Chivalry

True Chivalry - Whenever you attack a unit that attacked one of your allies since your last turn, you deal a bonus ( Endurance x 0.04 x 3d6 ) damage to that unit, then that unit is forced to attack you for the next 1d4 turns. Additionally, you have +0.25 Armor per point of Endurance. You passively gain a 25% Chance to block ( Levels 1-3: 1d4 / Levels 4 - 7: 1d6 / Levels 8 - 12: 1d10 / Levels 13 - 15: 1d12 / Levels 16+: 1d20 ) incoming Physical Damage.

1.) Knightly Restraint - The Knight has a +50% Chance to resist the effects of Charms. Additionally, if the Knight does not have a Shield on him, he gains one at the beginning of his turn if he did not attack on his last turn. This Shield has 2d4 Hit Points. This Skill will make the Knight less capable of perceiving and expressing emotion, giving the Knight -3 to Emotion Rolls, but grant him greater Mental Fortitude, granting the Knight +3 Fortitude. The Knight also gains the Spell Dutybind.

\*\*\*Dutybind - 7 MP - The Knight binds a target to a location or unit, making that unit unable to move farther than 1d10m from the targeted location or unit for the next 1d4 turns. Overcast makes that unit unable to move farther than 1d4m from the target instead. Upon use, pulls the target to the max distance if they are farther than the max distance from the location or unit.

2.) Man of Measure - You have +0.1% Damage Resistance per point of Endurance. While fighting enemies of a different moral alignment than yourself, you have a 50% chance to recover 1d4 Hit Points on attack. Additionally, your enemies receive -10% Effect from healing.

3.) Inquisition - Whenever an opponent casts a spell, that unit instantly takes 1d4 Pure Damage. Additionally, you deal bonus damage on attack equal to the number of spells the defending unit knows. Whenever you attack a unit that cast a spell on its last turn, you drain 1d6 MP from that unit.

4.) Honor Code - You have + ( Endurance x 0.25 ) Hit Points. Your Shield is embossed with the Emblem of your Order, causing you to gain Retribution stacks equal to the damage you take. Once you reach five stacks, your next attack will consume all stacks of Retribution to deal a + 1d6 Physical Damage. You also gain the spell Strike of Pure Steel.

\*\*\* Strike of Pure Steel - 3 MP - Empowers your next attack, granting it + [ ( 1d4 ) + ( Endurance x 0.3 ) ] Physical Damage on attack. This spell can only be cast if you were attacked on your last turn. If Overcast, will also deal bonus damage to your target equal ( Armor x 0.4 ).

5.) Heart of Steel - Effects that reduce your Armor and Attack Damage have -20% Effect. Additionally, for each enemy within [ ( Endurance + Strength ) x ( 0.2 ) ]m, you deal +1 Damage on attack. Critical Hits against you deal -25% damage.

6.) Slayer of Beasts - You deal +40% Damage to Non-Humanoid units that are larger than you. You have +2 to Observation and Reaction Rolls while in the Wilderness. Whenever you kill a Non-Humanoid unit, you are instantly rewarded ( Level ) Gold and Experience. Grants you the Spell Hunt Down.

\*\*\* Hunt Down - 1 MP - Marks target enemy unit within 5m. While that unit remains within ( Endurance x 0.5 )m of you, it stays marked. While marked, you can see that unit's Hit Points, and deal Pure Damage on attack to that unit. If Overcast, also roots that unit until your next turn.

7.) Doubt the Faultless - You deal +2d4 Damage on attack to units who are at Full Health. Additionally, whenever you attack a unit that has dealt at least 20% of your Health in damage to you since your last turn, you deal a bonus ( Endurance x 0.4 ) Physical Damage on attack to that unit. Also grants you the spell Qualm.

\*\*\* Qualm - 8 MP - Marks target enemy unit with Qualm. While marked with Qualm, each damage that that unit deals grants that unit a stack of Qualm. For each stack of Qualm on that unit, that unit takes +0.2 Damage from all sources. You can only have up to one unit marked with Qualm at a time. Stacks of Qualm remain on units after the mark is removed. If Overcast, instantly places [ ( Endurance + Intelligence ) x ( 0.6 ) ] stacks of Qualm on that unit.

8.) Damnation of Devilry - You have an additional Energy called Smite. Your Maximum Smite is equal to ( Endurance x 3 ). Whenever an enemy unit attacks, you gain 3 Smite. Whenever an enemy unit casts a spell, you gain 10 Smite. Whenever an enemy unit gets a Critical Hit, Bonus Hit, or Overcasts a spell, you gain an additional 5 Smite. You also gain the spell Smite the Sorcerous.

\*\*\* Smite the Sorcerous - 5 MP, 15 Smite - Deal [ ( 2d6 ) + ( Spell Effect x 0.1 ) + ( Endurance x 0.2 ) ] Pure Damage to target enemy unit within ( Endurance x 0.3 + 2 )m. This deals a bonus +2 Damage for each spell that unit knows, with an additional +3 Damage for each of those spells cast since your last turn. If Overcast, deals a bonus +5 Damage for each Spell that unit knows instead.

9.) Partisan's Oath - When you enter an encounter, name an ally. That ally enters the encounter with a Mark of Partisan's Oath. While an attack or spell is targeting that ally, you can consume the Mark of Partisan's Oath on that ally to instantly leap in between that ally and the attack or spell, taking the blow for them. If that spell or attack would damage you, a ( 2d6 ) Hit Point Shield appears before you take the damage.

10.) Forthright - You have a +75% Chance to Block 1d4 Damage from all Physical Damage sources in front of you as long as you are wielding a shield. Otherwise, is a 25% chance. Also grants you the Ability Guardian's Correction. Passively grants +3 Armor.

\*\*\* Guardian's Correction - Upon use, leap into the air, then slam down at a location up to ( Agility x 0.6 )m away. When you land, all enemies within ( Strength x 0.3 )m of that location are stunned. Additionally, you can change your orientation to any direction of your choice. Also deals [ ( Attack Damage x 1.25 ) + ( Endurance x 0.2 ) ] Physical Damage to the closest enemy in the area. One use per encounter. Can be used at any time.

11.) Unfaltering - You have a +30% Chance to Resist incoming Disables. Whenever you would take damage, you resist +1% of that damage for each point of damage you would take without Armor or Spell Resist, up to +20%. When you would be knocked into a state of Near Death for the first time in an encounter, you are brought to [ ( 1d6 ) + ( Endurance x 0.2 ) ] Hit Points instead.

12.) Tenacious Will - Whenever you attack a unit or are attacked, you gain a stack of Tenacious Will. Each stack of Tenacious Will grants you +0.2 Attack Damage and +0.5 Armor. Additionally grants you the Spell Tenacious Strike.

\*\*\* Tenacious Strike - 4 MP - Frees you of all disables, then causes you to move ( Agility x 0.1 + 4 )m in any one direction, then strike the ground, dealing ( Attack Damage x 0.75 ) damage to all enemies within ( Strength x 0.1 + 2 )m of your ending location. If Overcast, also sunders enemies in the area for ( Attack Damage x 0.5 ) Armor. Can be used at any time.

13.) Dethrone - Whenever you attack any given enemy for the first time in an encounter, you instantly deplete an amount of that unit's Hit Points equal to ( 10% of your Max Hit Points + 10% of that Unit's Max Hit Points ). Also grants you the Ability Oust.

\*\*\* Oust - Upon use, the Knight strikes his target for [ ( Attack Damage ) + ( Endurance x 2 ) + ( Level x 2 ) ] damage, increased by +2% for every 5 Hit Points the target currently has, up to +100%. One use per encounter, but the cooldown is reset if you kill a unit that has Max HP over twice your own with Oust. Melee range.

14.) Truthbringer - Whenever you attack a unit, you have a 25% Chance to remove all buffs from that unit. Additionally, whenever you attack a unit that has at least 25 Hit Points, you deal a bonus +4 Physical Damage on attack. Also grants you the spell Reveal Fault.

\*\*\* Reveal Fault - 6 MP - Reveals the Hit Points of all enemies within 15m, then deals [ ( Endurance x 0.4 ) + ( 2d4 ) ] Physical Damage to the unit with the highest revealed Hit Points. If Overcast, deals an additional 1d20 Damage to the unit already damaged. When you cast this spell, reveals the buffs on enemies within 15m.

15.) Between an Ally and a Hard Place - While within 5m of an ally, you can mark that ally with Alliance during your turn. While marked with Alliance, units take - 1d6 Damage from all Physical Sources. Only one ally can be marked at a time. Passively causes you to resist +1d4 Damage from all sources while in between an ally and an enemy in a direct line while those units are within 15m of each other.

16.) Knight-Errant - Your many years of Traveling the lands in service of various lords has payed off, granting you +3 Naturalism Knowledge and +2 Physique. You also passively gain +3 Max Hit Points, +3 Armor, +1 Movement, and +1 Attack Damage.

17.) Shoulder the Weight of the World - Your Pauldrons are blessed with Fortifying Wards, which grant them +50% Size, +50% Granted Armor, and Side Shield, which causes you to resist +20% incoming damage from your sides, and have a +20% Chance to ignore disables from your sides.

18.) Unfathomable Odds - As long as there are ten or more enemies on the battlefield, you have +10 Attack Damage, +10 Armor, and you resist +1d4 Damage from all Physical Damage sources. Also grants you the Ability Carry the Day.

\*\*\* Carry the Day - Upon use, causes you to incite a deep vigor within yourself, sending you into a righteous rage. Until your next turn, you recover 1d4 Hit Points whenever you attack. Additionally, you have a 50% chance to recover 1d4 Hit Points whenever you are attacked while Carry the Day is active. One use per encounter, but resets whenever the number of enemies on the battlefield is reduced to nine from ten.

19.) Tenacious Slash - Each stack of Tenacious Will grants you an additional +0.3 Attack Damage. In learning the technique, you fortify your tenacity, granting you +4 Spell Resist, +10% Chance to ignore Disables, and +4 Fortitude. Also grants you the Spell Tenacious Slash.

\*\*\* Tenacious Slash - 9 MP - Deals ( Attack Damage x 0.6 + 1d6 ) damage to target unit within melee range. If you have twenty or more stacks of Tenacious Will, you instead remove ten of those stacks and deal [ ( Attack Damage x 1.5 ) + ( 3d4 ) ] Physical Damage to your target instead. If Overcast, adds five stacks of Tenacious Will to yourself after the spell is cast.

20.) Triumph - The many beasts and goons that you have dispatched have taught you to enjoy the subtle victories in life. For every five damage dealt to enemy units, you recover 1 Hit Point. Additionally, for every three damage taken, you gain a stack of Triumph, which lasts until the end of your next turn. Each stack of Triumph grants you +1 Attack Damage and +0.5 Armor. Also passively grants you the spell Poach.

\*\*\* Poach - 6 MP - Strike a target within melee range for high damage if they are low on health. Normally deals [ ( Attack Damage ) + ( 1d6 ) ] damage to the target, but instead deals [ ( Attack Damage x 1.5 ) + ( 3d4 ) ] damage to the target if they are below 50% Hit Points. If Overcast, the damage is increased by 1 for every Hit Point missing, up to +15.

21.) Beat the Magic out of Them - You deal bonus damage on attack while your enemies have higher Current Mana. ( 0 MP = +1 Damage, 1-10 MP = +1D4 Damage, 11-25 MP = +1d8 Damage, 26 - 50 MP = +3d4 Damage, 51+ MP = +4d4 Damage ). This damage is Physical. Also grants you the Ability Sword of Vindication.

\*\*\* Sword of Vindication - Must have at least 50 Smite to use, and consumes 45 Smite. Upon use, a Mighty Silver Sword falls from the sky, seeking the users of Magic. It strikes the ground within 10m of the enemy with the most Spell Effect, dealing [ ( Affected Units' Missing MP x 1.75 ) + ( Affected Units' Spell Effect ) + ( Attack Damage x 1.25 ) ] damage to all enemies within 15m of where the Sword lands. One use per encounter.

22.) Confiscation of Sorceries - Whenever you attack a unit, you drain 1d4 MP from that unit, restoring it to yourself. Also grants you the Ability Spell Confiscation.

\*\*\* Spell Confiscation - Upon use, silences a target within 15m until your next turn. Additionally, you steal one of that unit's spells, and can have yourself or an ally within 15m learn that spell until your next turn. One use per encounter.