A preview of a few classes; the fighter, the rogue, and the knight.
Fighter
Prime: Strength
HD: d10
Proficiencies: 4 weapon, 1 background, all armor
*Optional: Double Specialization in any type of weapon. Costs 3 proficiency slots.
Saves: +2 Fortitude
Class Abilities:
~Extra Attack:
Attacks per Round...Level
1/1........................1-6
3/2........................7-12
2/1........................13+
~Cleave: Drop a foe (either dead or unconscious) and gain an additional attack to an adjacent foe, using the same attack bonus.
~Combat Dominance (Slay the Rabble): 4th - When attacking creatures with 1 HD, the fighter gains one extra attack per level of experience. This ability does not combine with Extra Attack or Cleave. This ability is only useable with melee weapons and cannot be applied to ranged combat.
~Lord: 9th – Automatically attracts men-at-arms and bodyguards.
Rogue - Thief
Prime: Dexterity
HD: d6
Proficiencies: 3 weapon, 2 background, light and medium armor
Class Abilities:
~Luck and Wits: Thieves survive on their luck and their wits, and the most successful thieves live a life of fortune on guts and intuition. A thief gains additional bonuses when expending Luck, as follows.
First, the thief rolls a luck die when he expends Luck.
The luck die is:
Level 1-5: d4
Level 6-10: d6
Level 11-15: d8
Level 16-20: d10
For each point of Luck expended, he rolls one die and applies that modifier to his roll. For example, a 2nd-level thief who burns 2 points of Luck adds +2d4 to a d20 roll.
Second, unlike other classes, the thief recovers lost Luck to a limited extent. The thief’s Luck score is restored each night by a number of points equal to his level. This process cannot take his Luck score past its natural maximum. For example, a 1st-level thief with starting Luck score of 11 attempts
to disable a trap and fails by 2 on his check. He burns 2 points of Luck to add 2d3 to his result, allowing him to succeed. His Luck is now 9. Because the thief is 1st level, his Luck score will be restored by 1 point on the following morning, bringing it back up to 10. Then, 1 additional point will be restored on the following morning, bringing it back to 11. The thief’s Luck score cannot increase past 11.
~Back Attack – A rogue normally avoids face-to-face combat if possible, preferring instead to use stealth to catch an opponent unaware. A rogue able to attack an opponent from the rear and who is unaware of the rogue's presence, gains a bonus to hit and to damage. To catch an opponent unaware, a rogue must make a successful stealth check and sneak up behind the foe, or make a successful stealth check while behind the opponent. A rogue that succeeds in one or the other of these can make a back attack at a +4 bonus to hit. A successful hit inflicts double the normal damage.
When making a back attack, a rogue must use a close-quarters melee weapon. This weapon must be shorter than the character's arm. A rouge can only back attack living creatures that have a discernible anatomy. The rouge must be able to see the target well enough to pick out a vital spot, and then must be able to reach it
As the rogue gain experience, the damage inflicted increases. At 5th level a back attack deals triple damage, and at 9th level a back attack inflicts quadruple damage. A back attack cannot be combined with the sneak attack ability.
This ability is affected by medium or heavy armor.
Back attack requires a successful Stealth check; +4 to hit, x2 damage. The multiplier is increased to x3 at level 5, x4 at level 9, and x5 at level 13.
~Thieves Cant – Rogues often use a street language known only to those in the trace, called cant. Code words, hand signals, demeanor, and other sign comprise the cant. The cant can be used to convey complex ideas. The language may vary to some degree both geographically and culturally, making cants unique to each region, city, or even with a city.
~Climb (STR) – This extraordinary ability allows a rogue to climb up, down, or across a slope, wall, steep incline (even a ceiling with handholds), or unusually angled natural or man mad slope or incline that others would find impossible to climb. When doing so, the rogue moves at one-half the character's normal speed. A failed climb check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height, and must suffer falling damage. Rogues can not carry anything in their hands while climbing. When climbing typical natural slopes and man made inclines, such as cliff faces or steep steps, a rogue does not need to make an attribute check to climb the surface.
This ability is affected by wearing medium or heavy armor.
~Decipher Script (INT) – This ability allows a rouge to decipher writing in an unfamiliar language, a message written in an incomplete or archaic form or a message written in code. If the check succeeds, the character understands the general content of a piece of writing. It takes 2d8 turns to decipher each page of a script. The attempt may be made only once per writing.
A rogue may use this ability to decipher arcane script if a successful check is made at a penalty of -10. This ability may not be used to decipher divine scrolls.
~Stealth (DEX) – Rogues use this ability to conceal themselves from others. A successful check means the rogue is hidden so well as to be almost invisible. The rogue can move up to one-half normal speed and remain hidden. Hid checks suffer no penalty in this circumstance. At more than one-half and up to full speed, the character suffers a -5 penalty to the check to remain hidden. It's practically impossible (-20 penalty) to hide while running or charging.
If the character is being observed, even casually, they cannot hide. If observers are momentarily distracted, though, the character can attempt to hide. While the observer averts its attention from the character, the character can attempt to get to a hiding place. This check, however, is at a -10 penalty because the character has to move quickly to the hiding place. A rogue cannot hide if there is nothing to hide behind or conceal oneself with. Deep shadows can count as concealment at the DM's discretion.
Rogues cannot hide and move silently at the same time until they reach 3rd level. At this level and beyond, a rogue can attempt both but must make a successful conceal and move silent check at -5. In this case movement is reduced to one quarter the normal movement rate.
Move silently allows a rogue to move so silently that others cannot heat the movement. The rogue can use his ability both indoors and outdoors. A rogue can move up to one-half the character's normal speed at no penalty. At more than one-half and up to the character's full speed, the character suffers a -5 penalty. It's practically impossible(-20 penalty) to move silently while running or charging.
The stealth ability is affected by medium and heavy armor.
~Listen (PER) - A rogue can use this ability to listen intently and hear noises that others might not detect, even through an obstacle such as a door. Generally, a successful check indicates that the rogue has detected some sort of noise. Success indicates the rogue can hear soft sounds, like a whisper or cat stalking, while outside or in the open and up to a range of 30 feet. It also indicates success if the rogue is listening for sounds on the other side of a door, but the rogue must be adjacent to the door. However, exactly what is heard is up to the GM's discretion as each case is unique. If listening through a stone wall, the rogue suffers a -10 penalty to the check. For other materials, vary the penalty as appropriate. A rogue can retry this ability once a round.
Only wearing a metal or large helmet affects this ability negatively.
~Sneak Attack:4th - At 4th level, a rogue has learned to adapt back attack skills to more general situations. When an opponent or victim is aware of the rogue, but unsuspecting of an attack, a rogue can use the sneak attack ability. For example, a rogue could be having a conversation with a potential victim while hiding a poisoned stiletto up his sleeve, intending to strike once a piece of vital information is learned. Or, a rogue could be perched in the shadows of a tree, waiting for the perfect opportunity to fire a crossbow. Unlike the back attack, sneak attack situations do not necessarily require a previously successful hide or move silently check, although the Castle Keeper could require success in one or both, depending upon the circumstances if necessary.
A rogue making a sneak attack gains a +2 bonus to hit and a +4 bonus to damage. Ranged weapons can be used for sneak attacks if the target is within 30 feet. A rogue cannot aim with deadly accuracy from beyond that range. A sneak attack cannot be combined with back attack.
This ability is affected by wearing armor not on the armor list for the rogue.
Opponent must be aware of rogue, but unsuspecting of a sneak attack. Can also be a ranged attack up to 30' and does not stack with Back Stab.
~Open Locks (DEX) - A rogue can use this ability to open any sort of mechanical lock that would normally require a key to open. A successful check indicates the lock has been opened. This ability requires the use of a set of rogue's tools, including picks, blank keys, wires or other appropriate tools. A rogue may only make one attempt per lock. If that attempt fails, the rogue cannot try to open the same lock again until gaining one more level as it is beyond the current ability of the rogue to pick it.
Only wearing a metal or large gloves affects this ability negatively.
~Pick Pocket (DEX): A rogue can use this ability, on a successful dexterity check, to remove the contents of a pocket or pouch (or otherwise take something from a person) without being noticed. Success may require the rogue to cut the purse or pouch from the target. A penalty to check is equal to the level or hit dice of the targeted victim.
This ability also allows the rogue to perform “sleight of hand” maneuvers. A successful dexterity check indicates the rogue has hidden or moved an item in such a manner so that observers are not aware of where the item has been hidden. Such typical maneuvers are hiding a coin, sliding a card up a sleeve, performing the shell game, and the like. A penalty to the check may be applied if there is an observer present that is determined to note where an item is moved. This penalty is equal to the wisdom attribute bonus for the observer.
This ability is affected by wearing armor not on the armor list for the rogue.
~Traps (INT) - A rogue may use this ability in three manners: finding, disabling or setting traps. Each use requires a separate attribute check and each check may be made only once in a given circumstance. The player must also describe how the actions are being performed to use this ability.
To find a trap, a rogue spends time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one turn to locate a trap in a 10 by 10 foot area. A successful check indicates the rogue finds one trap, if any are present. The trap discovered is the simplest or most obvious trap in the area. If multiple traps are in an area, multiple successful checks are required to find them all. A rogue can find magical traps with this ability, although it may be much more difficult than finding mundane traps. The Castle Keeper determines any penalties to the check basing those penalties on the level or hit dice of those who set them.
To disable a trap, a rogue must first know its location. Once a trap is located, a successful check means the rogue has disarmed the trap. The attempt can only be made once and failure indicates that the rogue set off the trap. A rogue can disarm a magic trap, although it may be much more difficult than disarming a mundane trap. In most cases, rogue痴 tools are needed to disarm a trap. Generally, it takes 1d4 rounds to disarm a trap, depending on its complexity.
To set a trap, or to reset a previously disabled trap, a rogue must make a successful traps check. If a rogue is resetting a trap that was previously disabled, the rogue gains a +5 bonus to the check. The amount of time required to set or reset a trap depends on the complexity of the trap, typically taking 1d4 rounds.
Locating traps is not affected by the armor worn. However, disabling and setting traps is affected by wearing armor not on the armor list for the rogue.
~Use Scrolls (INT): 10th – Arcane scrolls only.
Knight
*Code of Conduct
Prime: Charisma
HD: d12
Proficiencies: 4 weapon, 1 background, all armor
*Knights must have minimum nobility of 41 for entry int the knight class. Lesser Nobility and Royal
Bloodlines qualify immediately; other classes must raise their nobility through adventuring, or otherwise earn the favor of a Noble with the Divine Right class ability.
Once a knight qualifies for this class, he must be aware that his deed reflect on the noble or knight who ordained him. If the knight becomes enough of an embarrassment to the person who dubbed him, or if his nobility ever falls below 20, he will be stripped of his knighthood and no longe able to gain levles in the knight class.
Typical Knightly Virtues and code of conduct:
The GM and the player should develop the details and expectations for a knight character prior to play as courtesy will vary from campaign to campaign. The following is a typical code of conduct for a knight.
Courage: To flee in fear from a battle or from a struggle that might be won is dishonorable and churlish. So long as any hope remains, the knight is bound to fight until death or victory is won. Personal interests bow to service of the cause. Courage, however, is guided by wisdom and truth.
Defense: A knight should defend liege, nation, family and all those who depend upon the knight, or all those deemed worthy of their protection. Sacrificing oneself for these would be considered a worthy and noble death.
Discreetness: A knight is discreet in affairs with friends and others. Slander is uncalled for, and that which is not seen or heard personally should not be repeated. A knight should not demean others, gossip, spread malicious lies or commit slander. Even enemies are treated with respect.
Excellence: The knight should strive for excellence in everything, whether the art of war or the gentler arts of the court. Excellence is marked by commitment, zeal, attitude and conduct.
Faith: Knights must have faith in their beliefs, for only faith provides courage and loyalty. A knight’s faith provides a shield against the darkness of despair.
Honor: A knight should be honest in dealing with others, being quick to remedy or make restitution for injustice. A knight keeps his word and follows through on commitments. A knight performs deeds that bring honor to his or her liege and to the office of knighthood. A knight shall not attack an unarmed foe, or one asking for mercy.
Humility: A knight values the contributions of others and their deeds of reknown. Telling the deeds of others glorifies the office of knighthood. It is unseemly for knights to boast of their own deeds, for a knight’s renown, if truly earned, will be noted by peers. Only the weak trumpet their own accomplishments.
Justice: A knight should seek the path of “right”, unencumbered by personal bias and interest. A knight strives to punish the guilty, while remembering that justice without mercy can itself be unjust. A knight treats others with fairness and honesty, and mediates disputes without malice.
Largesse: A knight is expected to be as generous as possible. A knight should be willing to provide aid to friends and allies, and even to other knights, with no thought of repayment, for those of a chivalrous demeanor will repay the knight in kind and in full measure.
Loyalty: The knight’s word is a bond, and an oath once sworn should never be refuted, save when an oath-bond is broken by the other party. A knight should be unwavering in commitment to liege and cause, family and faith, code and ideals. A knight keeps sacred any confidence entrusted.
Nobility: A knight seeks stature by upholding the virtues of knighthood, though knowing that perfection is impossible. Only by striving for perfection, however, does a knight achieve greatness of character and spirit.
Valor: A knight seeks to uphold the office of knighthood, and faces death with valor.
**Ex-Knights: A knight whose nobility falls below 20 can no longer gain levels in the knight class, but retains all knight abilities he currently possesses except for Aura of Knighthood. Ex-Knights also lose the Code of Chivalry class ability (as a fallen knight no one expect the knight to behave like one any longer). A knight who raises his nobility back to 41 may seek a noble to reinstate him into the knighthood. This noble must be a minimum of 4 levels higher than the petitioning character. The noble or knight who first dubbed the fallen knight may also impose this restriction, regardless of the knight's current nobility.
Knights who lose their allegiance to the code of chivalry are also barred from gaining further levels in this class, as are knight who swear an oath of fealty, and who have their allegiance to the lord revoked, or allow him to be killed. See the allegiances section for more information.
Class Abilities:
~Birthright Mount: A trained and healthy mount is important to a knight’s station and status. In addition to their starting money, knights begin play with a fully outfitted riding horse (saddle, blankets, saddlebags, bit and bridle, harness, horseshoes, and meal). The mounts are hardier than most, having 2d8+2 hit points. A riding horse is not trained for combat, and a knight has some difficulty fighting from a riding horse (see mounted combat).
Riding Horse (Their vital stats are HD 2d8+2, AC 13, MV 60. Their primary attributes are physical. They attack with 2 hooves for 1d4+1 points of damage.)
Light War Horse (Their vital stats are HD 3d10+2, AC14, MV 60. Their primary attributes are physical. They attack with 2 hooves for 1d4+2, or a bite for 1d4 points of damage.
Mount Improvement Table:
Knight Level / Bonus HD / Natural Armor / Special
1-2 / +2 / +0 / Mounted Combat
3-4 / +3 / +3 / Improved Speed
5-6 / +4 / +4 / Devotion
7-8 / +5 / +5 / Improved Speed
Knight Level: The number of level knight and mount have been together.
Bonus HD: Extra d8 Hit Dice, each gaining a constitution modifier.
Natural Armor adjustment: Improvement to the mount's existing natural armor bonus.
Special:
Mounted Combat: Once per round, when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Improved Speed: The mount's speed increases by 10 feet per round.
The mount's devotion to it's master is so complete that it gains a +4 moral bonus on Will saves against enchantment spells and effects.
~Horsemanship (Dexterity): Knights are trained in mounted combat and are familiar with all types of horses, from mounts used for riding to heavy war horses. Without the need for an attribute check, knights can saddle, mount, ride and dismount; perform simple leaps and obstacle maneuvers (no more than 3 feet in height and move around small items such as barrels); fight from a mount during combat (melee and ranged) without penalty; control the mount in combat; guide a mount with the knees; and stay in the saddle when a mount rears or bolts. When viewing a horse or a group of mounts, knights can determine the strengths and weaknesses of each horse, and can generally pick out the strongest, fastest or all-around best horse. When fighting from a war-trained mount (light to heavy war horse), a knight can direct the mount to attack and still make his or her attack normally.
At first level, with a successful Ride (DEX) check, knights may direct their mounts to perform the following Standard Actions while mounted: cover, deflect, fall softly, leap and charge.
Deflect: This entails the mount being moved between the opponent and the knight or positioned to offer maximum cover for the knight, while at the same time allowing the mount to avoid blows. This maneuver gives a +4 bonus to the knight’s armor class and a +2 bonus to the mount’s armor class.
Cover: A knight can drop and hang alongside a mount, using it as three-fourth’s cover.
This grants a +6 bonus to the knight’s armor class from those on the opposite side of the horse. The knight cannot attack or be holding anything while using this ability.
Fall Softly: A knight can attempt to take no damage after falling from a mount, by rolling to the side or leaping off, including when the mount itself falls. A character takes 1d6 points of falling damage per 10 feet of falling.
Leap: The knight may direct a mount to leap obstacles as part of its movement. The obstacles jumped can be no taller than 2/3 the height of the horse.
Charge: A knight is well trained in the use of a lance. When fighting from a mount and charging, a knight inflicts triple damage upon a successful hit when wielding a lance.
Ride by Attack: At 3rd level, while mounted and charging, a knight can move, strike at a foe, and then continue riding. This does not provoke an opportunity attack from the opponent of the attack.
Trample: At 7th level, while mounted, a knight can ride down opponents and trample them under their mount. The target may not choose to avoid the attack. The mount can make one hoof attack against any target that is knocked down (prone) gaining +4 attack rolls against prone targets.
Unhorse: At 9th level, the knight is a master at unhorsing opponents, and any mounted opponent the knight successfully hits with a charge attack, while the knight is also mounted, must make a successful Ride check (DC 15 plus ½ the knight's level) or be unhorsed.
Take the Reins: As Unhorse, except at 11th level the knight may attempt to unhorse a mounted opponent while he is on foot as an unarmed attack that inflicts no damage, but down not provoke an opportunity attack. This ability represents such tricks as grabbing the reins of a moving horse, cutting one the saddle straps, and so forth.
Power Charge: Beginning at 13th level, the knight may add ½ his level (round down) to the damage inflicted on a charge attack once per day. At 15th level the knight may use this ability twice per day, and at 17th level three times per day.
Terrifying Charge: At 19th level the sight of the knight bearing down on his opponent will strike fear into all but the most implacable of foes. Anyone the knight is charging must make a Will save (DC 15 plus ½ the knight's level) or be flat-footed against the knight's attack. Opponents on foot have the DC of this save increased by five. This ability only affects targets at least 4 levels lower than the knight, and anyone who succeeds their saving throw is immune to this ability for 24 hours.
~Aura of Knighthood: A knight gains a +1 bonus for each 20 points of nobility to Intimidate checks, level checks to resist Intimidation, and Will saving throws to resist fear.
~Armor Tolerance: A knight does not become fatigued by wearing heavy armor.
~Dispense Justice: A knight is considered a legal representative by the medieval system, authorized to administer justice and arbitrate disputes. Your decisions are legally binding on those of the middle class, common and base bloodlines (priests and royals police themselves), but may be overturned by a knight up to four levels higher or a noble of equal or higher level.
~Inspire: The mere presence of a knight upon the field of battle can alter the mood of armies and change the tide of combat. This gives the knight the ability to inspire companions and followers. Any person friendly to a knight’s immediate endeavor gains a bonus to hit equal to the knight’s charisma modifier. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of persons that are affected increases as the knight gains levels. At 1st level, the knight can affect up to 12 creatures. The ability affects up to 25 creatures at 3rd level, up to 50 creatures at 5th level, up to 250 creatures at 7th level, up to 1000 creatures at 9th level, up to 5,000 creatures at 12th level and 20,000 creatures at 16th level. This ability cannot be used in conjunction with embolden or demoralize.
~Warcraft (INT)
~Heraldry (INT)
~Embolden: At 3rd level, the knight’s confidence and fearlessness in the face of danger instills courage in their companions and followers. Any companions or followers within 30 feet of the knight gains a bonus of +1 to strength, constitution, dexterity, and intelligence saving throws, and a +2 to wisdom and charisma saving throws. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. This ability cannot be used in conjunction with demoralize or inspire.
~Demoralize: At 5th level, the knight causes fear and dread in the ranks of foes and enemy forces. Enemies to the knight’s immediate endeavor suffer a penalty of -4 to charisma checks. In addition, the affected foes must successfully save versus fear at a -4 penalty or suffer a -1 penalty to hit. This ability can be used once per day and lasts a number of rounds equal to the knight’s level. The number of creatures that can be affected increases as the knight gains levels. At 5th level, the knight can affect up to 25 creatures. The ability affects up to 100 creatures at 7th level, up to 250 creatures at 9th level, up to 1,000 creatures at 12th level and 5,000 creatures at 16th level. This ability cannot be use in conjunction with embolden and inspire.
~Battlefield Dominance: At 8th level, the knight can use all three abilities; demoralize, embolden and inspire in the same round. This is in addition to their regular use individually.
~Call-To-Arms: At 10th level, a knight reaches a level of renown that allows him to attract followers to his cause. By establishing a stronghold, a knight can attract 2d10 followers of 0 level every month. For every 40 followers that flock to the knight’s standard, a 1st level knight heeds the call as well. When 80 followers have been attracted, a knight of at least 5th level is attracted. This cycle repeats until the knight can no longer pay for the upkeep of his followers. Thus, when 120 followers are reached, another 1st level knight comes, and when 160 followers are reached, another 5th level knight arrives.
Followers must be supported or they leave. 0 level followers require 2 gp per month and 1st level knights cost 100 gp per month. Every knight of a higher level requires 100 gp per level per month.