White Knight (Class)

White Knights are the elite soldiers of Acadia. Their genetic enhancements, upbringing and society makes them unique among Acadians. The White Knights are allowed to choose which role they want to fulfill in a team, and they are expected to be very good at what they choose to do.

Role:

Hit Die: 4 + White Knight level +  (2 x Con modifier)

Tolerance: 1d12 + (8 + Con modifier) x White Knight level

Class Features
The following are class features of the White Knight

Proficiencies:
White Knights have two starting proficiency options. White Knights start with Light and Medium armour proficiency.
 * Option 1:
 * Marksman proficiency with three weapon classes, Sharpshooter I proficiency with one weapon from these three weapon classes
 * Basic II proficiency with all other weapons
 * Option 2:
 * Sharpshooter I proficiency with one weapon class, Sharpshooter II proficiency with one weapon from that weapon class
 * Marksman proficiency with one weapon class
 * Basic I proficiency with all other weapons

Grit:
See page Grit and Deeds

Deeds:
See page Grit and Deeds

Choose Saves:
At level 1, the White 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.

White Knight Heritage
At 1st level, the White Knight gains a +5 bonus to fortitude saves against cold effects and a +3 bonus to stealth when hiding in snow as long as their equipment permits.

Having been indoctrinated to follow orders since childhood, the White Knight must follow all commands given by their acting team leader, ANN, leaders of squads and higher ranking White Knights. The White Knight must follow the commands without delay and question. The commands can be refused at high levels.

White Knight Deeds:

 * Inspire Allies: At level 2, as long as the White Knight has at least 1 grit, they can take a full round action to inspire all allies to do better in combat. All allies who can see or hear the White Knight when this deed is performed gains a +2 bonus to all saves for a minute.
 * Extra Action: At level 7, the White Knight can spend 1 grit to gain an extra move action during their turn and 2 grit to gain a standard action during their turn. This deed cannot be used if the White Knight has taken a full-round action.  This deed cannot be chosen as a True Grit deed.

Toughness I:
At level 5, receiving damage invigorates the White Knight, increasing their combat capabilities temporarily. When White Knight takes hitpoint damage, they gain 1d5 (1d10 halved, rounded down) tolerance after the incoming damage is applied. This can happen only once every round. It is possible to exceed the maximum toughness with this feature.

White Knight's Path:
At 10th level, the White Knight follows one of the two following classes based on their past interactions with ANN and Acadians. Their path is decided by the GM.
 * Friend of Acadians: Despite living in exile, the White Knight was able to earn the trust of Acadians and gain access to Acadia. Their presence inspires all Acadians, uniting them under the Acadian banner. The White Knight gains access to the following abilities:
 * The bonus of White Knight's Inspire Allies deed is raised to +5.
 * The White Knight gets a +2 bonus to all saves from the Inspire Allies deed.
 * The White Knight is able to communicate with other Acadians more easily, reducing the time required to learn from or teach Acadians by 1/3 (rounded up).
 * With a DC 20 Heal check, the White Knight can give the effects of Toughness I to allies until the end of the end of the day.
 * After level 15, the White Knight can make a DC 25 will save to resist ANN's commands. After every successful save, the DC is permanently raised by 1.
 * ANN's Servant: As a social outcast, the White Knight has no option but to serve ANN directly. The White Knight no longer seeks to protect Acadians, but aims to be the ultimate death machine under ANN's command. They gain access to the following abilities:
 * The White Knight gains 1 grit point  but loses access to the Inspire Allies deed.
 * The White Knight gains a permanent +3 bonus to Intimidate skill, but has a -5 penalty to diplomacy when talking to Acadians.
 * As long as the White Knight is in contact with ANN, they can not be caught flat footed.
 * When following ANN's commands, the White Knight has a +2 bonus to all actions taken towards achieving their command.
 * At level 20, the White Knight can make DC 25 will save to resist ANN's commands. After every successful save, the DC is permanently raised by 1.

Feat: Ambidextrous:
At level 10, the White Knight gains the ability to use both hands equally well. When two one-handed weapons are used, neither of the weapons get off-hand use penalties.

Toughness II:
At level 15, the effects of Toughness I are raised to 1d10 tolerance recovery upon receiving hitpoint damage. Additionally, this feature can trigger twice in a round if the first tolerance recovery is 5 and lower.

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.