Next up in our series of previews for the Knight to Remember adventure is the Knight. This class is an armoured fighter who’s very good at protecting friends, and the special class feature means that the Knight is able to interpose herself into engagements where foes are attacking less protected allies.
The Knight is a heavily armoured defender class that focuses on protecting allies from harm; in fact, through its Intercept class ability, Knights are the only ones who are able to interject themselves into engagements between other combatants.
Unlike the Rogue, which is a striker class designed to inflict damage by going on the offensive with direct attacks, Knight powers are oriented toward counterattacks and interrupts.
Knights are at their most effective on the battlefield when they protect their more fragile allies, so be on the lookout for companions who need a helping hand and adversaries that are capable of inflicting powerful blows.
To ensure that they’re able to withstand such extensive punishment in combat, Knights have a bonus to Fortitude and a very high base health.
Knights gain +1 Fortitude
Knights add 12 hp
Class feature: all actions taken by the Knight have the Intercept property
Knights have the Shield Competency:
“It will take more than that
Roll a second Tier Die. You may use this result when using a counterattack or interrupt power but if you do, your action deals 0 damage
Knights gain the following powers:
Melee Counterattack – S3
“Eyes on me, Knave!
Melee Attack – S2
Damage 1W + 1
Your foe cannot use a move action until the beginning of your next turn.
“I have dedicated my life to this
Skill Attack – SFPRW 1
If this skill contest is Physical, you have an Edge
Knights begin the game with the following equipment.
Light Melee Weapon
Reach 1, Range 0
Why Play a Knight
Knights are great for players who want a heavily armoured character who protects their friends and allies from danger. The Knight is an iron bulwark against danger and harm.