Difference between revisions of "Acrozatarim/Elemental Knight"

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=Overview=
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The elemental knight fuses primal sorcery and martial prowess into a disciplined warrior-mage. Whether trained by an arcane knightly order or the student of an esoteric elemental sect, the elemental knight wields their eldritch teachings to devastating effect.
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'''Playstyle''': The elemental knight generally favours a close-range style of play, but the particular element that you choose to have mastered will have an effect. Fire and iron knights both fare well plunging into the fray, while storm knights benefit from a greater level of mobility and tide knights need more thought in picking their targets and spreading their hampering conditions around. Elemental knights tend to be more complex than the baseline 13th Age melee classes, as they possess some of the flexibilty of spellcasters through the use of elemental channels.
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'''Ability Scores''': Strength and Charisma are vital for elemental knights; iron and tide knights tend to favour Constitution for the additional resilience, while fire and storm knights will usually benefit more from Dexterity.
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Elemental knights gain a +2 class bonus to Strength or Charisma, as long as it isn't the same ability you increase with your +2 racial bonus.
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'''Races''': Most elemental knights, whether from the martial sects or the knightly orders, are human. Both half-orcs and half-elves also make good elemental knights, their dual nature perhaps suiting them well to the balance between martial discipline and arcane power that the knight demands.
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'''Backgrounds''': Noble sorcerer-knight, honour-obsessed martial artist, Flame Order officer, Iron Sect sentinel, Storm Order cavalry, Tide Sect wanderer, military magistrate, elemental cultist, mountain hermit, Emperor's personal guard, martial arts teacher, war-sorcerer, Sect outcast, mage-hunter.
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'''Icons''': Several Imperial knightly orders provide elemental knights to serve the Emperor; esoteric elemental sects commonly claim patronage from either the Archmage or the Three. The most sinister and heretical of the esoteric sects actively seek the tutelage of the Diabolist to try and fuse hellish magic with their martial practices.
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=Elemental Knight Level Progression=
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{| class="wikitable"
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|-
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!Level
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!Hit Points
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!Internal Strength
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!Channels Known
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|-
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|1
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|(7 + Con Mod) x3
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|2
 +
|4
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|-
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|2
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|(7 + Con Mod) x4
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|3
 +
|5
 +
|-
 +
|3
 +
|(7 + Con Mod) x5
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|3
 +
|5
 +
|-
 +
|4
 +
|(7 + Con Mod) x6
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|3
 +
|6
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|-
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|5
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|(7 + Con Mod) x8
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|4
 +
|6
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|-
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|6
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|(7 + Con Mod) x10
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|4
 +
|7
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|-
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|7
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|(7 + Con Mod) x12
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|4
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|7
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|-
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|8
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|(7 + Con Mod) x16
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|5
 +
|8
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|-
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|9
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|(7 + Con Mod) x20
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|5
 +
|8
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|-
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|10
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|(7 + Con Mod) x24
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|5
 +
|9
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|}
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=Elemental Knight Stats=
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'''Ability Bonus''' +2 Str or Cha
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'''Armour Class''' (Light) 13
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'''Armour Class''' (Light + Shield) 14
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'''Base PD''' 11
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'''Base MD''' 11
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'''Hit Points''' (7 + Con mod) x level modifier
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'''Recoveries''' (probably) 8
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'''Recovery Dice''' (1d8 x level) + Con mod
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'''Talents''' 3
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'''Feats''' 1/level
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=Gear=
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At 1st level, most elemental knights start with one or two melee weapons, light armour, brightly coloured sashes or robes bearing their sect or order's symbol, and any standard non-magical gear suggested by their background. They may, if they wish, also start with throwing weapons or a crossbow. Those from knightly orders often also bear a shield, while adherents of the elemental sects commonly eschew such.
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Iron knights can begin with heavy armour instead of light. Storm knights can begin with a bow and a steed.
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An elemental knight fresh from training starts with 25gp; a veteran of many duels and battles begins with 1d6 x 10gp.
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==Armour==
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Elemental knights usually rely on the balance between protection and manoueverability that light armour offers, although iron knights favour heavier plate or scale that can see them through the thickest fighting. In either case, elemental knights commonly make use of uniforms that proudly bear the emblems of their knightly order or esoteric sect. Many elemental knights also use shields – again, often bearing insignia.
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'''Elemental Knight Armour and AC'''
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{| class="wikitable"
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|-
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!Armour Type
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!Base AC
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!Attack Penalty
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|-
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|None
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|10
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| -
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|-
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|Light
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|13
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| -
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|-
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|Heavy
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|15
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| -2
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|-
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|Shield
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| +1
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| -
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|}
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==Melee Weapons==
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The intense training that elemental knights receive leave them entirely capable of killing enemies with their bare hands, but most favour a keen-edged sword or battleaxe. Some take heavier two-handed weapons to war, particularly the ornate great-clubs of the iron knights and the elegant cavalry spears of the storm knights.
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'''Elemental Knight Melee Weapons'''
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{| class="wikitable"
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|-
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!One-handed
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!Two-handed
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|-
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|
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|
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|-
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|
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|
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|-
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|
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|
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|-
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|
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|
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|-
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|
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|
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|-
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|
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|}
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==Ranged Weapons==
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Thrown weapons are common enough amongst elemental knights, and most orders and sects provide a modicum of training in crossbows. Only the storm knights have any greater familiarity with ranged weapons, in particular the lethal bows that they carry to war.
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'''Elemental Knight Ranged Weapons'''
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{| class="wikitable"
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|-
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!Thrown
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!Bow
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!Crossbow
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|-
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|
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|
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|
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|-
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|
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|
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|
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|-
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|-
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|-
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|-
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|
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|}
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[[Acrozatarim |Back to main page]]
 
[[Acrozatarim |Back to main page]]

Revision as of 05:18, 12 October 2013

Overview

The elemental knight fuses primal sorcery and martial prowess into a disciplined warrior-mage. Whether trained by an arcane knightly order or the student of an esoteric elemental sect, the elemental knight wields their eldritch teachings to devastating effect.

Playstyle: The elemental knight generally favours a close-range style of play, but the particular element that you choose to have mastered will have an effect. Fire and iron knights both fare well plunging into the fray, while storm knights benefit from a greater level of mobility and tide knights need more thought in picking their targets and spreading their hampering conditions around. Elemental knights tend to be more complex than the baseline 13th Age melee classes, as they possess some of the flexibilty of spellcasters through the use of elemental channels.

Ability Scores: Strength and Charisma are vital for elemental knights; iron and tide knights tend to favour Constitution for the additional resilience, while fire and storm knights will usually benefit more from Dexterity.

Elemental knights gain a +2 class bonus to Strength or Charisma, as long as it isn't the same ability you increase with your +2 racial bonus.

Races: Most elemental knights, whether from the martial sects or the knightly orders, are human. Both half-orcs and half-elves also make good elemental knights, their dual nature perhaps suiting them well to the balance between martial discipline and arcane power that the knight demands.

Backgrounds: Noble sorcerer-knight, honour-obsessed martial artist, Flame Order officer, Iron Sect sentinel, Storm Order cavalry, Tide Sect wanderer, military magistrate, elemental cultist, mountain hermit, Emperor's personal guard, martial arts teacher, war-sorcerer, Sect outcast, mage-hunter.

Icons: Several Imperial knightly orders provide elemental knights to serve the Emperor; esoteric elemental sects commonly claim patronage from either the Archmage or the Three. The most sinister and heretical of the esoteric sects actively seek the tutelage of the Diabolist to try and fuse hellish magic with their martial practices.


Elemental Knight Level Progression

Level Hit Points Internal Strength Channels Known
1 (7 + Con Mod) x3 2 4
2 (7 + Con Mod) x4 3 5
3 (7 + Con Mod) x5 3 5
4 (7 + Con Mod) x6 3 6
5 (7 + Con Mod) x8 4 6
6 (7 + Con Mod) x10 4 7
7 (7 + Con Mod) x12 4 7
8 (7 + Con Mod) x16 5 8
9 (7 + Con Mod) x20 5 8
10 (7 + Con Mod) x24 5 9


Elemental Knight Stats

Ability Bonus +2 Str or Cha

Armour Class (Light) 13

Armour Class (Light + Shield) 14

Base PD 11

Base MD 11

Hit Points (7 + Con mod) x level modifier

Recoveries (probably) 8

Recovery Dice (1d8 x level) + Con mod

Talents 3

Feats 1/level


Gear

At 1st level, most elemental knights start with one or two melee weapons, light armour, brightly coloured sashes or robes bearing their sect or order's symbol, and any standard non-magical gear suggested by their background. They may, if they wish, also start with throwing weapons or a crossbow. Those from knightly orders often also bear a shield, while adherents of the elemental sects commonly eschew such.

Iron knights can begin with heavy armour instead of light. Storm knights can begin with a bow and a steed.

An elemental knight fresh from training starts with 25gp; a veteran of many duels and battles begins with 1d6 x 10gp.


Armour

Elemental knights usually rely on the balance between protection and manoueverability that light armour offers, although iron knights favour heavier plate or scale that can see them through the thickest fighting. In either case, elemental knights commonly make use of uniforms that proudly bear the emblems of their knightly order or esoteric sect. Many elemental knights also use shields – again, often bearing insignia.

Elemental Knight Armour and AC

Armour Type Base AC Attack Penalty
None 10 -
Light 13 -
Heavy 15 -2
Shield +1 -


Melee Weapons

The intense training that elemental knights receive leave them entirely capable of killing enemies with their bare hands, but most favour a keen-edged sword or battleaxe. Some take heavier two-handed weapons to war, particularly the ornate great-clubs of the iron knights and the elegant cavalry spears of the storm knights.


Elemental Knight Melee Weapons

One-handed Two-handed

Ranged Weapons

Thrown weapons are common enough amongst elemental knights, and most orders and sects provide a modicum of training in crossbows. Only the storm knights have any greater familiarity with ranged weapons, in particular the lethal bows that they carry to war.


Elemental Knight Ranged Weapons

Thrown Bow Crossbow


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