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Knight-Errant

Class

Land of Eem Core Rulebook · p.38

Open source p.38

Knight-Errant

Starting Courage: 15+Vim · Starting Dread:

the knight-errant

Strong and swift and courageous, the Knight-Errant is a wayfaring warrior who lends their sword to a cause. Chivalry and romanticism may have withered away and died for most folks in the Land of Eem, but not for these heroic knights whose bravery is an inspiration to all they meet. Play a Knight-Errant if you want to be a skilled fighter who rides a steed and leads others.

knight-errant perks

CHOOSE EQUIPMENT

Knight-Errants begin play with one Magnificent item (p82).

  • Magnificent Weapon: Choose a weapon and roll a random Trait
  • MagnificentBreastplate: Block and [sturdy].
  • MagnificentBanner: [lucky].

CHOOSE A STEED

Every Knight-Errant has a steed to ride the open road and carry them into battle. While mounted, a Knight- Errant does not get Tired from traveling. Outside of special Abilities, steeds don't attack in Combat, and nothing harms them except in extreme narrative circumstances (GM discretion). Due to the cramped nature of dungeons and the like, steeds will usually not enter and must be left outside.

  • Mucklands Pony: Stout and swift with a shaggy mane and broad hooves. Has 2 Speed and 6 Inventory Slots.
  • Bogrillian Tortoise: Plodding beast with thick skin and sturdy shell. Can comfortably float in water. While mounted the Knight-Errant gains Block. Has 12 Inventory Slots.
  • Zozo Bird: Agile, slender bird with pink or white plumage. While flightless, it can leap up to 20' in any direction with a rider and safely glide from heights. Has 4 Inventory Slots.

knight-errant abilities

Level 1

WAYFARER

The Knight-Errant has been around Eem and back. Realms Check: Once every session, invent something about a place, landmark, or point of interest. Instant Action

Example Scenario

As night draws near, the PCs must camp but lost all their supplies crossing the fetid marsh.

PC's Solution

“The bogril Bulwarks used to dwell here and keep watch. We might find some old supplies.”

INSPIRING ORDERS

Allies look to the Knight-Errant for guidance and leadership. Inspire Check: Twice every session, on a 6+, choose one of the following:

  • Grant to all allies' rolls during one phase of a Conflict.
  • Grant to an ally's Check before rolling.
  • Heal an ally for Courage.

Level 2

TACTICAL COMBAT

Sound battle tactics can elevate a motley crew to a well-oiled squad. Once every Combat, choose an Adversary. If the Knight-Errant and an ally are flanking that Adversary, they both get Attack and the target can't Counterattack the ally.

FEAT OF STRENGTH

Sometimes the best solution is more muscle. Might Check: Once every session, perform an act of heroic strength beyond a normal adventurer's capabilities.

Example Scenario

An old tree has fallen onto a farmer's home trapping her husband inside.

PC's Solution

“Stand back!” the Knight-Errant proclaims. “I'll lift the trunk just long enough for your husband to escape!”

Level 3

DISCERNING EYE

Brute force doesn't always find cracks in the armor, but a discerning eye does. Perception Check: Once every session, create a narrative weakness or vulnerability in someone or something within visual range. Instant Action

Example Scenario

Shagra the Bandit Mistress of the Moat Gang says she's never heard of the boggart they're looking for.

PC's Solution

“Shagra might be a mighty warrior but you can always tell when she's lying: her eye twitches!”

SWORN PROTECTOR

The Knight-Errant would lay down their life for their friends. Intimidate Check: Once every Combat, on a 6+, redirect a Close or Nearby Adversary's attack against an ally to the Knight-Errant.

Level 4

MARTIAL PROWESS

The Knight Errant is a force to be reckoned with. Increase Dread to . If mastered, this ability grants + Courage.

FAITHFUL STEED

The bond between a Knight-Errant and their steed is deep. Wilderness Check: The steed can follow complicated orders. The Knight-Errant gains Advantage when performing stunts or tricky maneuvers. Gain the following mount-specific benefit.

  • Mucklands Pony: Once every Combat, the Knight- Errant can charge and attack a Distant or Faraway target inflicting +1 Dread per Level.
  • Bogrillian Tortoise: Once every session, the tortoise can ram a structure, knock down a door or inflict Dread (as an Attack) to an Adversary, knocking them Prone.
  • Zozo Bird: The zozo bird comfortably enters dungeons and other cramped locations.

Level 5

WORLDWISE

The Knight-Errant is familiar with the customs of all manner of folk. Realms Check: Once every session, invent a fact about a culture, faction or group of people. Instant Action

Example Scenario

While pursuing a notorious thief, the trail goes cold since entering the River Country region.

PC's Solution

“The River Watch keeps impeccable records. If the thief passed through a checkpoint, we'd be able to tell when and where... as long as we could get those records.”

SWEEPING STRIKES

Lash out with a whirling assault. Once every Combat, attack Close and Nearby targets (one Attack roll against multiple Defenses). On a 6–8, the targets can still Counterattack.

Level 6

SHRUG IT OFF

Roll with the punches and look fear in the eyes. Once every session, Block Dread from any source.

WAR STORIES

The adventurer's life is hard, but it makes for great stories. Lore Check: Once every session, tell a story about a past adventure or historical war to help the situation or convince an NPC.

Example Scenario

Traveling through the mountains, two ettins catch wind of the PCs and give chase.

PC's Solution

“I'll try to draw them into a cave. A long time ago I battled an ettin in an old cave. I learned that they can be quite claustrophobic!”

Level 7

DUEL

Clash with a foe mano a mano. Once every Combat, initiate a duel with a Goon or Bruiser; or make a 6+ Intimidate Check to initiate a duel with a Champion. For rounds, the Knight-Errant and the Adversary can only use Actions to attack each other. All Attack results of 3–8 count as Hit with a Counterattack for both combatants.

OATHBEARER

The Knight-Errant's word is their bond. Charm Check: Once every session, make a promise to an NPC which, under normal circumstances, they would not accept (the GM shouldn't use Limited Outcomes). If the Knight- Errant fails to uphold their end of the bargain the GM should impose significant narrative consequences.

Example Scenario

A troll has captured a wealthy tycoon's daughter and won't release her until the industrialists leave his swamp.

PC's Solution

“Release the girl, and I give you my word the tycoon will leave your swamp.”

Level 8

MIGHTY BLOW

Wind up and deal a devastating strike. Once every Combat, declare a Mighty Blow before attacking: 1-2 Miss! 3-5 Hit with a Counterattack! 6-8 Hit and inflict + Dread! 9-11 Hit and inflict + Dread! 12+ Critical Hit and inflict + Dread!

COMMANDING PRESENCE

It only takes a single look from the Knight-Errant to leave an impression. Intimidate Check: Once every session, wordlessly impress or frighten an NPC (out of Conflict) or multiple Goons (in or out of Conflict). Success generally means the NPC is respectful and amenable, perhaps begrudgingly so. Goons keep their distance or flee from Combat.

Example Scenario

The magistrate's advisor threatens to call security if the PCs don't leave the castle at once.

PC's Solution

“I give one grim look and loom over the advisor as if to indicate that's a bad idea, and we need to see the magistrate now.”

Level 9

SECOND SKIN

Wearing armor is practically like wearing a leotard. Any armor the Knight-Errant wears grants an additional -1 Defense, Block, and inflicts no Disadvantage to Movement Checks.

HERO OF THE PEOPLE

The Knight-Errant is renowned as a hero among the common folk. Inspire Check: Once every session, rouse and embolden any number of common folk to help the Knight-Errant's cause to the best of their ability. Additionally, common folk always offer shelter, food and basic supplies.

Example Scenario

A village near a castle occupied by bandits has been living in fear for months, and the PCs have come to put an end to the torment.

PC's Solution

The Knight-Errant offers her sword, inspiring the villagers to band together to form a militia and help drive out the bandits.

Level 10

LEGENDARY ITEM

A legendary item from the Knight-Errant's ancestors comes into their possession. Roll three times on the Relics table and choose one to keep (p225).

CALLED SHOT

Aim for a weak point and make a precise strike. Attack: Once every Combat, target a specific location on an Adversary, object, or structure and describe the Called Shot's narrative effect. This cannot outright defeat Champion Adversaries but the GM describes how it weakens them.

Example Scenario

A haywire sputter-guard is destroying its creator's lab, smashing everything in sight with six mechanical limbs.

PC's Solution

The Knight-Errant bounds forward and strikes the sputter-guard right in its mechanical control box, causing it to freeze in place.