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the Gallant Knight

 

Gallant Knights are different from the normal knights, they are more socially skilled and are less combat orientated. Gallant Knights always act according to chivalry and never let down any beautiful damsel (or male if preferred) in distress. Helping ladies (or gentlemen)  and swaying their hearts is one of the soul purposes for these knights in shining armor. One important note: the Gallant Knight is not a Gallant Swordsmaster, although the knights enjoy the same crowds as swordsmasters their view of battle is more like that of the Warrior, they "never" start violence, but end it.

The other Knights look at the Gallant Knight with a sort of disgust, just as many Warriors and Sky Raiders look at Swordsmasters, they think that talking is not part of combat and rescuing some woman just for your the honor of it is no way of Knights. Even though when a Gallant Knight has pledged his loyalty only death can sway them from it. A Gallant Knight in adventuring parties can be a good fighter as well as campfire entertainment.

Important Attributes: Dexterity, Willpower, Charisma

Racial Restrictions: Obsidimen

Artisan Skills: Poetry, Acting, Wood/Stone Carving.

(Note: Gallant Knights do not have to start with a Riding Horse)

Talents at Circle:

I

Karma Ritual

First Impression (D)

Melee Weapons (D)

Avoid Blow

Taunt (D)

Trick Riding

II

Durability (7/6)

Speak Language

Winning Smile (D)

 

III

Heartening Laugh 

Wheeling Attack

 

IV

Resist Taunt

Threadweaving (Gallant Weaving) (D)

Karma: the Gallant Knight may spend Karma on actions using Charisma only.

 

V

Engaging Banter (D)

Wheeling Defense 

+1 Social Defense

 

VI

Life Check 

Missile Weapons

+1 Recovery Test each day.

 

VII

Incite Mob

Second Attack (D)

Shining Armor: at the cost of 3 Strain the character may use the Shining Armor ability, it adds +2/+2 to Normal/Mystic Armor Ratings and adds +3 steps when interacting and +4 when impressing members of the preferred sex. It also increases the success level for bypassing the armor with one. Horrors (and Constructs) can't stand this brilliant light and thus suffer a -1 step penalty when making actions against the character. Each use lasts one hour

 

VIII

Lion Heart

Graceful Exit 

The Kiss: ED Corebook, p. 84

 

IX

Bardic Voice (D)

Rally

Impressive Shot

+2 Social Defense

 

X

Champion Challenge

Lion Spirit

+1 Recovery Test each day

+1 Spell Defense

 

XI

Thoughtful Expression

Defense

Karma: Add 25 to the Gallant Knight's Maximum Karma

Karma: May spend a Karma point on actions using Dexterity only

 

XII

Down Strike

Wound Transfer

Shining Appearance: at the cost of 5 Strain the character may use the Shining Appearance ability. Shining Appearance adds +2 to each Defense Rating, +3 to each Armor Rating and +4 Charisma Steps for interaction and intimidation tests. Furthermore does it cover all wounds with minor illusion magic, it gives the character's skin a healthy glow and color, it let's his/her eyes and teeth shine with brilliance and it makes the character's armor and weaponry shine with an almost holy light, because Horrors can stand this light, subtract   -3 steps from all tests made against a character using shining appearance by Horrors, Horror-Constructs and Undead. Each use also costs the character 2 of his Recovery Tests of that day and 5 Karma Points, the effect lasts for 1 hour. (This may be used with Shining Armor)

Karma: may spend a Karma point when interacting with the preferred sex or when intimidating the other.

 

XIII

Detect Influence

Healthy Glow (Stone Skin, but skin becomes shining and healthy-looking)

+2 Physical Defense

+1 Recovery Test each day

 

XIV

Trample

Multi-Strike (D)

+1 Spell Defense

+2 Initiative Steps

 

XV

Confront Horror

Aura Armor (D)

Keen Blade: EarthDawn Companion, p. 16

Death Stand: EarthDawn Companion, p. 19