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Power Classes V - Knight
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<blockquote data-quote="Simon Collins" data-source="post: 2010055" data-attributes="member: 9860"><p>This is not a playtest review.</p><p></p><p>Power Classes: Knight is the fifth of Mongoose's power classes series, providing a single 20-level class in a short space.</p><p></p><p>Knight is a mono softcover product costing $2.95. It consists of 16 pages, which are the same height as A4 but only half the width (equivalent of 8 full pages). The inside covers are used for credits, contents and OGL. Unfortunately, information from the back cover is repeated on the first page but margins, font size and white space are all within reasonable limits. The artwork, including the front cover showing a knight with broken lance is average. Writing style is serviceable. Ediitng seems good.</p><p></p><p>The booklet provides rules for playing a 20-level Knight class, either as a knight errant (wandering knight) or as part of a feudal-based campaign where all the characters play knights or their retainers. I was disappointed to see that the product balked at the setting of an alignment restriction - despite the logical contention that chaotic characters are not suited to the strict behavioural codes and feudal setting of knights, characters of any alignment are allowed to become knights here.</p><p></p><p>The class uses a a fighter's HD, BAB, Save and skill progression, and gains bonus feats from a list similar to a fighter every five levels. The class features begin with a series of restrictions rather than benefits - expensive tastes, code of chivalry, and military service obligations. Some minor benefits such as bonuses to Ride, assessing the power of a horse, and the ability to wear extra-heavy armour (see below) are also included. Of greater power is a progressive ability to make the most of masterwork weapons when attacking, and better saves against fear effects from 8th level. A knight also begins the game with armour, weapons, and horses suitable to his role.</p><p></p><p>A new knightly feat is introduced - Armour Proficiency (Extra-Heavy), which relates to the seven types of extra-heavy armour detailed below such as siege plate and tilting plate. Two additional varieties of heavy armour are also included and a couple of extras - embossed and etched armour. The booklet ends with some rules for donning these types of armour.</p><p></p><p>Conclusion:</p><p>The Knight class may appeal to GMs and players wanting to run a knightly campaign where most of the characters are knights and their retainers. The class features, I felt, were a little weak for play as an errant knight in a group of standard adventurers - it would be more appealing to run a paladin, or twist a fighter to simulate the class features here. There are some interesting ideas here for those who want to make armour an important aspect of their campaign or get knightly armour for their character.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2010055, member: 9860"] This is not a playtest review. Power Classes: Knight is the fifth of Mongoose's power classes series, providing a single 20-level class in a short space. Knight is a mono softcover product costing $2.95. It consists of 16 pages, which are the same height as A4 but only half the width (equivalent of 8 full pages). The inside covers are used for credits, contents and OGL. Unfortunately, information from the back cover is repeated on the first page but margins, font size and white space are all within reasonable limits. The artwork, including the front cover showing a knight with broken lance is average. Writing style is serviceable. Ediitng seems good. The booklet provides rules for playing a 20-level Knight class, either as a knight errant (wandering knight) or as part of a feudal-based campaign where all the characters play knights or their retainers. I was disappointed to see that the product balked at the setting of an alignment restriction - despite the logical contention that chaotic characters are not suited to the strict behavioural codes and feudal setting of knights, characters of any alignment are allowed to become knights here. The class uses a a fighter's HD, BAB, Save and skill progression, and gains bonus feats from a list similar to a fighter every five levels. The class features begin with a series of restrictions rather than benefits - expensive tastes, code of chivalry, and military service obligations. Some minor benefits such as bonuses to Ride, assessing the power of a horse, and the ability to wear extra-heavy armour (see below) are also included. Of greater power is a progressive ability to make the most of masterwork weapons when attacking, and better saves against fear effects from 8th level. A knight also begins the game with armour, weapons, and horses suitable to his role. A new knightly feat is introduced - Armour Proficiency (Extra-Heavy), which relates to the seven types of extra-heavy armour detailed below such as siege plate and tilting plate. Two additional varieties of heavy armour are also included and a couple of extras - embossed and etched armour. The booklet ends with some rules for donning these types of armour. Conclusion: The Knight class may appeal to GMs and players wanting to run a knightly campaign where most of the characters are knights and their retainers. The class features, I felt, were a little weak for play as an errant knight in a group of standard adventurers - it would be more appealing to run a paladin, or twist a fighter to simulate the class features here. There are some interesting ideas here for those who want to make armour an important aspect of their campaign or get knightly armour for their character. [/QUOTE]
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