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Middle-earth

There was a time when the world was slowly plunging into darkness and chaos. A time with witchcraft and sorcery. A time where nearly none stood against evil.
 
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 Feats and traits for knighthood (Campaign feat)

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Feats and traits for knighthood (Campaign feat) Empty
PosteTema: Feats and traits for knighthood (Campaign feat)   Feats and traits for knighthood (Campaign feat) Icon_minitimeFre Aug 05, 2016 10:23 pm

This feat-tree is meant for NPC´s born into the militaristic hierarchy within the nobility. Especially the feat [Knight Commander]. These traits and feats are viewed as a fixed career path to mold the men (and sometimes women) who make up the light and heavy cavalry of the King´s army. They are devastating mounted on horseback, but not any less deadly and hard to kill by foot.

These individuals receive a lot of privileges as wealth and power, but it also encompass a duty to the king.  Such duties involve having no possibility to avoid or delay any commands announced by the king and such tasks must be carried out immediately to avoid being branded as a traitor or deserter. Failure to perform such duties involves an official death sentence.


Knight Commander

You receive your own land and castle to govern over within the kingdom of your lord or king.

Prerequisits: Feat: Knighthood. Base attack bonus +5, any lawful.

Your men are devoted through loyalty and stand vigilant in the face of danger. Or they give extra effort to stand their ground, in fear of invoking your rage should they fail.

Grants a +2 morale bonus to the army´s morale score and +1 morale bonus to their Defense Value (DV) (See mass combat rules).

Special: If the character gains leadership later in his career, [knight Commander] grants a +2 realm bonus to the characters leadership score and renown.


Knighthood

A noble has knighted you, giving you the rights and privileges of a knight of the realm

Prerequisits: Trait: Apprentice page. Feat: Squire. Age of 21 +. Base attack bonus +3, Skills: Diplomacy rank 2, Knowledge: Nobility rank 2, riding rank 2. Gone through the ceremony "Dubbing". Any lawful.

Gain the right to receive and own a masterwork full plate armor fitted to your size, and a masterwork weapon of your choice and a lance. You also receive your own armored heavy warhorse and a signet ring: Add +1 to all skills and rolls assosiated with charisma. You are to be adressed to as "Sir" from now on.

You also receive a duty to your lord or kingdom: Respond to your Lords commands, safeguard the lands, maintain order. Refusing is punishable by death by public execution.

To insult a knight is seen as a criminal offense and a hostile action towards the king and country as they serve to protect the realm, and can be punishable by death.

Dubbing:
A knight takes you into battle and gives you a chance to prove yourself. If proving your loyalty and skill in battle, you receive a “dubbing”, an official ceremony that makes you a knight.



Squire

A knight has taken you up as his squire, a knight´s apprentice. You act as the shield- or armour bearer of a knight and acts as the knight’s errand runner or servant.

Prequisites: Trait: Apprentice page. Age of 14+. Alignment: Any lawful.

You gain a +1 bonus to diplomacy and knowledge: nobility. You are now eligible to prove yourself in battle to progress towards becoming a knight by "dubbing". After your Knight Lord has been convinced of your prowess you are allowed to venture into knighthood.

The squire´s duties:
- Carrying the knight’s armour, shield and sword
- Guarding prisoners
- Freeing the knight if taken captive
- Ensuring an honorable burial for a deceased knight
- Replacing lost or damaged equipment
- Replacing an injured or killed horse
- Dressing the knight in armour
- Carrying the knight’s flag
- Protecting the knight
- Taking care of the horses
- Accompanying the knight to tournaments and the battlefield
- Maintaining the knight's equipment
- walk around in light and/or medium armor many hours per day for physical conditioning.
- Do errands, perform task or assignments requested by the knight.



Traits


Apprentice page

Prerquisites: Age of 6+.

As a apprentice page you can become the squire of a knight at age 14+. Knowledge: nobility, ride and diplomacy is always a class skill for you. Receive +1 to ride skill.

You were either born into a noble family or taken in by a noble family. Until the age of about seven you received training in manners and basic literacy from their mothers or other female relatives.

Upon reaching seven years old, you was sent to a castle, house or other estate of another noble family, usually greater, to serve as an attendant to a knight. Running messages, serving, cleaning clothing and oiling weapons and armor, and learning the basics of combat took up your first few years. You was sometimes required to arm or dress the lord to which whom you was employed to. Personal service of this nature is not considered as demeaning, in the context of shared noble status by page and lord. It is seen rather as a form of education in return for labour. An apprentice page does not receive reimbursement other than clothing, accommodation and food. You can however be rewarded for an exceptional act of service.

In return for your work, the page would after the first years receive training in horse-riding, hunting, hawking and advanced combat - the essential skills required of adult men of his rank in medieval society. Less physical focused training included schooling in the playing of musical instruments, the composition and singing of songs, and the learning of board games such as chess. The initial education received as a child in reading and writing, continued to a level of modest competence under the tuition of a chaplain or other cleric, and sometimes from a grammar master. You also learned courtly manners, dancing, and, in attending to the needs of their master, a degree of temporary humility.

At age fourteen, the young noble is allowed to graduate and become a squire under a knight.
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