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Class record

Great Knight

Defender / Support

Tier
2
Difficulty
3 / 5
Main role
Defender
Secondary role
Support

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Cavalier mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Animal Husbandry, Riding, Intimidation, Perception or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness, Awareness or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

First fielded by Northi not long after Hussars were becoming common on the battlefield, the Great Knight represented the quintessential heavy cavalry. With knight and mount both clad in heavy armor, the Great Knight was made to be a mobile barrier. Able to interpose their armored bulk for their allies and even project that protection into an aura around them, Great Knights were able to push through even the most heavily contested battlefields for their allies. And while there were countless stories throughout the ages of heavily armored knights turning the tides of battle, there were none as debated as the story of Sir Owain Morgan and Dame Madeline Benoit.

As told and accepted by Northi historians, Sir Owain Morgan was a dogfolk Great Knight without peer. Honorable beyond reproach and an unstoppable juggernaut on the battlefield, he had a list of successful battles attributed to him that stretched the imagination. In fact, detractors of Sir Owain’s tale would often point out that he must have surely known teleportation and time travel magics to be at so many battles at once. What could not be disputed was that Sir Owain certainly existed, his name recorded in the annals of the Bastion Knights. But his most debated feat was one that involved a Westrian knight, Dame Madeline Benoit, and the proliferation of Mage Knights into Northi’s military.

While there were many versions of the tale, the most accepted one in Northi followed a series of reasonably set in stone facts. During one of the many border skirmishes common between Northi and Westria as they vied for control over the Nuren Plains, it was said that Sir Owain led a counter attack against a Westrian skirmishing force. He led his men to victory and successfully captured many knights to ransom back to Westria, including Dame Madeline Benoit. While most of the knights and men at arms were released back to their homes, Dame Madeline was kept for one very important reason: to teach Northi the art of the Mage Knight. Historians for the Era of Knights could often be incited into argument around the idea as there were as many accounts for how Northi gained access to the skills of Westria’s holy knights as there were historians to argue about them.

But what was almost universally accepted as the truth was that Sir Owain, disgusted with his peers and superiors' lack of any decency to release Dame Madeline back to her family, took it upon himself to free the woman. There was little historical accounting of where they went or what they did but there were legends of a pair of knights wandering Lyr and helping those in need. And while those actions had never definitively been attributed to Sir Owain and Dame Madeline, what couldn’t be denied was when they both turned back up in solid historical record. 

They would found Morgan Ranch in what would later become Dacquoise, near the future site of the city of Madeline. It was there that the retired knights, happily married for an unclear amount of time, had begun taking on students and ranch hands to teach the art of horsemanship, knighthood, and magic. While the ranch itself did not last into modern times, the house itself was maintained and the legacy of chivalry was upheld by the descendants of those students. Collectively, and informally, they called themselves the Knights of Morgan and dedicated themselves to helping those in need whenever and wherever they were found.

Tactical guidance

Playing Great Knight

The great knight is a mounted tank class that excels in fights with many different engagements.

Intercept is your main tool in getting around the battlefield, allowing you to ride to an allies aid. If you move to an ally far away enough, you can even use Trample and do some damage with it. Note that your movement is not a sidestep, you do provoke attacks of opportunity with it. 

Rescue & Drop lets you save an ally from a bad situation and ride them out to safety. You can also drop them immediately to another square nearby to break them free from being surrounded or to let them move away without provoking.

Your Secret Art: Moving Castle is an aura that reduces damage by 3 in a small aura around you. This can be massive when fighting against a group of non-heroic enemies, reducing the damage your allies take by a large amount. You can also move for free once per turn to reposition and potentially help allies in two completely different positions at the same time.

Shared Defense is a simple tool that helps you protect your mount from AoE attacks.

Great Knight

Class features

Abilities unlocked

Complete rules for every ability granted by Great Knight.

Key ability

Heavy Cavalry

Class feature

Benefit 1

You gain Medium Armor and Heavy Armor proficiency.

Benefit 2

Every enemy damaged by your Trample effects become Challenged by you until the start of your next turn.

1 AP
Range
5ft

You pick up a willing ally and put them on your mount. They travel with you on the back of your mount until either you or they spend 0 AP or 1 RP to place them back on the ground. An ally that is being rescued can not take any other actions until they are dropped.

Only 1 ally can be rescued at a time.

Requirements

Must be mounted.

Ability

Intercept

1 RP1 MP
Range
Your movement speed.

You move towards an ally, Sidestepping them 5ft in a direction of their choice and occupying their square. The triggering attack is made against you and you automatically take the Block action against it.

Mounted move rules apply to your movement for this action.

Requirements

Must be mounted and an ally is the target of an attack.

No listed cost
Range
120ft

Your mount (the last mount you were riding on this arc) may use your defenses instead of its own while within range. In addition, you may spend RP for it while dismounted if your mount is in range.

Requirements

Must be dismounted.

2 AP2 MP
Range
Self
Keywords
Secret Art,Aura,Upkeep

You project a defensive aura up to 15ft around you, granting all allies (excluding yourself) the Bulwark buff. While under the effects of Bulwark, allies take 3 less damage.

While projecting this aura, you may spend 0 RP to sidestep up to your movement. After you do so, you may not do so again until the start of your next turn.

Upkeep: You must spend 1 mana at the start of your turn to continue this effect.

Requirements

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