First Edition Knight - Taxidermic Owlbear

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First Edition KnightThe Knight Character Class for OSR CampaignsVersion 1.0Leonaru 2014

What is a Knight?Hit DieThe knight uses the d12 to determine his hit points andcan gain a maximum of ten hit dice at level 10. After that, he gains three additional hit points per level,but no additional hit dice. At first level, an aristocraticknight starts with 1d10 3 hit points. A knight from acommon family will have 3d4 1 hit points instead, asdescribed above under The Path of the Knight.Class BasicsAlignmentAll knights have to start their career being LawfulGood, Neutral Good or Chaotic Good. They canchance their alignment later on, though.The knight is a mounted warrior who fights for honour.Some are completely selfless, whereas others seekglory, riches or political power. With few exceptions,knights are from noble families and start their trainingin early childhood. The knight is bound to a god, ascared order or a certain cause and has to abide bythe code of chivalry.Attribute RequirementsSTR 15, INT 10, WIS 10, DEX 15,CON 15Prime RequisiteNoneRacesHuman, Elf, Half-ElfHit Died12 (max 10)AlignmentAny GoodWeaponsAnyArmourAll except leather, studdedleather and padded armourAttack ProgressionAs FighterSaving ThrowsAs FighterWeapons Proficiencies3 1 every 2 levelsNon-Proficiency Penalty-3Weapon SpecialisationN/ATable 1: Knight Experience ProgressionThe Path of the KnightOnly humans, elves and half-elves of noble decentare eligible for knighthood. However, a commonersponsored by a nobleman may start a career as asquire with -1,500 XP and 1d4 1 hit points. After gaining 1,000 XP, the squire becomes a trooper (and hasto acquire a lance and become proficient with lances) and gains an additional 1d4 hit points. After earning another 500 XP, he finally becomes a horsemanwith another 1d4 additional hit points. Knights fromaristocratic families start their career as a horseman,but will have 1d10 3 instead of 3d4 1 hit points.LevelXPHit DiceTitle--1,5001d4 1Squire--5002d4 1Trooper103d4 0High Knight11600,00010 3High Knight12900,00010 6High Knight131,200,00010 9High KnightWeapons and ArmourA knight can use all weapon but will refrain fromuse any weapon that have range (including missile weapons, polearms and two-handed sword), asthese could be considered cowardly. However, elven and half-elven knights may use composite shortbows. A knight who starts his career as a squire froma common family has to acquire a lance once hebecomes a trooper. and become proficient with it assoon as possible. Furthermore, a knight will focus onthese weapons before learning how to handle others:Long sword, broad sword, bastard sword, short sword,horseman’s mace, horseman’s flail, horseman’s military pick, dagger, scimitar, and javelin. A knight hasto become proficient in all of these weapons beforeattempting to master other weapons. A knight canwear any armour but leather, studded leather andpadded armour. He will always wear the armour withthe lowest basic armour class, independently fromenchantments. Only evil knights may use poison.Attribute RequirementsThe life of a knight is physically demanding. Thus, aknight has to have a score of 15 in Strength, Constitution and Dexterity. Furthermore, knights are expected to be of good judgement and require a Wisdomand Intelligence score of no less than 10. A knightcan increase certain ability scores later (see belowunder Ability Score Increase) but still has to have theaforementioned minimum scores. Knights profit froma Constitution score as fighter do.Prime RequisiteA knight does not have a prime requisite and doesnot gain an experience bonus from any ability score.Attack ProgressionA knight's combat ability progresses like that of afighter.RacesOnly humans, elves and half-elves can becomeknights.2

Saving ThrowsThe knight uses the fighter's saving throw matrix andgains a 2 saving throw bonus against illusions.to lance attacks while mounted. While dismounted,he receives a 1 damage bonus at all levels. At levelthree, a knight chooses to focus on either the longsword, the broad sword or the scimitar and gains a 1attack roll bonus with one of these swords. This bonusincreases to 2 at level 9 for the same sword type.Likewise, knights gain an attack rolls bonus for one(and only one) horseman weapon at levels 5 and 11.These bonuses do not count as magical bonuses forthe purpose of hitting creatures immune to mundaneweapons.Weapon ProficienciesKnights start with three weapon proficiency slots andgain another one every two levels. If he uses a weapon he is not proficient with, a knight suffers a -3 penalty to attack rolls. Knights are not eligible for weaponspecialisation. They can become with any weapon,but have to focus on a number of knightly weaponsfirst as described above under Weapons and Armour.Bonus AttacksLike the fighter, the knight gains additional attacksat certain levels. While he uses a weapon of choice(a sword, horseman weapon or lance as describedabove in Weapon Bonuses), the knight is treated asbeing five levels higher than he actually is for the purpose of calculating roundly attacks (see Table 2).Experience ProgressionTo advance to level 2, a knight has to be trained byanother knight of level 4 or higher. To reach levels 3 to6, he has to be trained by a knight at least two levelsabove him. Past level 6, training with anybody withweapo training is sufficient.Armour RestrictionsA knight will always try get the most prestigious of allarmour: Plate mail. If no plate mail is available, he willwear banded or splint mail, chainmail, scale mail,and ring mail in this order. Knights do not wear leather, studded leather and padded armour for it is below their status. A knight will rather wear no armour atall than wear non-metal armour. Enchantments areignored for the purpose of determining which available armour a knight wears e.g. he will prefer mundane plate mail over magical splint mail.Special AbilitiesWeapon BonusesWhile knights will refrain from using certain weaponslike bows or polearms, they excel while using knightly weapons (see Table 2). While he progresses in hisclass, a knight receives attack roll bonuses to attackswith his lance at levels 1, 7 and 13. These bonusesonly apply when the knight is mounted. Furthermore,a knight receives a damage bonus equal to his levelTable 2: Knight Special AbilitiesLevelAttack Roll BonusRoundly Attacks,Common WeaponsRoundly Attacks,Weapons of ChoiceHorsemanship1Lance (mounted) 113/2-2-13/2-3Long Sword, Broad Sword orScimitar 113/2Vault into saddle in heavy armour with one action4-13/2Elven female knights can rideunicorns5Horseman’s Mace, Horseman’s Flail or Horseman’sMilitary Pick 113/2Mount can increase speed by20' for six turns6-3/22-7Lance (mounted) 23/22Knights can ride pegasus8-3/22-9Sword of Choice 23/25/2Knight can ride hippogriff10-3/25/2-11Horseman's Weapon ofChoice 225/2Knight can ride griffon or comparable mount12-23-13Lance (mounted) 323-14-5/23-15-5/23-16-333

ParryWhen a knight decides to parry rather than attack,all attack roll bonuses of the passed attack (includingbonuses from enchantments, high Strength and classbonuses) are subtracted from one of the attacker'sattacks. If the knight has shield, he can parry an additional attack and the shield's armour class bonus,enchantments included, is subtracted from the attacker's attack roll. if a knight parries once or twicein a round, he cannot attack, no matter how manyroundly attack he has.level 1 without bonuses from Constitution taken intoaccount.Fast HealingFor every week of rest, a knight heals an additional1d4 hit points.The Code of ChivalryThe knight is a respected member of society and hasa number of privileges as well as certain obligations.Coat of ArmsA knight has a unique coat of arms that allows othersto identify him. He may cover his insignia while travelling, but has to reveal them if he meets an opponentthat might challenge him to an honourable duel.Knights are permitted to participate in tournamentswithout revealing their identity (but have to do soshould they win).HorsemanshipKnights are intensively trained to fight from the saddle. While on a horse or other mount suitable for aknight, he makes all attacks as if one level higher thanhe actually is. This applies only to human knights, notto elven or half-elven ones. All knights have a 85%chance of not being thrown from the saddle andeven if they are, they have a 85% chance of not taking any damage. These chances increase by 1% perlevel of the knight. While gains experience, a knightalso gains certain abilities and learns to handle nonequine mounts (see Table 2). Furthermore, a knightcan determine a mount's value and judge whetherit is of low, medium or high quality (meaning it hasabout one third, two thirds or almost all of its potentialhit points in regard to the mount's hit dice). A knight'schosen mount will always have two additional hitpoints per hit die, but not more than the maximumnumber of hit points available.PennonFrom level 4 on, a knight can fly his pennon on hislance or on the battlefield. Losing the pennon is highly dishonourable and requires t knight to recover it assoon as possible.HospitalityA knight can expect (and is expected to grant) hospitality from other knights of the same alignment.Knightly VirtuesA knight has to uphold the knightly virtues: Liberality, honour, good faith, glory, selflessness, pride, courtesy, and bravery as well as any other requirementsfrom his code of chivalry (which is determined by thegame master). Failure to adhere to the code resultsin the knight becoming a fighter. He loses all his special abilities with the exception of his specialisationin his weapons of choice. The former knight will nothave access to regular fighter weapon specialisation, though.Ability Score IncreaseA knight is expected to train every day, which allowshim to increase his physical ability scores over time.At level 1, a percentile die is rolled for the knight'sStrength, Constitution an Dexterity score. These percentile values are added to the scores but have nodirect effect except when the knight gains (or improves) percentile Strength. Ever time a knight gainsa level, 2d10 is rolled and the result added to his percentile values for Strength, Constitution and Dexterity. If a percentile value reach or surpass 100, the respective ability is increases by one. All three scorescan reach a maximum value of 18/00 with this method. If the knight loses a level of experience, he losesthe percentile bonus for that level as well.Rules of BattleA knight is not permitted to run from combat, noteven to save one of his fellow adventurers. If he doesso, he gains only half the XP he would normally havereceived for that battle. Likewise, a knight gains noXP for goals achieved by infiltration and stealth. Onthe battlefield, a knight will always engage huge andterrifying creatures like dragons and devils first. Afterwards, he turn on his other opponents starting withmounted, noble and otherwise high-ranking people. Peasants and other commoners are killed last. Aknight will always charge into battle like a completeidiot, disregarding formation, being in the way of allied troops and ignoring tactical advantages.FearlessnessKnights are not affected by mundane or magicalfear and radiate a 10' Protection from Fear aura thatall allies benefit from. Furthermore, knights gain a 2bonus to saving throws against illusions and have a90% of being immune to mind-affecting magic in addition to any saving throw.StaminaKnights do not fall unconscious when they reach negative hit points. However, they cannot keep on fighting and have to rest and seek healing. The numberof negative hit points a knight can have before falling unconscious is equal to the hit points he had atAlignment ChanceInitially, all knights have to be Lawful, Neutral or Chaotic Good. Before reaching level 4, a knight can4

change his alignment without any penalties. If aknight changes his alignment at level 4 or later, theusual penalties for an alignment change apply. Neutral and evil knights do not have the Protection fromFear aura and cannot stay conscious at negative hitpoints. Evil knights can use poison and are free to notgrant hospitality to other knights.Magic ItemsA knight can use all magic items usable by a fighter.Henchmen and FollowersThe knight is treated like a fighter in regard to henchmen and followers. Knights will only hire henchmenwith the same alignment as the knight.A Knight's StrongholdAfter having reached level 10 an acquired the title ofhigh knight, a knight can settle down and constructa stronghold, provided he does not inherit one anyway. A knight's stronghold will be pompous and representative, with a large staff. The annual revenue aknight 's stronghold generates is determined by thegame master.5

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(h) “You” or “Your”means the licensee in terms of this agreement.2. The License: This License applies to anyOpen Game Content that contains a notice indicating that the Open Game Content may only be Used under and in termsof this License. You must affix such a noticeto any Open Game Content that you Use.No terms may be added to or subtractedfrom this License except as described bythe License itself. No other terms or conditions may be applied to any Open GameContent distributed using this License.3.Offer and Acceptance: By Using theOpen Game Content You indicate Youracceptance of the terms of this License.4. 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Updating the License: Wizards or itsdesignated Agents may publish updatedversions of this License. You may use anyauthorized version of this License to copy,modify and distribute any Open GameContent originally distributed under anyversion of this License.10 Copy of this License: You MUST include acopy of this License with every copy of theOpen Game Content You Distribute.11. Use of Contributor Credits: You maynot market or advertise the Open GameContent using the name of any Contributorunless You have written permission from theContributor to do so.12 Inability to Comply: If it is impossible forYou to comply with any of the terms of thisLicense with respect to some or all of theOpen Game Content due to statute, judicial order, or governmental regulation thenYou may not Use any Open Game Materialso affected.13 Termination: This License will terminateautomatically if You fail to comply with all6terms herein and fail to cure such breachwithin 30 days of becoming aware of thebreach. All sublicenses shall survive the termination of this License.14 Reformation: If any provision of this License is held to be unenforceable, suchprovision shall be reformed only to the extent necessary to make it enforceable.15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000,Wizards of the Coast, Inc.System Reference Document Copyright2000, Wizards of the Coast, Inc.; AuthorsJonathan Tweet, Monte Cook, Skip Williams, based on original material by E. GaryGygax and Dave Arneson.OSRICTM copyright 2006, Stuart Marshall,adapting material prepared by MatthewJ. Finch, based upon the System ReferenceDocument, and inspired by the works ofE. Gary Gygax, Dave Arneson, and manyothers.First Edition Bard Copyright 2014, LeonaruDESIGNATION OF OPEN GAME CONTENT:All text in this supplement is open gamecontent.

1 0 3d4 1 Horseman 22,500 Equestrian 3 5,000 3 Cuirassier 4 10,000 4 Ridder 5 20,000 5 Cavaller 6 40,000 6 Cavalierato 7 80,000 7 Chevalier 8 160,000 8 Gallant 9240,000 Knight 10 320,000 10 High Knight 11 600,000 10 3 High Knight 12 900,000 10 6 High Knight 13 1,200,000 10 9 High Knight We

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