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