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Class record

Knight-Paramount

Defender

Tier
3
Difficulty
2 / 5
Main role
Defender
Secondary role

Rules reference

Class mechanics

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

Entry

Requirements

Great Knight 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 Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Jasmine Fontaine, Knight-Paramount of Westria, wheeled Dauntless around to avoid a spear that would have cut under her mount’s armored side. She barely paid attention to the offending spearman falling to the ground with a choked cry as her warhorse’s kick sent him tumbling. She was focused more on the echoing sound of a horn in the distance, strident and urgent. A call to return, an attack. She had specifically left the rest of her unit with the Baroness in the case that parts of the ambushing force attempted to break away but the bandits had been fully focused on engaging her. The ambush she had disrupted had been a decoy to draw away defenders from Baroness Durand’s carriage.

A crossbow bolt hissed through the air as she stood fully in her stirrups and she let it glance uselessly off her pauldron, adding another scratch to her new armor. The road took a bend through the forest so she couldn’t see the carriage and her men but she could just make out the sounds of distant clashing. Dauntless suddenly jerked as a particularly foolish bandit grabbed the slack in the reins in some attempt to wrest control of her mount from her. Her clever warhorse bit the idiot and bodily lifted him briefly before tossing his head, sending the man flying. She swept her lance around to bash another of the bandits away and then spurred Dauntless forward.

“Stop her! Spears!” someone called out and a few men rushed to block her path but she was already on them. They very much underestimated Dauntless’s speed due to his heavy armor but that just meant he was an unstoppable avalanche.

“Out of my WAY!” Only one had the presence of mind to dive out of her path, the rest trampled mercilessly into the ground.

 And she was away, thundering down the road. In only minutes, the carriage was in sight and the situation was not in her men’s favor. Two of the cavaliers had been pulled from their horses and were fighting on foot, backs nearly against the carriage itself. The other cavalier, his young face a mask of panic, was frantically fending off bandits attempting to get hold of him. And the man she left in charge, a veteran Hussar, was being held at bay by a wall of spearmen. None of her men were down but it was only a matter of time if she didn’t break the attack.

She urged Dauntless on faster, the thunder of his hooves drawing the attention of everyone around the carriage. She could see the leader of the bandits recoil, looking desperately back toward the spears already fully occupied. He knew what was coming and there was nothing he could do to stop it. Mana flowed through her and Dauntless as echoes of a full cavalry charge began to form around her, the manifestation of a  Knight-Paramount’s Unstoppable Onslaught.

They tried to run, tried to jump out of the way, but the wake of her charge swept them all away. The full force of her charge slammed into the spear line, the dust from her phantom charge billowing forward. Jasmine spun Dauntless around and leveled her lance toward the bandit leader who was staring in horror at the ruined remnants of his forces.

“Surrender!” she commanded. “And your lives will be spared!” For the time being. Most bandits ended their careers with the noose.

Weapons clattered to the ground but it was only to allow the bandits to run away faster. She didn’t have to command her cavaliers to chase them down, with the two dismounted delayed only long enough to call their horses.

“Keep them safe, Paul, I didn’t finish off the other force,” she said to the Hussar as he came alongside her. “I’ll watch over the Baroness for now.”

Tactical guidance

Playing Knight-Paramount

The Knight-Paramount is the continuation of the Great Knight and likewise focuses on mounted defense.

With Living Cover, other allies can use you as cover. This is especially useful against light attacks, as you'll most likely be able to reduce their damage to almost nothing where your unarmored allies may take a lot of damage. Against some heavy attacks, you may wish to not grant the cover and save your own RP.

Blocking Move is your tool to prevent enemies from walking past you. You opportunity attack them, then interrupt their movement. After this they must choose to either attack you, while you get a free block against them essentially refunding your RP or they continue to walk away which now costs them another AP of movement and you get to make a sure hit attack against them, which is essentially a better heavy opportunity attack.

Heavy Trample is a simple passive ability that lets you scale better, as even grunts may begin to start blocking your trample at some point.

Armored Blow is an attack to use after engaging, giving you a free improved block against the target. It's probably not worth forcing this ability to be used after the initial charge in.

Your Secret Art: Unstoppable Onslaught is an alternative to the more defensive and mana hungry moving castle. You simply just use it at the start of the fight and weaken all enemies in a large area for no mana cost. Whether you use this ability or your Great Knight secret art will depend on what you're facing and how much mana you like to use on other stuff such as Spirit Jump.

Knight-Paramount

Class features

Abilities unlocked

Complete rules for every ability granted by Knight-Paramount.

Key ability

Living Cover

Class feature

Benefit 1

While mounted, any ally within 5ft of you may use you as Low Cover. If an attack would miss them because of your cover benefit, the attack instead hits you.

1 RP
Range
Self

You move in front of the target and their movement action immediately ends. Until the end of their turn, they are Challenged by you and your next Block action against them costs 0 RP. If they willingly move from you through any method (including teleports) you may make a Heavy attack against them with Sure Hit.

Your movement may ignore Line Movement restrictions for this ability.

Requirements

You made an opportunity attack against a target moving away from you. Must be mounted.

No listed cost

When using Trample, you may use your Toughness for the damage roll instead of your mount’s power.

2 AP1 MP
Range
Melee Weapon Range

You make a Heavy attack against the target. Your next Block against that target costs 0 RP and gains a +10 bonus.

Requirements

May only be used after moving at least 20ft in the previous action. Must be mounted.