Daern
Explorer
While preparing to run my campaign today (converted from 3rd to 4th), I realized that there have been very few mundane/historical monsters and NPCs released for the new system. My campaign restarted with medieval tournament and joust, so I went looking through the Compendium for Knights or equivalent mounted warriors. I was surprised to find that there were none to be had! There were some human guards, and there is a single human Paladin, and thats it! This is surprising. The game's data bases could use some more variety of NPCs/Monsters for these situations, so here is what I whipped up with using the Monster Generator (it may not be legal as I may have tweaked some numbers). Anyone else have any good low level mounted knight stats?
Tourney Knight
A knight of courtly valor, jousting for glory and gold.
Tourney Knight Level 3 Soldier
Medium Natural Humanoid XP 150
Initiative +3 Senses Perception +7;
HP 46; Bloodied 23
AC 20; Fortitude 16, Reflex 13, Will 14
Speed 5 (Mounted 7)
Furious Strike (standard; at-will) * Weapon
+10 vs AC; 1d10 + 3 damage
Target is Marked
Mounted Combat: 1d10+8 damage when charging.
Mighty Charge (standard; encounter) * Weapon
+10 vs Reflex; 2d10 + 8 damage
Must move at least 2 squares
Languages: Common
Skills: Athletics +4, Diplomacy +2, Mounted Combat
Str 17 (+4) Dex 11 (+1) Wis 11 (+1)
Con 14 (+3) Int 11 (+1) Cha 13 (+2)
Equipment: Plate, Shield, Longsword, Warhorse
Tourney Knight Tactics
A Tourney Knight begins combat with a Mighty Charge, but is merciful to any Bloodied opponent who wishes to surrender.
Tourney Knight Lore
DC 15 to recognize Heraldic Device and know the knight's name and reputation.
Tourney Knight
A knight of courtly valor, jousting for glory and gold.
Tourney Knight Level 3 Soldier
Medium Natural Humanoid XP 150
Initiative +3 Senses Perception +7;
HP 46; Bloodied 23
AC 20; Fortitude 16, Reflex 13, Will 14
Speed 5 (Mounted 7)
Furious Strike (standard; at-will) * Weapon
+10 vs AC; 1d10 + 3 damage
Target is Marked
Mounted Combat: 1d10+8 damage when charging.
Mighty Charge (standard; encounter) * Weapon
+10 vs Reflex; 2d10 + 8 damage
Must move at least 2 squares
Languages: Common
Skills: Athletics +4, Diplomacy +2, Mounted Combat
Str 17 (+4) Dex 11 (+1) Wis 11 (+1)
Con 14 (+3) Int 11 (+1) Cha 13 (+2)
Equipment: Plate, Shield, Longsword, Warhorse
Tourney Knight Tactics
A Tourney Knight begins combat with a Mighty Charge, but is merciful to any Bloodied opponent who wishes to surrender.
Tourney Knight Lore
DC 15 to recognize Heraldic Device and know the knight's name and reputation.