Knight

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Occupation Tag: Aristocratic, Militant

You are a defender of the innocent and a champion of justice. Armed with your shining armor and deadly weapons, you roam the lands, righting wrongs and vanquishing evil wherever you find it. With each victory, you earn the loyalty and respect of the people, who look upon you as a shining symbol of hope and valor in a dark and uncertain world.

Staring Equipment

If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: rucksack, one large blade, chainmail armor, signet ring, bedroll, mess kit, clothes (simple), embroidered hooded cloak, rations (5), torches (5), tinderbox, 50 ft rope, waterskin.

Skills

Each time you gain a rank in the knight profession (including rank 1), gain +3 Investigating, and +1 in three different skills of your choice from below:

Athleticism: Applied Force, Athletics, Sprinting

Crafting*:Leatherworking, Smithing, Weaving, Woodcarving

Influence: Empathy, Intimidating, Leadership, Persuading

Knowledge: Geography, History, Law, Military, Politics of [choose region], Religion [choose one]

Observation: Intuiting, Perceiving

Performance: Instrument* [choose one]; Savoir Faire

Stamina: Forced March, Distance Running

Survival: Animal Handling

Coat of Arms

When you become a rank 1 knight, and every time you gain a rank in the knight profession, your reputation expands and it becomes easier for you to find quests.

Rank 1

Once per week in any friendly settlement, you may make a Persuading or Perceiving roll (DC12) to seek out citizens in need of your services. These quests can range from arbitrating family disputes to hunting dangerous creatures to offering protective services to minor nobles or merchants, and successfully completing them will generate +1 goodwill with that settlement.

Rank 2

Your name and reputation has attracted a number of young hopefuls and you may choose to bring one Page into your employ (stats in the Creature Compendium). This page will travel with you as your attendant, follow reasonable and lawful commands, and take their initiative immediately after yours in combat. They will hold you in positive regard until you give them a reason not to.

Completed quests now come with an additional monetary reward of 2d10 sc.

Rank 3

You now have enough standing to promote your Page to a Squire. This squire will travel with you as your servant and has a simple set of weapons and armor with which they are proficient. They will follow reasonable and lawful commands, and take their initiative immediately after yours in combat.

You have attracted the attention of a local lord or knightly order that seeks to enlist you to their service. They will provide you with modest accommodations of food and lodging on their property as well as a monthly stipend of 1d10+10 sc. Your lord or order may occasionally approach you with tasks and expects you to serve their interests.

Rank 4

You have achieved the standing of a Knight-Regent and may take up to five Knights (Monster Level 3) into your own employ. These knights view you as a trusted leader and friend and will follow your reasonable and lawful commands but they will not regularly travel with you. Every week these knights operate in a given region they will generate +1 goodwill and bring in enough monetary revenue to maintain their own equipment, room, and board.

Additionally, you may take rank 1 of the Honorable Profession, including all starting equipment and skills.

Rank 5

You are now considered a knight-commander and may take up to 11 knights into your employ. These knights view you as a trusted leader and friend and will follow your reasonable and lawful commands but they will not regularly travel with you.

You may issue a quest that will call all knights to your service. They will travel with and protect you, taking their initiative directly after yours in combat, in direct pursuit of the quest’s completion. Quest examples are: to destroy a powerful monster, overthrow an evil tyrant, or to protect a community from an impending attack, but may include any task in service to your home kingdom or knight order tenants. Once you issue such a quest, you cannot do so again for six months.

Professions ArchivistBarristerCharlatanClergyEntertainerGuardHonorableInquisitorKnightNomadPhysicianPioneerSailorSoldierTraderThiefThug