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Street Knight
EXPERT CLASS

The Street Knight is part adrenaline junkie and part action hero, a vehicular crusader with the skills to make a difference in any urban mission.

Requirements

BAB

+3 or higher

Feats

One Hand on the Wheel, Speed Demon


Statistics

Vitality per Level

1d12 + Con modifier

Skill Pts per Level

4 + Int modifier

Class Skills

Acrobatics, Drive, Impress, Mechanics, Networking, Notice, Profession, Streetwise, Survival

Few heroes are as iconic as the lone rider. The Street Knight ushers this image into the modern day in the form of a skilled vehicle operator — or a mounted rider — with his own special brand of close-quarters mayhem.

Attributes: The Street Knight thrives on Dexterity but also takes advantage of Strength to refine his melee weapon focus. He also finds Charisma helpful when showing off.

Core Ability

In the Dust

You may add your base Defense bonus to the Defense of any personal vehicle you’re operating.


Street Knight
Level BAB F R W Def Init Wlth Gear Abilities
1 +1 +0 +2 +0 +2 +0 1 1V Born to be wild (Advanced), in the dust
2 +2 +0 +3 +0 +3 +0 2 1V Full tilt x2
3 +3 +1 +3 +1 +3 +1 2 1V, 1R Cleave Basics
4 +4 +1 +4 +1 +4 +1 2 1V, 1R Highway star, radical stunt 1/session
5 +5 +1 +4 +1 +5 +1 3 2V, 1R Born to be wild (Grand)
6 +6 +2 +5 +2 +6 +2 3 2V, 1R, 1W Power swerve
7 +7 +2 +5 +2 +6 +2 4 2V, 1R, 1W Cleave Mastery, full tilt x3
8 +8 +2 +6 +2 +7 +2 4 2V, 2R, 1W Racing riot (1 feat), radical stunt 2/session
9 +9 +3 +6 +3 +8 +3 4 2V, 2R, 1W Born to be wild (Perfect)
10 +10 +3 +7 +3 +9 +3 5 3V, 2R, 1W Own the road

Class Abilities

Born to be Wild

You’re at your best when the pavement is a blur beneath you! At Level 1, your Speed Demon feat also applies to Acrobatics checks. Further, you gain the Advanced Skill Mastery (Speed Demon) feat.

At Level 5, you gain the Grand Skill Mastery (Speed Demon) feat.

At Level 9, you gain the Perfect Skill Mastery (Speed Demon) feat.

Full Tilt I

At Level 2, once per round when you’re in or on a vehicle or riding a mount that has moved at least 30 ft. since your last Initiative Count and you make a successful melee attack against an opponent who is not in or on the same vehicle or mount, your damage is doubled. Further, you may make melee attacks against opponents separated from you by a Lead of 1 during chases.

Full Tilt II

At Level 7, once per round when you’re in or on a vehicle or riding a mount that has moved at least 30 ft. since your last Initiative Count and you make a successful melee attack against an opponent who is not in or on the same vehicle or mount, your damage is tripled. This replaces the bonus granted by the full tilt I ability. Further, you may make melee attacks against opponents separated from you by a Lead of up to 2 during chases.

Cleave Basics

At Level 3, you gain the Cleave Basics feat.

Highway Star

At Level 4, your Melee Combat, Basic Skill, and Advanced Skill feats count as Chase feats when determining the effects of any ability, prerequisite, or requirement based on the number of Chase feats you possess.

Radical Stunt

You can force your ride to utterly defy physics. At Level 4, once per session when operating a personal vehicle or mount, you may make a Maneuver check with a DC up to 50 without making a skill check. Alternately, during a chase Conflict, you may choose the “That’s Impossible!” Strategy.

At Level 8, you may use this ability up to twice per session.

Power Swerve

At Level 6, while operating a personal vehicle or mount, you may automatically succeed with a Maneuver check to avoid an obstacle or crisis during a chase. You may use this ability a number of times per session equal to the number of Chase feats you possess.

Cleave Mastery

At Level 7, you gain the Cleave Mastery feat.

Racing Riot

At Level 8, once per mission during the Intel Phase, you may gain 1 temporary Chase feat until the end of the current mission.

Own the Road

At Level 10, when an opponent scores a threat with a Maneuver check or an attack check targeting a vehicle or mount you’re operating, you may prevent him from spending action dice to activate it as a critical success or critical hit. You may use this ability a number of times per session equal to the number of Chase feats you possess. Further, you may make melee attacks against opponents separated from you by a Lead of 3 during chases.


Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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