Knight Errant: Difference between revisions
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'''Recurve Bow.''' ''Ranged 200 ft Two-Handed Weapon.'' +1 vs AR. '''Hit:''' 4 (1d6+1) sharp. | '''Recurve Bow.''' ''Ranged 200 ft Two-Handed Weapon.'' +1 vs AR. '''Hit:''' 4 (1d6+1) sharp. | ||
'''Duel.''' The Knight Errant assumes a stance that allows it to | '''Duel.''' The Knight Errant assumes a stance that allows it to Exploit before the start of its next turn if provoked. | ||
|- | |- | ||
! colspan="6" | | |||
|- | |- | ||
| colspan="6" | | | colspan="6" | | ||
==== ''''' | ==== '''''OR''' the Knight Errant can MOVE and take '''ONE''' of the following actions.'' ==== | ||
|- | |- | ||
| colspan="6" |''' | | colspan="6" |'''Run them Down.''' If the Knight Errant is mounted, they may move their mount 40 ft in a straight line and make a Lance attack against one target along the path. They do not provoke reactive attacks from that target during this action. | ||
'''Lance.''' ''Reach 10 ft One-Handed Weapon''. +3 vs AR. '''Hit''': 11 (1d12+5) sharp. | |||
'''Inspire.''' The Knight Errant may bolster the spirit of up to three allies. The targets gain +2 to hit until the end of their next turn and +8 Shield HP. | |||
|- | |- | ||
! colspan="6" |Reactions | ! colspan="6" |Reactions | ||
|- | |- | ||
| colspan="6" |''' | | colspan="6" |'''Exploit (1/Round).''' If the Knight Errant used Duel on its last turn, then it can [[Actions#Advanced Maneuvers|Exploit]]. | ||
|} | |} | ||
Latest revision as of 16:09, 4 May 2024
Knight Errant | |||||
|---|---|---|---|---|---|
| Monster Level: 6 | |||||
| Medium. Humanoid | |||||
| STR | DEX | END | AWR | INT | CHA |
| 3 | 1 | 2 | 0 | 0 | 3 |
| Ref: 10 | Fort: 12 | Ant: 12 | Log: 12 | Will: 15 | |
| Armor Rating 15 (full plate) | Resist Physical 5 | ||||
| Hit Points 43 | Traits Iron Will, Steel Mind | ||||
| Speed 25 ft | |||||
| Skills (STR) Applied Force +3, Athletics +3, Sprinting +3; (END) Forced March +3; (AWR) Animal Handling +3; (INT) Law +3; (CHA) Leadership +3 | |||||
| Features | |||||
| Unwavering Will. The Knight Errant gains +2 to mental defenses.
Kite Shield. The Knight Errant may choose to equip a kite shield, gaining +2 to its AR and +1 to REF, FORT, and ANT. Melee Combatant. The Knight Errant deals +2 damage with melee attacks. | |||||
| Actions | |||||
The Knight Errant can MOVE and take TWO of the following actions, or take the same action twice. | |||||
| Move. The Knight Errant moves up to its speed.
Longsword. Reach 5 ft Hand-and-a-Half Weapon. +3 vs AR. Hit: 9 (1d8+5) sharp, or 10 (1d10+5) if using two hands. Recurve Bow. Ranged 200 ft Two-Handed Weapon. +1 vs AR. Hit: 4 (1d6+1) sharp. Duel. The Knight Errant assumes a stance that allows it to Exploit before the start of its next turn if provoked. | |||||
OR the Knight Errant can MOVE and take ONE of the following actions. | |||||
| Run them Down. If the Knight Errant is mounted, they may move their mount 40 ft in a straight line and make a Lance attack against one target along the path. They do not provoke reactive attacks from that target during this action.
Lance. Reach 10 ft One-Handed Weapon. +3 vs AR. Hit: 11 (1d12+5) sharp. Inspire. The Knight Errant may bolster the spirit of up to three allies. The targets gain +2 to hit until the end of their next turn and +8 Shield HP. | |||||
| Reactions | |||||
| Exploit (1/Round). If the Knight Errant used Duel on its last turn, then it can Exploit. | |||||