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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.