Winter Knight

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Heavily armed and armored with enchanted items accumulated over millennia, the Order of Winter Knights consists of various Arcadians sworn to the defense of the Unseelie Fae under the rule of Queen Maeve. They are afforded training, equipment, and some amount of prestige for taking up such posts… but nothing is free, and it comes at what many would consider to be a steep cost: several hundred years of loyal service before being released. Acting against the edicts of the Unseelie Queen or her Lords during this time may result in harsh punishment, or even death.
Image Stats Special Qualities
Health: 10
Vigor: 4
Physical Defense:  6 (2 dodge, 4 armor); 2 Damage Reduction
Magical Defense: 3; 1 Magical Damage Reduction
Magic Resistance: 8d10
Attack: 14 + Base Weapon Dice; +1 AP, +1 Ignore Dodge
Initiative: +1
Speed: 8
  • Medium Size
  • Weapon Master (Melee), Rank 1
  • Counterspell (10d10), Rank 2
  • Melee Fighting Style, Rank 3*
  • Winter Knight Arms and Armor, Rank 4**
  • Slaying Strike, Rank 4***

* Each Winter Knight is trained in either Fighting Style: Two-Handed Slashing, Spears, OR One Hand & Shield.

** The enchanted armor of the order of Winter Knights is immune to Armor Piercing, and their bladed weapons have +1 Ignore Dodge and +1 AP which does not stack with its base Armor Piercing or Ignore Dodge. The armor's helm is enchanted with Darkvision.

*** Once per encounter after a successful melee attack, the Winter Knight may attempt to Slay the target as a Fast Action, rolling 13d10 dice that may be modified by the target’s Magic Resistance modifiers, if applicable. If the successes are equal or greater to the target’s current Health, the target dies immediately. If the spell fails to kill the target, it deals 1 point of lethal damage instead. Slay does not affect undead, constructs, or material. This is a magical effect and targets get no additional defense from dodge