Knight

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The valiant Knight stands between their party and the enemy, defending with steadfast shield and unbreakable strength!

WP 40 Defense 10, Morale 14

Strong Against: Legs

Weak Against: Arms

Passive: Shield

If the Knight's Arm Bondage is Easy or less, they gain +2 to Defense

Passive: Focused Strength

The character may take -1/-2/-3 to hit to increase damage of next melee attack by 1/+2/+3


Attack Type Damage Description
Slash Melee Attack 2d4 Slice at an opponent accurately. +1 to hit. Berserkers may use Focused Strength at -4/+4 on this attack.
Dagger Throw Ranged Attack 1d4 x 2 Throw daggers at your foes! Two separate attacks, may choose same target. If Blademaster hits both daggers on his chosen foe, enemy counts as standing still for this turn.
Taunt Spell Debuff N/A +2 to hit, target must attack the player for 1d3 rounds with -2 to hit. Roll 1d20 at the start of the enemy's turn. On 16+, this debuff fades. The Knight's Taunt is only checked on the first round of effect, and automatically succeeds on the remaining turns.

Name Type Damage Description
Defensive Stance Self-Buff 2d4 Take a ready stance, giving +2 to defense. If an opponent misses an attack, you may sacrifice this buff to use Slash on them immediately.
Safeguard Ally Buff N/A Defend an ally with your own body. The next time they are hit with a Bondage Attack, the attack is redirected to you. Cannot be used if legs are bound Hard or worse. May have multiple targets Safeguarded, but may not block more than one attack per round.
Shield Throw Ranged Attack 1d6 Fling your shield at up to 3 enemies. Shield passive must be active. Targets hit suffer -2 to hit and must attack the Knight on their next turn. If the final hit misses, the Knight loses Shield until the start of their next turn. Cooldown of 1 turn.
Unchained Self-Buff, Special N/A Unleash your strength to defeat your restraints! Roll 3 struggles at +4 damage. Cooldown of 5 turns.