 4 8 9 10 11 12
9 270,000 +3* 4 8 9 10 11 12
10 400,000 +3* 4 8 9 10 11 12
11 530,000 +3* 4 8 9 10 11 12
12 660,000 +3* 5 7 8 9 10 11
13 790,000 +3* 5 7 8 9 10 11
14 920,000 +3* 5 7 8 9 10 11
15 + 250,000 xp per level
* CON bonus no longer adds to hit points gained each level.

D: Death / Poison; W: Wands; P: Paralysis / Petrify; B: Breath Attacks; S: Spells / Rods / Staves

  • Knighthood: Knights of 1st and 2nd level are known as "squires" and are not yet regarded as true knights. Upon reaching 3rd level, the character is knighted by their liege and gains the right to bear arms coat of arms.
  • Alignment: Knights must have the same alignment as their liege.

Chivalric Code

Knights are bound by a strict code of honor, which they strive to uphold:

  • Preference of death over dishonour
  • Service of their liege as the greatest honour
  • Glory in single combat
  • Defense to the death of any in the knight's charge
  • Honoring superiors
  • Respect of equals
  • Demanding obedience from inferiors
  • Scorning the ignoble

Dishonour: A knight who brings dishonor to themselves or their liege (alignment change included) may have their knighthood revoked. At which point the knight becomes a AGRC Fighter of equivalent level. Returning to a knight and knighthood is possible by a special quest.

Combat

Knights may use any and all melee weapons, but eschew ranged weaponry as they're regarded as being dishonourable. They 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.
  • Single Combat: In battle, a knight must attack the most powerful or worthy foe in single combat.

Horsemanship

  • Assessment: Knights are expert riders and thus able to assess the worth of any steed. Enabling them insight to the animal's hit points, and whether they be low, average, or high for its type.
  • Great Speed: At 5th level and beyond, the knight can urge their steed for greater bursts of speed. The horse's movement rate increasing by 30' for up to 6 turns, once per day.

Hospitality

Beginning at 3rd level, a knight can expect hospitality from nobles and other knights of the same alignment or social affiliation (order, religion, noble house, etc) and is expected to extend the same hospitality in-kind.

Mounted Combat

Knights gain a +2 bonus to attack and damage rolls when mounted.

Strength of Will

  • Fear: Knights are immune to supernatural fear effects. At 3rd level and higher, companions within 10' of the knight gain a +2 bonus to saving throws against fear effects; retainers and mercenaries under the knight's command gain a +2 bonus to loyalty or morale.
  • Beguilement: Knights gain a +4 bonus to saves against hold spells, charms, mind control, hypnotism, suggestion, etc. They gain a +2 bonus to saves against illusion, and gain a saving throw (not granted or allowed otherwise) against sleep spells.

Stronghold

At any time from 3rd level and higher the knight can (with the appropriate funds) build a castle or stronghold, controlling the surrounding lands. They must gain permission from their liege before doing so.

After 9th Level

A knight may be granted the title of Baron or Baroness, making the land under their control into a Barony.