Green Knight

Green Knight (3 CP)

REQUIRES:

Light Armor Detect Corruption Inspired by Primal Ravage OR Savage Parry Medium Weapon (Axe OR Spear), Archery OR Thrown Weapon Knowledge: Nature (Novice) Heroic Strike, Heroic Shot, Heroic Healing OR Heroic Might (any 1) The "civilized" courts whisper strange tales of wild knights of the wilderness-- heavily-armored warriors owing fierce allegiance to none but the impersonal forces of nature; roving through wood and civilized land alike, they pursue a calling that few non-initiates understand. You are one such warrior. You laugh at such tales. You understand a Green Knight's honor perfectly well - it is your calling. You and your brother and sister knights are the champions of individual powers of the wild: your honor may be pledged to the summer sun at noon, or the great oak whose roots form the shape of a dragon, or the grandfather boar dwelling near Lingwen's cave. In your travels, your deeds gain honor and regard for your patron, and in return, your patron protects and assists you. At times you may find yourself facing a brother or sister Green Knight whose patron opposes your own; at other times, acts of chivalry and battle prowess suitable to more commonplace knights and warriors will suffice to advance your cause. Your honor empowers your shield, your devotion makes your axe keener than any mortal blade, and the blessing of your patron strengthens your armor. Let them tell their stories, laden with impossible feats and inscrutable games - before you pass from this land, your legend will be greater still. --flavor text by K. Reynolds-Geir

Free Skill

When you unlock this header, you gain the skill Armed by The Wild for free. The 0 CP version counts as the first purchase. Armed by the Wild (0, 5 CP) The first lessons after initiation as a Green Knight are focused around the arms and armor of the order. A new-made Green Knight learns to wear and move in heavier armors and use shields for defense. You can wear Medium Armor and use a Buckler, so long as the Primary Materials used to craft the item is not metal. 2nd Purchase: You can wear Heavy Armor and use a Shield, subject to the same restrictions.

Green Knight Skills

Distract The Prey (4, 4, 4 CP; 2 Stamina; Battle) Requires 4 skills from this header. You can make 1 melee attack for, “Short Paralyze by Nature.” · 2nd Purchase (requires Tier 2): “Paralyze by Nature.” · 3rd Purchase: “Double Paralyze by Nature.” Primal Blessing (3, 3, 3 CP; 2 Stamina; Battle, Spell) When you purchase this skill for the first time, choose Physical, Mental, or Metabolic. You can touch a target and call, “Cure X by Nature” where X is the Category you chose. · 2nd Purchase (requires Tier 2): Choose another of the 3 options for 1st Purchase. You can call EITHER of those Categories when you use this skill. For example, you could call, “Cure Physical” or “Cure Mental”, but not “Cure Physical and Mental.” · 3rd Purchase (requires Tier 3): you can use all three Categories for this skill, but not at the same time, subject to the restrictions in 2nd Purchase. Emerald Ferocity (3, 3, 3 CP; 1 Stamina; Battle) You can make a melee attack for “5 Damage by Nature.” · 2nd Purchase: usable 2/battle · 3rd Purchase: usable 3/battle. Defiler’s Doom (4, 4, 4 CP; 2 Stamina) You can make a melee attack for, “Short Drain Magic by Nature.” · 2nd Purchase: “Drain Magic by Nature.” · 3rd Purchase: “[Tier] Damage and Drain Magic by Nature,” Purge Corruption (3, 2, 2 CP; 1 Stamina; Rest) You call “Purge by Nature” against an effect that has the Darkness, Corruption, or Blood trait. · 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant Defense: Purge X by Nature” where X is one of the traits listed. · 3rd Purchase: Touch a target and call, “Cure X by Nature” instead of Purge. Pursue Corruption (3, 2, 2 CP; 1 Stamina; Rest) You call “Imbue to self by Pursue Corruption” and call, “Shield by Nature” against the next Root, Slow, or Repel effect that hits you. · 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant Defense: Shield X by Nature” where X is one of the effects listed. · 3rd Purchase: replace“Shield” with “Resist” Writhing Vines (3, 3, 3 CP; 1 Stamina; Rest) You gain two packet attacks for “Short Root by Nature.” · 2nd Purchase: Call “Root by Nature.” · 3rd Purchase: Call, “Double Root by Nature.” Ironbark Blessing (3, 2, 2 CP; 1 Stamina; Watch) You call “Imbue by Ironbark Blessing” and you can call, “Resist by Nature” when hit by a Maim. · 2nd Purchase: you can cast this spell by touch on a willing target by calling, “Grant Defense: Resist Maim by Nature” · 3rd Purchase: If cast on yourself, you gain 2 Resists vs Maim, and if cast on another, call, “Grant Defense: Double Resist vs Maim by Nature.” Natural Endurance (3, 3, 3, 3 CP) Your maximum Stamina permanently increases by 1. Verdant Health (3, 3, 3 CP) Your maximum Vitality permanently increases by 1. Call of the Beast (3, 3, 3 CP; 2 Stamina; Battle; Rest) Requires 5 skills from this header. You gain 1 packet attack for “Short Frenzy by Nature.” · 2nd Purchase (requires Tier 2): “Frenzy by Nature.” · 3rd Purchase: 2 packet attacks. Storm Spike (3, 3, 3 CP; 2 Stamina; Battle; Rest) You gain a packet attack for “[Tier+1] Damage by Lightning,” · 2nd Purchase: “[Tier+1] Damage and Agony by Lightning.” · 3rd Purchase: [Tier+2] Emerald Strike (3, 3, 3 CP; 2 Stamina; Battle) You make a melee attack for “[Tier+2] Damage by Nature."  If the attack hits (is not blocked or defended against), you immediately call, "Heal 2 to Self by Nature." · 2nd Purchase: [Tier+3] Damage · 3rd Purchase: "Heal 3 to Self by Nature." Strength of Stone (3, 3, 3 CP; 2 Stamina; Rest) Requires 5 skills from this header. You make a melee attack for, “2 Damage and Slam by Nature.” · 2nd Purchase (requires Tier 2): 2 melee attacks. · 3rd Purchase: 3 attacks Thorn Strike (3, 3, 3 CP; 2 Stamina; Rest) You gain 2 melee attacks for “2 Damage and Short Root by Nature.” · 2nd Purchase: “2 Damage and Root by Nature. · 3rd Purchase: 3 melee attacks Reap the Harvest (3, 3, 3 CP; 2 Stamina; Battle, Spell) When you drop an unwilling enemy to 0 Vitality, you can touch your weapon to the enemy’s torso, spend 2 Stamina, and call, “Heal [Tier+1] and Short Slow To Self by Nature,” . · 2nd Purchase: Heal [Tier+2] · 3rd Purchase: usable twice before you must rest. Mending Touch (2, 2, 2 CP; 1 Stamina; Watch; Rest) You can touch a Destroyed item and call, “Repair by Nature.” · 2nd Purchase: usable twice before you must rest. · 3rd Purchase: usable 3 times before you must rest. Renewing Shower (4, 4, 4 CP; 2 Stamina; Battle) You can call, “By My Voice, Heal [Tier] and Short Slow by Nature,” 2nd Purchase: [Tier+1.] 3rd Purchase: “By My Voice to Hero, Heal [Tier+1] and Short Slow by Nature.” Magic of the Wyld (4 CP) You may select one spell list, choosing from Autumn, Spring, Summer, or Winter. You gain Major Access to that Season according to all rules from the Spellcasting section. You gain the Battle Trait associated with the Season, if applicable.