Classes

Knight - by T.A. Saunders ©2013 v2.0

Summary The way of the Knight is one of dedication, sacrifice and discipline. Regardless what path one takes, becoming a knight of any kind is a life-long commitment to an ideal. Most knights stand for truth, justice and righteousness while others merely present the veil of these principals. Crusaders and Reavers are guided by the will of their deity, Samurai by their fealty to their master, while Cavaliers are driven by their own will and belief in their principals. For an expanded understanding of the knighthoods of Imarel, please read this article.

NOTE: Knights are not eligible for dual-classing. To be a knight of any kind is a life-long dedication. To walk from that path means a walk away from those skills and that way of life. Furthermore, the earliest the points for Paragon Talents can be spent is at the rank of Knight

Class Trees

  • Cavalier

    A godless Knight, the Cavalier has chosen their own destiny to serve their own personal beliefs, rather than being instrument of divine will. Many Cavaliers were once a Crusader or Reaver but for one reason or another diverged from the church they belonged to, though this is not always the case. 

    Class Skills »

  • Crusader

    A lawful Knight, protector of the weak and defender of truth, Crusaders travel the world in the name of their orders to spread the faith, protect the innocent and address matters of justice. They are considered arbiters of disputes and can act as law enforcers in times of lawlessness.

    Class Skills »

  • Devotee

    Due to the capricious and sometimes alien nature of the Elemental Princes, to designate their swordsmen and swordswomen as either Crusaders or Reavers would be a misnomer. Instead, the Prince's sworn Devotees weild their chosen element with devastating efficiency.

    Class Skills »

  • Reaver

    A chaotic Knight who masquerades as a Crusader and often will fill the same roles as one, though with obscure intent and purpose. Reavers will uphold the edicts of Knighthood at face value, but often bend them and will rarely allow notions of law and justice to interfere with their objectives. 

    Class Skills »

  • Samurai

    The Samurai is a type of Taijuni knight that swears fealty to a master to whom they serve unwaveringly till death. Most Samurai swear their fealty to the Taijuni Warlord, but this is not always the case. Some serve the tribunal of a city or the lord of a wealthy family. Unlike other knights, the Samurai's skills are wholly their own regardless whether or not they are serving a master.

    Class Skills »

Shared Class Abilities Sword Mastery

The Knight is second only to the Blade Dancer in pure skill of sword use. Capable of attacking three attacks per round, Knights also gain a +15% to attacks made with an ordinary sword. This jumps to +30% when a Knight is using their Chosen Sword (this +30% does not stack with the +15% bonus, but rather replaces it). Knights gain a 65% chance to deflect one attack per round, in addition to their normal three attacks should they require it. This deflection jumps to 80% with a Chosen weapon.

This sword has different names for different types of Knights. For Cavaliers, this is the Edge of Destiny, Crusaders have a Holy Avenger, Reavers have an Unholy Destroyer and Samurai have their Spirit Blade. These swords are exceedingly rare and cannot simply be bought. Often the creation of such weapons will require both great personal sacrifice and years of searching. (Three attacks per round, 15% to hit with a normal sword, +30% to hit with the Chosen Sword. The Knight also gains a 65% chance to block one attack per round in addition to their three attacks if necessary. With Chosen sword, this becomes 80%).

War Steed

The Knight must always have a steed to charge into battle. Like the sword, the steed a Knight chooses is a reflection of who they are and what they stand for. Once a War Steed is chosen, a Knight may not choose another unless the present one is slain or dies by some other means. While mounted upon the War Steed, the Knight inspires those around him or her with a +10 to attacks and a 50% resistance to fear on top of any other checks being made. The War Steed is also twice as fast as a normal example of such a creature (i.e., a horse chosen as a war steed could outrun any horse of its kind). (+10 to group attacks, 50% resistance to fear, x2 movement).

Aura of Vocorium Will

Because Knights dedicate so much of their mind, body and soul to become what they are, they are extremely strong-willed. So strong in fact, it brings confidence and conviction to those fighting alongside them. This allows Knights and those fighting with them a 65% chance to resist mind control of any kind with the exception of deities, infernal beings and other Pantheon level beings. (Group 65% resistance to mind control).

Paragon Class Abilities (Available only to single class characters who spend 12 EP for all three skills.)

Paragon of Skill

Because an individual spends a great deal of focused effort and time to become a Paragon they learn things of their profession that those who dual-class would not otherwise discover. This skill translates into a bonus +15% to hit for their appropriate combat focus (+15% to melee hit for melee types, +15% to ranged for ranged attackers and +15% to spell hit for spell casters). Additionally, the Paragon gains an extra -20% to their overall armor rating and mystic defense versus all forms of attack.

Heroic Fervor

The most dedicated of knights have a certain level of focus (whether divine or personal) and that skill that allows them to imbue the weapon(s) they are using with that energy. This grants an extra +15% to both melee and spell hit and affords a -25% both armor rating and mystic defense. In addition, those who strike the knight within melee range are stricken with Retribution, which has a 50% chance to stun the opponent for one round (checked per round, per target). This talent cannot be modified with tattoos, soul-tattoos, items, or spells. (+15% to hit, -25% armor rating/mystic defense, 50% chance to stun enemies who strike the knight).

Strike of Judgement

The most skilled of knights may focus their power into a single, powerful blow that is imbued with their faith/personal energy. This single attack is +65% to hit and ignores armor. Should the Strike of Judgment hit, the victim will have a 50% chance to be driven temporarily insane with the burdens of their deeds for 1d4 rounds. While facing Judgment, the victim is unable to move or act in any way. Once the duration expires, the victim can no longer engage the knight in combat for 24 hours but can attack those around the knight.

With Reavers, the Strike of Judgment instead becomes the Strike of Torment and wracks the victim with great pain and nausea. Those stricken in such a manner may crawl or limp but can take no offensive actions for 1d4 rounds. When the duration expires, the victim cannot engage the Reaver for 24 hours, but may attack those around the Reaver. This talent is usable once per week. (+65% to hit, 50% to be judged/tormented. Usable once per week).