Knight Creation


  • Judge

    Creating A Knight

    This thread contains the rules needed to create Knightly characters for the Knights of the Five Kingdoms play-by-post.

    Ability Scores

    Each participant creating a Knight for jousting in the Seven Kingdoms must roll 3d6 (in order for STR, INT, WIS, DEX, CON, and CHA) for your character’s starting abilities.

    Ability Score Adjustments

    Ability Score Adjustment
    Strength 15+ +1 to melee
    Strength 6- -1 to melee
    Intelligence 15+ earn +10% experience
    Intelligence 6- earn -10% experience
    Wisdom 15+ +1 to saving throws
    Wisdom 6- -1 to saving throws
    Constitution 15+ +1 hit point per HD
    Constitution 6- -1 hit point per HD (cannot go below 1 per HD)
    Dexterity 15+ +1 to missiles
    Dexterity 6- -1 to missiles
    Charisma 15+ bonus to loyalty/morale of squire & retinue
    Charisma 6- penalty to loyalty/morale of squire & retinue

    Hit Points & Gold

    Starting Knights roll 2d6 hit points. Each Knight also rolls 3d6 x 10 for starting gold pieces to purchase weapons and equipment. Your armor and mount are determined below.

    Social Station

    After determining your starting ability scores, you next roll on the character station table to determine your position in the ranks of the Nobility.

    Knight’s Station Table

    2d6 Roll Station Starting Armor Modifier Starting Mount Modifier
    2 Imposter Knight -2 -2
    3-4 Hedge Knight +0 +0
    5-9 Bachelor Knight +2 +1
    10-11 Banner Knight +4 +2
    12 Lordly Knight +6 +3

    Armor & Mount

    After determining your station, use the modifiers from the Knight’s Station Table above and roll on the Starting Armor and Starting Mount Tables below for your Knight’s starting equipment.

    Starting Armor Table

    1d8+Mod Roll Station
    0-4 Boiled Leather (AC 7)
    5-9 Mail Hauberk (AC 5)
    10-11 Plate & Mail (AC 4)
    12 Full Plate (AC 3)

    Your Knight’s starting mount affects his Save vs. Unhorsing and his ability to damage an opponent when striking to Injure.

    Starting Mount Table

    1d6+Mod Roll Mount Save Modifier Damage Modifier
    0-2 Riding Horse -2 +0
    3-4 Light Warhorse +0 +1
    5-6 Medium Warhorse +1 +2
    7-8 Heavy Warhorse +2 +3
    9+ Heavy Warhorse & Riding Horse see above see above

    Squire & Retinue

    The next step is to generate your Knight’s squire and his starting retinue of henchmen. This is modified by your character’s Station and Charisma score as seen on the tables below.

    Starting Squire & Retinue Modifiers

    Station Modifier Charisma Modifier
    Imposter Knight -2 3-4 -4
    Hedge Knight +0 5-6 -1
    Bachelor Knight +1 7-9 +0
    Banner Knight +2 10-12 +1
    Lordly Knight +3 13-15 +2
    16-17 +3
    18 +4

    Starting Squire Table

    1d10+Mods Level HP Gear
    0 or less None - -
    1 0 2 Dagger
    2 0 3 Silver Dagger
    3 0 3 Boiled Leather (AC 7), Sword, Dagger
    4 0 4 Boiled Leather (AC 7), Long Bow, Dagger
    5 0 4 Boiled Leather (AC 7), Cudgel
    6 0 5 Short Sword
    7 0 5 Boiled Leather (AC 7), Round Shield, Short Sword
    8 0 6 Boiled Leather (AC 7), 2H Sword, Dagger
    9 0 6 Mail Hauberk (AC 5), Round Shield (-1 AC), Sword, Dagger
    10 1 7 Dagger
    11 1 7 2H Sword
    12 1 9 Boiled Leather (AC 7), Round Shield (-1 AC), Sword, Dagger
    13 1 9 Boiled Leather (AC 7), Sword
    14 1 10 Boiled Leather (AC 7), Round Shield (-1 AC), Sword, Dagger
    15 1 10 Mail Hauberk (AC 5), Round Shield (-1 AC), Sword, Dagger
    16 2 12 Mail Hauberk (AC 5), 2H Sword, Dagger
    17+ 2 14 Mail Hauberk (AC 5), Kite Shield (-2 AC), Sword, Dagger

    Starting Retinue Table

    1d4+Mods Retinue
    0 or less None, you are alone in the Five Kingdoms...
    1-2 (2) Young orphans
    3-6 (5) Men-at-Arms (0-Level) armed with spears.
    7-8 (5) Men-at-Arms (0-Level) armed with boiled leather armor, spears & axes.
    9 (1) Sergeant (1st Level) armed with mail hauberk, round shield, and sword. And, (10) Men-at-Arms (0-Level) armed with boiled leather, spears & axes.
    10+ (1) Sergeant (1st Level) armed with mail hauberk, round shield, and sword. And, (20) Men-at-Arms (0-Level) armed with boiled leather, spears & axes.

  • Judge

    To Roll Dice

    If you're new to the forum, you can summon the dice roller by posting @NerdBot to mention the bot. You need to summon the bot to a thread before you can roll dice.

    Then, you can use the following syntax to roll dice: !roll XdY+Z.

    For example, if you wanted to roll 3d6 to generate your stats, you would do !roll 3d6. Or, to roll for starting armor you might roll !roll 1d8+1 if your modifier was +1.

    You can also do several rolls at a time, just make sure each !roll is on a new line. For example:

    STR
    !roll 3d6
    
    INT
    !roll 3d6
    
    WIS
    !roll 3d6
    
    DEX
    !roll 3d6
    
    CON
    !roll 3d6
    
    CHA
    !roll 3d6
    

  • Judge

    Advancement

    Level XP Required HD* Attack Bonus Death Paralysis Stone Breath Spells
    1 0 2 +2 12+ 13+ 14+ 15+ 16+
    2 2,000 3 +3 11+ 12+ 13+ 14+ 15+
    3 4,000 4+1 +4 11+ 12+ 13+ 14+ 15+
    4 8,000 5 +5 10+ 11+ 12+ 13+ 14+
    5 16,000 6 +6 10+ 11+ 12+ 13+ 14+
    6 32,000 7 +7 9+ 10+ 11+ 12+ 13+
    7 64,000 8+1 +8 8+ 9+ 10+ 11+ 12+
    8 120,000 9+1 +9 8+ 9+ 10+ 11+ 12+
    9 240,000 10+1 +10 7+ 8+ 9+ 10+ 11+

    *Reroll HD when increasing in level. If amount is greater than previous amount, increase hit points. For HD with a +X, add that +X to the sum of the dice. For example, 4+1 means roll 4d6+1. Characters with a CON modifier will add (or subtract) their modifier to the entire sum as well.


  • Judge

    Training

    Between Quests and Tourneys you may perform one of the following training options for the listed cost.

    • Weapon Specialization: You can specialize in a weapon type for 1,000 GP. Specializing gives you +1 to hit and damage with a weapon type (e.g. swords, axes, lances, bows, etc.).
    • Weapon Mastery: You can master a weapon type you have already specialized in for 5,000 GP. Mastering a weapon gives you +2 to hit and damage with that weapon type (e.g. swords, axes, lances, bows, etc.).
    • Weapon Grand Mastery: You can become a grand master in a weapon type you have already mastered for 10,000 GP. Grand masters may make an additional attack throw each round of combat with the weapon type they have become grand masters with.
    • Stamina Training: You may perform physical training for 250 GP per HD. Reroll your HD for hit points and use the new result. If the new result is less than your old result, you may keep your previous hit point total (e.g. a 3rd level knight with 4+1 HD and 10 hit points may spend 1,000 GP to reroll 4d6+1 and if the sum is greater than 10 keeps the new result).
    • Attribute Training: You may attempt to improve one of your attributes for 1,000 GP. Roll 3d6 and if the result is greater than your current score, the score increases by 1 (e.g. if my original score is 8 and I roll 3d6 that sums to 13, my score goes up by 1 from 8 to 9).
    • Religious Pilgrimage: You may take a religious pilgrimage to a holy site of The Three or a natural wonder of The Old Ones for 5,000 GP. You gain +1 to all saving throws (this stacks with a high Wisdom bonus).
    • Devotee Cultist: You may become initiated in the rites of a cult of The Three or The Old Ones for 10,000 GP if you have already undergone a pilgrimage. You gain an additional +1 for a total of +2 to all saving throws (this stacks with a high Wisdom bonus).
    • Skill Training: You may learn a secondary skill useful as a knight for 1,000 GP. Choose one of the following skills: Boating, Chirurgery, Compose, Courtesy, Dancing, Falconry, Fashion, Folklore, Gaming, Heraldry, Hunting, Husbandry, Orate, Romance, Singing, Swimming, or another you might think up.

    Recruiting Followers

    Between Quests and Tourneys you can add to your retinue, recruit a new squire, etc.

    Use the same modifiers for Starting Squire & Retinue above. However, you may also throw gold at the roll. For every 250 GP you throw at the roll, you gain an additional +1 to the roll (i.e. 1,000 GP grants a +4 to the roll).

    Retinue Recruitment Table

    Retinue Recruitment Table

    1d10+Mods Retinue
    0 or less None, you find no one willing to take up arms for you...
    1-2 (+1) Young orphan is willing to join you.
    3-6 (+1) Man-at-Arms (0-Level) armed with a spear.
    7-8 (+1) Man-at-Arms (0-Level) armed with boiled leather armor and a spear.
    9 (+1) Man-at-Arms (0-Level) armed with mail hauberk and a spear.
    10 (+2) Men-At-Arms (0-Level) armed with boiled leather, spears & axes.
    11 (+3) Men-At-Arms (0-Level) armed with boiled leather, spears & axes.
    12 (+4) Men-At-Arms (0-Level) armed with boiled leather, spears & axes.
    13 (+5) Men-At-Arms (0-Level) armed with boiled leather, spears & axes.
    14 (+6) Men-At-Arms (0-Level) armed with boiled leather, spears & axes.
    15 (+7) Men-At-Arms (0-Level) armed with boiled leather, spears & axes.
    16 (+8) Men-At-Arms (0-Level) armed with boiled leather, spears & axes.
    17 (+9) Men-At-Arms (0-Level) armed with boiled leather, spears & axes.
    18 (+10) Men-At-Arms (0-Level) armed with boiled leather, spears & axes.
    19 (+1) Sergeant (1st Level - HD 1+1) armed with mail hauberk, round shield, and sword. And, (+10) Men-at-Arms (0-Level) armed with boiled leather, spears & axes.
    20 (+1) Sergeant (1st Level - HD 1+1) armed with mail hauberk, round shield, and sword. And, (+20) Men-at-Arms (0-Level) armed with boiled leather, spears & axes.
    21+ (+1) Veteran Sergeant (2nd Level - HD 2) armed with mail hauberk, round shield, and sword. And, (+5) Veterans (1st-Level - HD 1+1) armed with mail hauberk, spears & axes.

    Retinue Upkeep Cost*

    Type Cost
    Man-at-Arms (1 HD) 5 gp
    Veteran (1+1 HD) 8 gp
    Sergeant (1+1 HD) 10 gp
    Veteran Sergeant (2 HD) 20 gp
    Knight (varies) 100 gp per HD

    * Paid before a quest.

    Squire Recruitment Table

    1d8+Mods HD HP Gear
    0 or less None - -
    1 0 2 Dagger
    2 0 3 Silver Dagger
    3 0 3 Boiled Leather (AC 7), Sword, Dagger
    4 0 4 Boiled Leather (AC 7), Long Bow, Dagger
    5 0 4 Boiled Leather (AC 7), Cudgel
    6 0 5 Short Sword
    7 0 5 Boiled Leather (AC 7), Round Shield, Short Sword
    8 0 6 Boiled Leather (AC 7), 2H Sword, Dagger
    9 0 6 Mail Hauberk (AC 5), Round Shield (-1 AC), Sword, Dagger
    10 1+1 6 Dagger
    11 1+1 6 2H Sword
    12 1+1 6 Boiled Leather (AC 7), Round Shield (-1 AC), Sword, Dagger
    13 1+1 7 Boiled Leather (AC 7), Sword
    14 1+1 7 Boiled Leather (AC 7), Round Shield (-1 AC), Sword, Dagger
    15 1+1 7 Mail Hauberk (AC 5), Round Shield (-1 AC), Sword, Dagger
    16 1+1 7 Mail Hauberk (AC 5), 2H Sword, Dagger
    17 2 8 Mail Hauberk (AC 5), Kite Shield (-2 AC), Sword, Dagger
    18 2 9 Mail Hauberk (AC 5), Kite Shield (-2 AC), Sword, Dagger
    19 2 10 Mail Hauberk (AC 5), Kite Shield (-2 AC), Sword, Dagger
    20 2 11 Mail Hauberk (AC 5), Kite Shield (-2 AC), Sword, Dagger

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