Church Vanguard Knight
The steel that protects the Church, Vanguard Knights serve as both elite rank-and-file warriors and bodyguards. Masters of the longblade, Vanguard Knights specialize in defensive fighting techniques combined with devastating precision strikes.
While able to wear heavy armor, the iconic dress of a Church Knight is a jet black, heavily reinforced greatcoat with the golden insignia of the Church sewn into the right lapel and on the back of the coat. Shields, when used, are painted black with a golden Church icon in the middle. A wide-brimmed black hat finishes off the typical uniform.
Class Benefits
Aspect Bonus: +1 [EE]
Combat Value Bonus: +1 <PD>
Starting Skills: Athletics, Discipline, Knowledge: Church, Survival, Any one other skill
Starting Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields, Martial Melee, Simple Melee, Any one other proficiency
Starting Money: $100.00
Sample Starting Equipment: Medium armor, sturdy clothing, longblade, shield, traveling pack, $4.15 left
Talents
Rank 1: Defensive Movements
- During an encounter, you gain +1 Defense when executing any non-attack action. This bonus lasts until the start of your next activation.
Rank 2: Faithful Bulwark
- When you perform the Full Defense action, you gain an additional +1 Defense, your <ER> and <IR> are increased by 1, and you can move one space without suffering Opportunity Attacks.
Rank 3: Disciplined Attacker
- You gain (flip+1) when attacking with a weapon with the Knight keyword.
- You may subtract 1 phase from the time it takes to perform Attack-related actions when attacking with a weapon with the Knight keyword.
Rank 4: Designated Target
- Once per encounter, as a zero-cost action, you may mark a single enemy. The mark lasts until the encounter ends. You gain (flip+1) to your Attack flips and +1 Physical Damage against that target. This does not work during duels.
Rank 5: Holy Guardian
- During an encounter, you may discard a card from your Hand of Fate as a zero-cost action. When you do so, mark a single allied character. When an enemy creature declares a melee or ranged attack against that marked friendly character, you can choose to become the target of that attack instead (if it would be a legal attack for range and line-of-sight purposes). If the enemy is taking the Charge action and you are within its movement range, it must charge at you instead of its original target. This effect lasts until the end of the encounter.
- As part of the zero-cost action, you can also make a free Combat Move directly towards the friendly target you designated.