Classes: Squire





  • Squire

    Stage: Common

    Usable Weapons: Dagger, Gauntlets (Any), Hammer (Any), Lance (Any), Mace (Any), or Sword (Any).

    Squires are usually young men or women who serve an elder knight, carrying his lance and banner in the hopes that they, too, will gain the prestige and honor needed to become a knight. Though they aren't as able with weapons as a sturdy fighter, they learn the basics of armor training early, and know how to handle a horse in battle.

    Alignment: Any
    Social Class: Middle-Upper
    Initial Funds: 200gp

    Minimum Abilities
    Strength: Average
    Wisdom: Simple-Minded
    Dexterity: Slack
    Constitution: Average

    Statistics        Starting   Master
    Hit Points           15        25
    Spell Points          0         0
    To Hit                9         7
    To Cast              21        21
    Magical Save         18        16
    Tactical Save        12        12
    Armor / Speed       0/0       5/2
    

    Learnable Skills:

    • Armor Training (I)
    • Armor Use (I, II, III, IV)
    • Horsemanship (I, II)
    • Intuition (I, II)
    • Parry
    • Weapon Speed (I) for two weapon families
    • Weapon Training (I, II)
    • Weapon Use for one weapon family
    • 24 BP / 18 RP worth of custom skills

    Mastery Progressions:



  • Knight-Errant

    Stage: Heroic

    Usable Weapons: Axe (Any), Dagger, Gauntlets (Any), Hammer (Any), Lance (Any), Mace (Any), Pole Axe (Any), Spear (Any), or Sword (Any).

    Knights-errant are junior knights, who don't yet have the wisdom of a true knight. They must seek adventure across the realm, for only upon completion of a great quest will they earn the honor of being a true knight. Knights-errant have been known to honorably undertake quests without realizing their consequences on the land and its people. Strictly speaking, they are out to prove themselves worthy of knighthood.

    Alignment: Any
    Social Class: Upper

    Minimum Abilities
    Strength: Tough
    Wisdom: Simple-Minded
    Dexterity: Average
    Constitution: Stable

    Statistics        Starting   Master
    Hit Points           25        35
    Spell Points          0         0
    To Hit                7         5
    To Cast              21        21
    Magical Save         16        15
    Tactical Save        12        11
    Armor / Speed       5/2      10/2
    

    Learnable Skills:

    • Armor Training (II)
    • Armor Use (V, VI)
    • Disarm (I)
    • Horsemanship (III)
    • Intuition (III)
    • Jousting (I)
    • Shield Training (I)
    • Shield Use (I, II, III)
    • Strength (I)
    • Weapon Speed (I) for two additional weapon families (four total)
    • Weapon Speed (II) for three weapon families
    • Weapon Training (III, IV)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progressions:



  • Crusader

    Stage: Heroic

    Usable Weapons: Axe (Any), Crossbow, Dagger, Gauntlets (Any), Hammer (Any), Lance (Any), Mace (Any), Pole Axe (Any), Spear (Any), or Sword (Any).
    Cleric Spell Spheres of Influence: Battle, Elemental, Enchantment, Guardian

    Crusaders hold a combination of beliefs from the knight, warrior, and priest classes. They enforce their cause through fanaticism, as likely through oratory as through bloodshed.

    Alignment: Any Non-Neutral
    Social Class: Upper

    Minimum Abilities
    Strength: Tough
    Wisdom: Shrewd
    Constitution: Average
    Charisma: Fair

    Statistics        Starting   Master
    Hit Points           25        35
    Spell Points          0         5
    To Hit                7         6
    To Cast               9         7
    Magical Save         16        13
    Tactical Save        12        11
    Armor / Speed       5/2       8/2
    

    Learnable Spells:

    • First Level: 1 Cleric

    Learnable Skills:

    • Armor Training (II)
    • Armor Use (V, VI)
    • Horsemanship (III)
    • Intuition (III, IV, V)
    • Jousting (I)
    • Magical Training (I, II)
    • Shield Use (I)
    • Strength (I)
    • Weapon Speed (I) for one additional weapon family (three total)
    • Weapon Speed (II) for two weapon families
    • Weapon Training (III)
    • 64 BP / 48 RP worth of additional custom skills (88 BP / 66 RP total)

    Mastery Progressions:



  • Knight

    Stage: Ruling

    Usable Weapons: Axe (Any), Dagger, Gauntlets (Any), Hammer (Any), Lance (Any), Mace (Any), Pole Axe (Any), Spear (Any), or Sword (Any).

    Knights are the greatest of mounted soldiers, committed to the code of chivalry. Most knights consider the code of chivalry superior to the law, superseding it when a conflict arises. However, this doesn't preclude such a knight from lawful alignment, since chivalry is an order in and of itself. Chaotic knights cannot exist, since this would presuppose rejection of the same code. Each knight, regardless of title, reports directly to the highest-ranking knight in his country.

    Alignment: Any Non-Chaotic
    Social Class: Upper-Elite

    Minimum Abilities
    Strength: Strong
    Wisdom: Average
    Dexterity: Prompt
    Constitution: Robust

    Statistics        Starting   Master
    Hit Points           35        40
    Spell Points          0         0
    To Hit                5         2
    To Cast              21        21
    Magical Save         15        13
    Tactical Save        11        11
    Armor / Speed      10/2      12/2
    

    Learnable Skills:

    • Armor Training (III)
    • Horsemanship (IV)
    • Intuition (IV, V)
    • Jousting (II, III)
    • Reaction Time (I)
    • Shield Training (II)
    • Shield Use (IV)
    • Weapon Speed (II) for one additional weapon family (four total)
    • Weapon Speed (III) for two weapon families
    • Weapon Speed (IV) for one weapon family
    • Weapon Training (V, VI, VII)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Dervish

    Stage: Ruling

    Usable Weapons: Axe (Any), Bow (Any), Crossbow, Dagger, Gauntlets (Any), Hammer (Any), Lance (Any), Mace (Any), Pole Axe (Any), Spear (Any), or Sword (Any).

    Foregoing their ultimate training on horseback, dervishes are possibly the most dangerous ground soldiers. They rarely form any cohesive effort with each other, but are known for their calm, meditated attacks, their great stature, and plate armors, shields, and helms carved into the likenesses of fearsome predators, like themselves.

    Alignment: Any Chaotic
    Social Class: Any

    Minimum Abilities
    Strength: Imposing
    Dexterity: Spry
    Constitution: Robust

    Statistics        Starting   Master
    Hit Points           35        45
    Spell Points          0         0
    To Hit                5         3
    To Cast              21        21
    Magical Save         15        14
    Tactical Save        11         8
    Armor / Speed      10/2      10/1
    

    Learnable Skills:

    • Archery (I)
    • Armor Training (III)
    • Cyclone
    • Horsemanship (IV)
    • Intuition (IV)
    • Reaction Time (I)
    • Stealth (I, II)
    • Strength (II)
    • Vital Strike (I)
    • Weapon Speed (II) for one additional weapon family (four total)
    • Weapon Speed (III) for two weapon families
    • Weapon Speed (IV) for one weapon family
    • Weapon Training (V, VI)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Paladin

    Stage: Ruling

    Usable Weapons: Axe (Any), Crossbow, Dagger, Gauntlets (Any), Hammer (Any), Lance (Any), Mace (Any), Pole Axe (Any), Spear (Any), or Sword (Any).
    Cleric Spell Spheres of Influence: Battle, Elemental, Enchantment, Guardian, Healing

    Paladins are holy knights, solemn and chaste, sworn to defend their cause unto death. Donning shining plate mail and wearing at their arm a shield emblazoned with their coat-of-arms, they fearlessly charge their warhorse into battle. Paladins uphold a rigid discipline based around honor, dignity, and chivalry. Being a true order of knighthood, they must maintain a rigorous physical discipline, or suffer the loss of their powers. They are always forthright and courageous. Most paladins consider it a dishonor to use ranged weaponry.

    The paladin may choose to worship a single deity of good alignment, which the character must share. He may otherwise elect to worship no particular deity, but to respect all good deities equally. If this is the case, the paladin must champion a cause, credo, or mortal lord, and
    devote himself to it as a priest would a religion. This latter paladin must always be lawful good, or he will lack the required temperament.

    Alignment: Any Good
    Social Class: Upper-Elite

    Minimum Abilities
    Strength: Tough
    Wisdom: Sensible
    Constitution: Average
    Charisma: Charismatic

    Statistics        Starting   Master
    Hit Points           35        40
    Spell Points          5        15
    To Hit                6         4
    To Cast               7         5
    Magical Save         13        12
    Tactical Save        11        11
    Armor / Speed       8/2      10/1
    

    Additional (Total) Learnable Spells:

    • First Level: 1 (2) Cleric
    • Second Level: 2 (2) Cleric
    • Third Level: 1 (1) Cleric

    Learnable Skills:

    • Armor Training (III)
    • Intuition (VI)
    • Jousting (II)
    • Lay on Hands
    • Magical Training (III, IV)
    • Reaction Time (I)
    • Shield Training (II)
    • Shield Use (II, III)
    • Weapon Speed (II) for one additional weapon family (three total)
    • Weapon Speed (III) for one weapon family
    • Weapon Training (IV, V)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)


  • Anti-Paladin

    Stage: Ruling

    Usable Weapons: Axe (Any), Crossbow, Dagger, Gauntlets (Any), Hammer (Any), Lance (Any), Mace (Any), Pole Axe (Any), Spear (Any), or Sword (Any).
    Cleric Spell Spheres of Influence: Battle, Elemental, Enchantment, Guardian, Necromancy

    Scourge of all that is good, anti-paladins are among the most fearsome predators in the land. These mysterious knights clad themselves in plate mail of iron and steel, their identities shrouded under serpentine helms. They uphold a rigid system of beliefs based on the gain of power, dignity, and devotion. Most anti-paladins consider it a dishonor to use ranged weaponry. The anti-paladin may choose to worship a single deity of evil alignment, which the character must share. He may otherwise elect to worship no particular deity, but to respect all evil deities equally. If this is the case, the anti-paladin must choose to champion a cause, credo, or mortal lord, and devote himself to it as a priest would a religion.

    Alignment: Any Evil
    Social Class: Elite (Outcast)

    Minimum Abilities
    Strength: Tough
    Wisdom: Shrewd
    Constitution: Average
    Charisma: Charismatic (or Hideous or lower)

    Statistics        Starting   Master
    Hit Points           35        40
    Spell Points          5        15
    To Hit                6         4
    To Cast               7         5
    Magical Save         13        11
    Tactical Save        11        11
    Armor / Speed       8/2      10/2
    

    Additional (Total) Learnable Spells:

    • First Level: 1 (2) Cleric
    • Second Level: 2 (2) Cleric
    • Third Level: 1 (1) Cleric

    Learnable Skills:

    • Armor Training (III)
    • Energy Drain
    • Intuition (VI, VII)
    • Jousting (II)
    • Magical Training (III, IV)
    • Reaction Time (I)
    • Shield Use (II, III)
    • Weapon Speed (II) for one additional weapon family (three total)
    • Weapon Speed (III) for one weapon family
    • Weapon Training (V, VI)
    • 128 BP / 96 RP worth of additional custom skills (216 BP / 162 RP total)

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