Armoury of the Invincible Knights

GLOG Man-at-Arms

Man-at-Arms

Starting Equipment: shield, helmet, gambeson, spear, bow, 20 arrows
Starting Skill: Roll or pick 1) Soldier, 2) Mercenary, 3) Fighter

A: Parry, Shock
B: Grit, Size Up
C: Veteran’s Luck
D: Weapon Master

You gain +1 HP for each Man-at-Arms template you have.
You gain +1 to hit for each Man-at-Arms Template you have.


A: Parry
Once per day you can reduce incoming damage by 1d12 points. If you also choose to sunder (destroy) your shield, you can reduce the damage by 12 points instead of 1d12.

A: Shock
When you attack you deal extra damage equal to your Man-at-Arms Templates, even on a miss.

B: Grit
Each time you kill an enemy in battle you may add one Grit to your psyche. Each Grit adds +1 to your HP and +1 to your checks made to hit. You lose 1 Grit every night you spend in comfort.

B: Size Up
With a glance, you can learn the HD, Armour, and Physical Attacks of a creature you see. You may also learn the type and number of combatants at a recent battle site, who won, and the direction the combatants left in.

C: Veteran’s Luck
Once per combat you can turn a missed attack into a hit. You may do this after rolling to hit.

D: Weapon Master
You may make two attacks per round.