Knight of St. John's (Class)

**Knights of St. John's,** or **Knights**, are the only class available for the squad Knights of St. John's. The Knights are trained to fight in pairs, and their training is focused on this form of combat.

**Role:**

**Hit Die:** 4 + Knight level +  (1.5 x Con modifier)

**Tolerance:** 1d10 + (5 + Con modifier) x Knight level

### **Class Features**

The following are class features of the Knight

#### **Proficiencies:**

* Marksman proficiency with three weapon classes, Sharpshooter I proficiency with one weapon from these classes.
* Basic II proficiency with all other weapons.

The Knights start with one type of armour proficiency and can choose an additional armour proficiency at level 5 and level 10.

#### **Grit:**

*See page Grit and Deeds*

The Knight of St. John's has a 33% increase (rounded down) to their grit pool.

#### **Choose Saves:**

At level 1, the Knight must choose which save option (Save 1, Save 2, Save 3) will correspond to which save ability(Fortitude, Reflex, Will). From that point onwards, their selected save option corresponds to that save ability.

#### **Battle Partner**

At 1st level, the Knight gains a playable companion. This companion is always at 75% of the Knight's level (rounded down, minimum 1) and the player can build this companion in any way they want. The Knight's companion does not have its own Grit pool, but is able to use deeds (drawing from the Knights Grit pool).

If the Knight's companion dies, the Knight must also end their lives.

#### **Knight Deeds:**

* **Combined Attack:** At level 2, the Knight can spend 1 grit to attack a single target with their partner, gaining a +3 bonus to hit that target. If the Knight's partner acts first, then the partner must activate this deed on their turn.
* **Reassuring Presence:** At level 2, as long as the Knight is within 10 feet of their partner and has at least 1 grit, they gain a +2 bonus to Will saves.
* **Swap Weapons:** At level 7, as long as the Knight has at least 1 grit, they can swap weapons with their partner as a swift action. They can make attacks with the swapped weapon if they have not used their standard actions yet. The Knight's partner must be adjacent to the Knight. If the distance between the partners is 10 feet, a Reflex save must be made to successfully throw the weapon.
* **Anatomical Knowledge:** At level 7, as long as the Knight has at least 1 grit, they gain a +3 to Heal checks when treating their partner. This bonus rises to +5 at level 14.
* **Swap Places:** At level 13, the Knight can spend 2 grit to swap places with their partner, who must be in a square adjacent to them. The movement is done as a 5-foot step, and this deed cannot be used in rough terrain or if the Knight has already used their 5-foot step in that turn. Both Knights must be able to take a 5-foot step in order to use this deed.

#### **Exchange Tolerance:**

At level 10, the Knight gains the ability to exchange tolerance with their partner. Once per day, the Knight and their partner can exchange 1d12 tolerance as a full round action. The amount exchanged rises to 2d12 at level 15 and 3d12 at level 20. The partners must be in adjacent squares to use this feature. Restoring tolerance has no effect on partners who are dead or unconscious.

#### **True Grit:**

At 18th level, a character can choose one deed they have access to and that costs at least 1 grit to perform. Their chosen deed costs 1 grit less to perform (minimum 0). If the cost is reduced to 0, they can perform that deed as long as they have at least 1 grit.