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Alexandre Godart (Topic #11526)

Reluctant Heroes (#5845) > Reluctant Heroes Archive (#6125) > Archived Characters (#31241) > Alexandre Godart

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This Character is played by davwalp
Category: Character
Sir Alexandre Godart, son of Ranulf, son of Gorvin Gladhand, son of Almador

Knight of Clegan Moor and Captain of the High March (bestowed by Lord Earl Morwith)
Banner


Representing davwalp
Male Human
Knight
Lawful Good
Size: Medium
Height: 6' 1"
Weight: 220 lb
Birthdate: Aug 13, 1264
Skin: Tan
Eyes: Brown
Hair: Brown
Culture: Norman
Birthplace: Pont du Falx, Flanders
Foster Homeland: Rouen, Normandy
Languages: Norman, Aquilatin(Latin), Saxon(German)


Strength 14 (+2)
Dexterity 14 (+2)
Constitution 10 +2 (Iron Cross) (+1)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 16 (+3)

Level: 9
Current XP: 38,600
Next Level XP: 45,000


Total Hit Points: 71+9 = 80
9 x 1 (cross bonus) = 9 bonus HP

Knights Challenges: 8/8


Initiative modifier: +2 = +2 [dexterity]
Speed: 20 feet

Armor Class: 24 = 10 +1 [dexterity] +8 [plate] +3[shield] +2 [Ring of Protection]
Touch AC: 13
Flat-footed: 23

BAB +9/+4

Attack (handheld): +15 = 9 [base] +2 [strength] +2 Mace +2 Gauntlets
Attack (missile): +11 = 9 [base] +2 [dexterity]

Fortitude save: +5 = +3 [base] +2 [Cloak]
Reflex save: +7 = +3 [base] +2 [dexterity] +2 [Cloak]
Will save: +9 = +6 [base] +1 [wisdom] +2 [Cloak]


Melee Damage Bonus: +4 = +2 Str +2 Gauntlets


Weapons:

MW Broadsword [+2 attack] [1d8, 19-20, slashing 5lbs]

+1 keen edge longsword of true seeing. (when ever the user holds this sword by the hilt he will have continuous True Seeing as per the spell listed on pg 296 in the PHB) Keen edge description crit 17-20 x2. +1 = +1 to hit and damage.

Druid's Spear [+1 hit/+3 dmg] [2d4+3 sm/md, 2d6+3 large/giant, x2 dmg v. lycanthropes, x2 crit dmg, 20ft., piercing] *Can cast cure light wounds once a week, detect evil 3/week

Mace [+2hit/+4 dmg] is a dark copper color, with a long handle and strap for swinging. It is dedicated to someone called Ramman and has a pomegranate surrounded by lightning on the mace head and lightining bolts and storm clouds on the shaft. The mace is +2 to hit, +4 to damage and does 2-8, and 2-12 normally, but does double damage to ogres, ogre magi, and ettins.

Shortbow [+1 attack] [1d6+1, x3, 60ft., piercing]
Arrows: 20


Armor:
Full Plate[+8 AC, MaxDex +1, Check -6 50lbs.]
Shield of Dinadain - is magic +2 (+3 AC total), and can cast Remove Fear, Calm Emotion, and Daylight once a week. This shield was made three months ago in Carcassone by Templar Knights of St. Dinadain.

Magic Items: Ring of Protection +2, Gauntlets of Striking +2 attack/+2 damage, Cloak of Protection +2 all saves, Iron Cross +2 CON, Medal of Gallantry +2 diplo, +2 bluff, Sanctuary 3 times/day Will save dc 15 duration 1 minute.


Equipment:
Traveler's outfit
A black leather backpack embroidered with a brilliant phoenix of red and gold thread plumage. [won at the Thieves Knot] - Backpack is enchanted with featherlight, any items packed within it are reduced to a half pound
1. Bedroll of healthful rest
2. scroll - bull's strength
3. scroll - cure disease, remove curse
4. scroll - cure disease, remove curse
5.
6. Holly sprig: 8 berries, each restores 1d2 hit points when eaten and provides sustenance as a normal meal.
7. Three Apples:
Red = +1 to hit/+3 damage for three rounds.
Green = heal 1d4+5 hitpoints
Yellow= Vitality, gives 6 extra hps for three rounds
8. 1 thunderstone
9. 1 shriek rock
10. flint and steel
11. Corpus juris canonici.
12.
13.
14.
15.
16.
17.
18.
19.
20.
(Contains: Backpack is enchanted with featherlight, any items packed within it are reduced to a half pound. Note: it won't hold more than a usual backpack, the contents just weigh less.


Wealth:
Treasury Reserves: 3153 gp
Cash on Hand 100 gp




Feats and Abilities: Animal Affinity [1st lvl], Nobility [Human], Fighting Challenge [Knight 1st], Mounted Combat [Knight 2nd], Shield Block [Knight 2nd], Bulwark of Defense [Knight 3rd], Combat Expertise [3rd], Armor Mastery - Medium [Knight 4th], Vigilant Defender [Knight 5th], Ride By Attack [Bonus 5th], Shield Ally [Knight 6th], Spirited Charge [6th lvl], Call to Battle [Knight 8th], Armor Mastery - Heavy [Knight 9th],



Knight's Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.
You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.

*Fighting Challenge: As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.
If the target does meet the conditions given above, you gain a +2 morale bonus on Will saves and a +2 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight's challenge ability for the day because of the blow to your ego and confidence from this defeat.
The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).
If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.

*Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.



Class Skills

Mounted Combat: At 2nd level, you gain Mounted Combat as a bonus feat.

Shield Block: Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.

Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.

Bonus Feat: At 5th level, you gain a bonus feat chosen from the following list: Animal Affinity, Diehard, Endurance, Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge, Trample, or Weapon Focus (lance). You must still meet any prerequisites for the feat. You gain an additional bonus feat from this list at 10th level and again at 15th level.

Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Shield Ally (Ex):Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Call to Battle (Ex): Starting at 8th Level, as a swift action you can expend one of your knight's challenge to grant an ally another save against fear effect. The target gains a bonus on this save equal to your CHA bonus. If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell.


Skill Name:
Appraise [horses] Int 6 = +2 +2 +2 [profession]
Balance Dex* 2 = +2
Bluff Cha 3 = +3
Climb Str* 1 = +1
Diplomacy Cha 10 = +3 +3 +2 [noble] +2 [knowledge nobility]
Disguise Cha 3 = +3
Escape Artist Dex* 3 = +3
Forgery Int 2 = +2
Gather Information Cha 3 = +3
Handle Animal Cha 15 = +3 +10 +2 [animal affinity]
Heal Wis 1 = +1
Hide Dex* 2 = +2
Knowledge Chivalry and Feudalism Int 5 = +2 +1 +2 [Norman]
Knowledge Nobility and Royalty Int 5 = +2 +1 +2 [noble]
Knowledge Heraldry [Normandy] Int 3 = +2 +1
Knowledge Politics [Normandy] Int 3 = +2 +1
Knowledge Code of Martial Honor Int 3 = +2 +1
Knowledge War Int 13 = +2 +11
Knowledge Weaponry Int 3 = +2 +1
Knowledge Laws [Normandy] Int 3 = +2 +1
Knowledge History [Normandy] Int 3 = +2 +1
Knowledge Geography [Normandy] Int 3 = +2 +1
Knowledge Religion Int 3 = +2 +1
Intimidate Cha 3 = +3
Jump Str* 1 = +1
Listen Wis 1 = +1
Move Silently Dex* 2 = +2
Profession [horse breeder/trainer] Wis 6 = +1 +5
Ride Dex 15 = +2 +7 +2 [animal affinity] +2 [handle animal] +2 spurs
Search Int 2 = +2
Sense Motive Wis 1 = +1
Spot Wis 1 = +1
Survival Wis 1 = +1
Swim Str** 1 = +1
Use Rope Dex 2 = +2

* = check penalty for wearing armor


Background:
Alexandre Godart was the son of Ranulf Godart. His father was a knight with a manor, six hides of land and serf’s. Ranulf was the knight in charge of St. Dirks Gate at Pont du Falx. When St Dirks’ Gate fell during the siege Ranulf Godart was implicated in treasonous acts, but none were proved. Ranulf however, was charged with dereliction of duty and his lands were taken by the King of Normandy posthumously.

The Godart family was split up, sent to various relatives, abbies and nunneries. Young Alexandre Godart was sent to live with his uncle Baron Bernard Dufour of Rouen. His uncle did not like Godart, but was his godfather and would follow his vows to look over the child.

Alexandre received the bare minimum in training, but was awarded no equipment and was made to live with the stableboys, grooms, pages and the Horsemaster. He learned a great deal from this enviroment, but was considered and outcast amongst the nobles. His training finally completed. He is now ready to go out on his own as a Knight Errant. Alex knows full well he probably would not be given this priveledge except for the fact that his uncle openly wants to get rid of him so he will not have to explain Alex’s precence in Dufour Manor.


Motivations:
1. Restore the honor and wealth of his noble house.
2. Swear fealty to a lord and serve as a knight.
3. Serve his lord well and gain an estate.


The Knights Code

The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.

1. A knight does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
2. A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
3. A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.

If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a -2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.


The Code of Chivalry
Live to serve King and Country.
Live to defend Crown and Country and all it holds dear.
Live one's life so that it is worthy of respect and honor.
Live for freedom, justice and all that is good.
Never attack an unarmed foe.
Never use a weapon on an opponent not equal to the attack.
Never attack from behind.
Avoid lying to your fellow man.
Avoid cheating.
Avoid torture.
Obey the law of king, country, and chivalry.
Administer justice.
Protect the innocent.
Exhibit self control.
Show respect to authority.
Respect women.
Exhibit Courage in word and deed.
Defend the weak and innocent.
Destroy evil in all of its monstrous forms.
Crush the monsters that steal our land and rob our people.
Fight with honor.
Avenge the wronged.
Never abandon a friend, ally, or noble cause.
Fight for the ideals of king, country, and chivalry.
Die with valor.
Always keep one's word of honor.
Always maintain one's principles.
Never betray a confidence or comrade.
Avoid deception.
Respect life and freedom.
Die with honor.
Exhibit manners.
Be polite and attentive.
Be respectful of host, women, and honor.
Loyalty to country, King, honor, freedom, and the code of chivalry.
Loyalty to one's friends and those who lay their trust in thee.


Godart's Heraldy



Pennant



Banner



Shield


Post Reply
Body
davwalp
avatar
Pioneer
10/30/2006 9:16:11 PM
PostID: 98154

  This post last edited on 10/31/2006 7:42:04 PM   Like this post
Horseman
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Philosopher
10/31/2006 2:05:40 AM
PostID: 98198
I set up a dice roller here just press the link.
Secure Dice Roller

Then put in d100 No. 1 in the first block, then 1d100 in the second block.

Repeat the same with d100 No. 2 the second time.    Like this post
davwalp
avatar
Pioneer
10/31/2006 8:11:16 AM
PostID: 98250
My first roll was a 7.

My second roll was a 6.


Nothing like starting at the bottom and working your way up...

My initial idea for my character was that he was a horse breeder/trainer. I would like to eventually become a knight. Is that feasible with these starting rolls?    Like this post
Horseman
avatar
Philosopher
10/31/2006 7:06:16 PM
PostID: 98918
Yes, it is because you can take the nobility feat which automatically makes you a nobleman. You'll be an impoverished one, but a nobleman none the less.    Like this post
SkaldSyrcha
avatar
Scribe
10/31/2006 7:25:23 PM
PostID: 98923
I love new players! Welcome to the best game on Roleplaymarket! Please get a character portrait for your character. It can be any actor, fantasy drawing, picture or from any movie, just something you feel fits your character.

   Like this post
davwalp
avatar
Pioneer
10/31/2006 7:50:50 PM
PostID: 98935
1. Ok, I switched ride-by-attack for the nobility feat.

2. It said that Normans get Knowledge [Chivalry and Feudalism] as an ethnic bonus. Does that mean that I get bonus ranks to start or just that it is a class skill [1-1 point buy]? I assumed no bonus ranks to start. Does that skill substitute for Knowledge [nobility] or would I also need ranks in that as well?

2. Not sure which languages I can pick.

3. Some of the Knowledge skills available, such as Code of Martial Honor, Heraldry, Laws, Politics, War, and Weaponry, all seem incredible relevant to my character. If I am considered a noble, would I have any starting ranks in these skills?

4. I thought that I saw something about a War College, however, I have not been able to find the thread again.



  This post last edited on 10/31/2006 8:05:16 PM   Like this post
SkaldSyrcha
avatar
Scribe
10/31/2006 8:12:52 PM
PostID: 98939
So your a knight of normandy? hmm?

Yes the war college of Koln is kicking around somewhere. There are a couple of different factions of Knightly Orders you can join.

They are:
1. Hospitallier Knights of Trier, under the command of Sir Ishbok the half-Uruk and Ulrich Jaenbert the Count Palantine. (count Palantine is an honorary title for Paladin)

2. Knight Luther Von Bora of Hesse has founded a new Order of Knights. You could join his new order of Knights, the Teutonic Knights.

3. A knight being sponsored by a minor Lord such as yourself.

4. The Knights Templar, the official order of knights within the Church of the West.


If you have any questions on the knightly orders, I'm sure Horseman can tell you more.

If you look to the Left, under Character Quick links which is presently a bright orange. You should see a link going directly to this topic.
  This post last edited on 10/31/2006 9:38:17 PM   Like this post
Snaebjorn
avatar
10/31/2006 9:12:18 PM
PostID: 98954
Not really relevant but was wondering about the photo. Beautiful shield. Quite fond of the kite shield myself. Was wondering you do such activities.    Like this post
davwalp
avatar
Pioneer
10/31/2006 9:40:07 PM
PostID: 98957
Wish that I could say that gentleman on the horse was me. Alas, it is merely a picture I found on the internet :)    Like this post
SkaldSyrcha
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Scribe
10/31/2006 9:46:53 PM
PostID: 98959
I'm sorry, forgot to mention. Starting level is 2nd.    Like this post
Horseman
avatar
Philosopher
11/1/2006 2:16:05 AM
PostID: 98996
As a Norman you get Knowledge [Chivalry and Feudalism]+2
Taking Nobility as a Feat(I need to get that posted, so here it is)

NOBILITY
Pre-Requisites: Must be taken at start of character
Benefit: You are a member of the Nobility. You gain +2 Diplomacy Checks and +2 on either
Knowledge * [Local] (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
or
Knowledge[Nobility and royalty] (lineages, heraldry, family trees, mottoes, personalities)

KNOWLEDGE (INT; TRAINED ONLY)

Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.

Below are listed typical fields of study.

* Architecture and engineering (buildings, aqueducts, bridges, fortifications)
* Geography (lands, terrain, climate, people)
* History (royalty, wars, colonies, migrations, founding of cities)
* Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
* Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
* Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)
* Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)


Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).

In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster.

For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Action: Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.

Try Again: No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.

Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.

If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks made to find secret doors or hidden compartments.

If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.

If you have 5 or more ranks in Knowledge (history), you get a +2 bonus on bardic knowledge checks.

If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.

If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains).

If you have 5 or more ranks in Knowledge (nobility and royalty), you get a +2 bonus on Diplomacy checks.

If you have 5 or more ranks in Knowledge (religion), you get a +2 bonus on turning checks against undead.


FYI
Serf's on the other hand get the skill Survival +2

If either of you don't mind I would like to look at maybe using the Knight Class for this character out of the PHB II, what do you think?
  This post last edited on 11/1/2006 2:16:58 AM   Like this post
Gibbon
avatar
Jovial Celebrant
11/1/2006 9:33:43 AM
PostID: 99070
I will bet big money that the red brick in the background of your pic is part of Kenilworth Castle in Warwickshire, here in the UK. Nice pic, anyway, and welcome to Reluctant Heroes!    Like this post
davwalp
avatar
Pioneer
11/1/2006 3:17:44 PM
PostID: 99156
Wow, thanks for everyone's help and welcome!

I am very interested in the Knight class. However, I do not have the PHB II.

Alexandre is more interested in secular glory rather than glory for god. Not sure that he is prime candidate for the major orders of knighthood. He would probably prefer to swear fealty to a lord rather than the church.

Some of the Knowledge skills kind of overlap. For example, Heraldry is available as a separate branch, yet also falls nominally under Nobility/Royalty. Also, what is the difference between Nobility/Royalty and Feudalism/Chivalry or just Politics? I am not trying to be excessively nitpicky. I want Alexandre to have the core body of knowledge expected of a noble and a knight without wasting any skill points on redundacies.    Like this post
davwalp
avatar
Pioneer
11/1/2006 3:27:32 PM
PostID: 99157
1. I made the assumption the Knowledge skills I picked for Alexandre were class skills in regard to point cost. They seemed to make sense for the characters background. Please let me know if this is a problem.

2. Also, I initially assumed that Profession [horse breeder/trainer] and Appraise [horses] were cross-class skills as per the fighter template. I was wondering if these could be considered class skills since they are my character's livilihood.

3. Not sure about Alexandre's starting age given his background.

4. Not sure what languages are available. I believe that I get three.

   Like this post
Horseman
avatar
Philosopher
11/2/2006 1:16:28 AM
PostID: 99294
Hey, heres another rule I have to get posted. No class skill penalties!

There is no reason a cleric couldn't learn heraldry as easily as a knight. Just needs the opprotunity.

Languages:
As a Norman Knight you would know Norman, Aquilatin(Latin), and Saxon(German)

I will post a base background for you, hopefully tonight    Like this post
Horseman
avatar
Philosopher
11/2/2006 3:41:51 AM
PostID: 99336
Alexandre Godart was the son of Ranulf Godart. His father was a knight with a manor, six hides of land and serf’s. Ranulf was the knight in charge of St. Dirks Gate at Pont du Falx. When St Dirks’ Gate fell during the siege Ranulf Godart was implicated in treasonous acts, but none were proved. Ranulf however, was charged with dereliction of duty and his lands were taken by the King of Normandy posthumously.

The Godart family was split up, sent to various relatives, abbies and nunneries. Young Alexandre Godart was sent to live with his uncle Baron Bernard Dufour of Rouen. His uncle did not like Godart, but was hid godfather and would follow his vows to look over the child.

Alex Godart received the bare minimum in training, but was awarded no equipment and was made to live with the stableboys, grooms, pages and the Horsemaster. He learned a great deal from this enviroment, but was considered and outcast amongst the nobles. His training finally completed. He is now ready to go out on his own as a Knight Errant. Alex knows full well he probably would not be given this priveledge except for the fact that his uncle openly wants to get rid of him so he will not have to explain Alex’s precence in Dufour Manor.

So, his story begins……..
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Horseman
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Philosopher
11/2/2006 3:43:20 AM
PostID: 99337
I would invite you to make 10 NPC's to be part of Alex's background. They should be family, priests, friends, serf's whoever. That is the start of your history and you are welcome to build on it.

knight class
  This post last edited on 11/2/2006 6:23:53 PM   Like this post
davwalp
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Pioneer
11/2/2006 4:46:02 AM
PostID: 99347
Thank you for the cool background and for allowing me to make some NPCs.

I found the knight class template online. Did you want me to convert to that instead?

http://www.wizards.com/default.asp?x=dnd/ex/20060501a&page=2    Like this post
Horseman
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Philosopher
11/2/2006 6:26:04 PM
PostID: 99556
yep, thats the one, I can fill in what they left out in the summary    Like this post
davwalp
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Pioneer
11/2/2006 7:10:00 PM
PostID: 99564
CLASS FEATURES

Your class features involve mastering the use of armor and shields and learning how to manipulate your foes so that melee combat takes place on your terms, not theirs.

Weapon and Armor Proficiency: Knights are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and all shields (except tower shields).

Knight's Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.

You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability.

Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

Fighting Challenge (Ex): As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect.

If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight's challenge ability for the day because of the blow to your ego and confidence from this defeat.

The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any).

If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.

At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.

Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.

As a swift action, you can expend one use of your knight's challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.

The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Call to Battle (Ex): Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.

As a swift action, you can expend one use of your knight's challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe.

For example, Lidda fails her save against a lich's fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs off the effect of the fear spell.

Daunting Challenge (Ex): Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.

As a swift action, you can expend one use of your knight's challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken.

Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.

Bond of Loyalty (Ex): Starting at 16th level, your loyalty to your comrades endures even in the face of powerful magic. You can expend one use of your knight's challenge ability to make an additional saving throw against a mindaffecting spell or ability. You can use this ability once per round as a free action and can continue to use it even if an opponent is controlling your actions with a mind-affecting spell or ability.

Loyal Beyond Death (Ex): At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight's challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is -10 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight's challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than -10 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight's challenge ability.

The Knight's Code: You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds themselves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power.

The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.

A knight does not gain a bonus on attack rolls when flanking. You still confer the benefi t of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).


A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.


A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.
If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a -2 penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.

While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight's path.

Mounted Combat: At 2nd level, you gain Mounted Combat as a bonus feat.

Shield Block (Ex): Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to defl ect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.

This shield bonus increases to +2 at 11th level and +3 at 20th level.

Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.

Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, you ignore the speed reduction imposed by heavy armor as well.

Bonus Feat: At 5th level, you gain a bonus feat chosen from the following list: Animal Affinity, Diehard, Endurance, Great Fortitude, Iron Will, Quick Draw, Ride-By Attack, Spirited Charge, Trample, or Weapon Focus (lance). You must still meet any prerequisites for the feat. You gain an additional bonus feat from this list at 10th level and again at 15th level.

Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking attacks of opportunity, the Tumble check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Shield Ally (Ex): Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Improved Shield Ally (Ex): At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

Impetuous Endurance (Ex): Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.

PLAYING A KNIGHT

As a knight, you are driven to prove your abilities, showcase the code of chivalry as a proper way to live, and defend your allies. You are impetuous and brave, never backing down from a challenge. When you face a mighty foe, you take a moment to call out a challenge to him, salute his fighting ability, or list his crimes that you seek to avenge.

Religion

Knights value order and honor in all things. They worship lawful gods, though whether their patrons are good, neutral, or evil depends solely on the knight's preferences. Good knights favor Heironeous, while neutral ones follow St. Cuthbert. Evil knights, if they venerate a god, offer prayers to Hextor. Knights of Heironeous and Hextor are renowned for the epic duels they have fought against each other. Opposing armies sometimes halt their advance to allow these sworn enemies to duel to the death before the rest of the battle is joined.

Other Classes

You respect paladins for their skill in combat and devotion to a code of conduct, although their path is somewhat different from your own. You see wizards, sorcerers, clerics, and bards as useful allies who should stay back away from combat; individual knights sometimes travel partnered with a member of one of these classes. Most knights consider barbarians to be crazed lunatics who lack the honor, self-control, and training to fight in a proper civilized manner, yet a skilled barbarian can earn a knight's grudging respect through deeds in battle. You have little regard for rogues, beguilers, or others who rely on stealth or deceit. In general, you have no feeling one way or the other toward druids, monks, and rangers. You distrust the duskblade's mix of melee combat and spellcasting but can empathize with the dragon shaman's devotion to his totem dragon, though you might be wary of particular shamans (those devoted to chaotic dragons). In general, you feel protective (but with a touch of condescension) toward adventurers who cannot handle heavy armor and weapons.

Combat

You serve two basic roles in battle. You excel at dominating the field of battle, since your defensive abilities make it difficult for opponents to move past you and strike vulnerable members of your party. You believe that the best way to face an enemy is to challenge him to an honorable duel and kill him fair and square, claiming all the glory for yourself. When faced with multiple foes, you can strike fear into some and goad others into attacking you rather than your allies. You are the sorcerer's, wizard's, or bard's best friend. Your commanding presence draws attacks to you, while your hit points and heavy armor make you ideally suited to absorb blows. While you are engaging foes in combat, your allies can use their spells and special abilities without interference.

Table 1-4: The Knight Hit Die: d12

Level Base
Attack
Bonus Fort
Save Ref
Save Will
Save Special
1st +1 +0 +0 +2 Fighting challenge +1, knight's challenge, knight's code
2nd +2 +0 +0 +3 Mounted Combat, shield block +1
3rd +3 +1 +1 +3 Bulwark of defense
4th +4 +1 +1 +4 Armor mastery (medium), test of mettle
5th +5 +1 +1 +4 Bonus feat, vigilant defender
6th +6/+1 +2 +2 +5 Shield ally
7th +7/+2 +2 +2 +5 Fighting challenge +2
8th +8/+3 +2 +2 +6 Call to battle
9th +9/+4 +3 +3 +6 Armor mastery (heavy)
10th +10/+5 +3 +3 +7 Bonus feat
11th +11/+6/+1 +3 +3 +7 Shield block +2
12th +12/+7/+2 +4 +4 +8 Daunting challenge
13th +13/+8/+3 +4 +4 +8 Fighting challenge +3
14th +14/+9/+4 +4 +4 +9 Improved shield ally
15th +15/+10/+5 +5 +5 +9 Bonus feat
16th +16/+11/+6/+1 +5 +5 +10 Bond of loyalty
17th +17/+12/+7/+2 +5 +5 +10 Impetuous endurance
18th +18/+13/+8/+3 +6 +6 +11 --
19th +19/+14/+9/+4 +6 +6 +11 Fighting challenge +4
20th +20/+15/+10/+5 +6 +6 +12 Loyal beyond death, shield block +3

Class Skills (2 + Int modifier per level, x4 at 1st level): Climb, Handle Animal, Intimidate, Jump, Knowledge (nobility and royalty), Ride, Swim.
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