💾 Archived View for gemini.spam.works › mirrors › textfiles › rpg › cl-knite.d&d captured on 2023-01-29 at 11:36:31.
⬅️ Previous capture (2020-10-31)
-=-=-=-=-=-=-
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.