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 | No hit roll, target must attack the player for 3 rounds with -1 to hit. At the start of the enemy's turn, the enemy rolls a d20. On 16/14/12+, this debuff fades. The Knight's Taunt stays at 16+ to remove, and grants -2 to hit. |
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. |