Page#
A knight is a wall that chose to be one.
Knights in the making, whose job is to be hit in someone else's place. A page wears any armor, carries a shield, fights with a polearm and lays healing hands on the people behind them.
How it plays#
Constitution leads, and the page is the only class built on it. Strength backs it. A page wears every armor and shield from level 0, and their knightly expertise and shield techniques are about standing in the way: taking blows meant for an ally, reflecting them, walls, interrupts and counters.
Pages are also the knights of a faith. Their templar basics channel health, willpower and stamina into others and lay on hands, up to resurrection at level 50. Past 50, battle hardening makes a page harder to wear down: poison and disease do half, blows taken refill stamina and willpower, and at 100 their skin turns to stone.
Pages are one of the sword and shield classes. Every ability, level by level, is under Abilities.
The road to Templar#
A page takes a new title at levels 100, 200, 300 and 400. A title can be declined; Five titles says what that means.
- Level1Rank 1: Page
Your class's own name. You earned it by doing the work, and nobody has to grant it.
- Level100Rank 2: Squire
A squire may bear a knight's colors and carry arms into any keep in the service of a knight or a lord.
- Level200Rank 3: Knight
A knight may hold land of a lord, sit in judgment at a lord's court and demand single combat to settle a grievance.
- Level300Rank 4: Centurion
Centurions may command a hundred soldiers in any province's army, and raise them in an emergency without waiting for orders.
- Level400Rank 5: Templar
The last title. A templar answers only to a god, which in an age with every god missing means a templar answers to no one.
Where they train#
Dame Corisande Vael has trained the pages of the Grand Palace for twenty years, and the guard there is mostly people she once knocked over. She starts every student with a shield and no sword, and some of them never get the sword.
Find Dame Corisande Vael at the guard yard of the Grand Palace in Esthar. Any trainer can take your training points, but titles are bestowed here. Where the classes train maps all fourteen.
How it shows#
None of this changes a roll. It’s how the people around you can tell what you are, if you let them.
- You sit facing the door, and you always know where the nearest wall is.
- Your armor never rattles, however hard you move in it.
Races that start closest#
The races whose starting scores sit nearest a page’s constitution and strength. Any race can be a page; the class finder and the race finder rank all of them.
Rodes that suit#
A rode is the one path of trials a character walks from level 20. These are the ones that do the most for a page; the rode finder ranks all fourteen.
Tradesguilds that suit#
A character belongs to two tradesguilds at most. These are the ones whose work fits a page; the guild finder ranks all eleven.
What others say#
The squires in the Inner City used to practice on us kids with wooden swords. Nobody ever got past their shields. Not once.
Every lord wants a knight. Very few want to hear what a knight thinks a lord owes back.
The oath
A knight of the old Estharian line has died and left a page sworn to a lord who’s been dead for a century, by an oath no court remembers how to break. The page will follow the oath anywhere, and right now it leads into the Fallen Kingdom.
Abilities#
A class teaches its abilities in disciplines, a handful of related abilities learned as you level. Most open at level 0 and add one every ten or twenty levels. The heroic disciplines open at level 50 and run to 100.
A cost in willpower or stamina is paid each time you use the ability. A passive works all the time, and a toggled ability stays on until you turn it off. Every ability starts at 0 efficacy and gets better with practice, as Levels explains.
Knightly expertiseBattle hardeningTemplar basicsShoutsArmor expertisePolearm techniquesShield techniques
Knightly expertise#
Turtle, then the protections that take blows meant for an ally, reflecting blows, and polearm mastery at 50. 6 abilities, levels 0 to 50
- TurtleLevel 0 · 10 stamina
- Take half damage on all attacks for two rounds.
- ProtectionLevel 10 · 50 stamina
- Protect target ally taking damage instead of them against all physical non-ranged attacks until released.
- Advanced ProtectionLevel 20 · 80 stamina
- Take half of all non-magical damage.
- Expert ProtectionLevel 30 · 100 willpower
- Take half of all magical damage.
- ReflectLevel 40 · Passive
- DC 15 chance to reflect magical attacks.
- Polearm MasteryLevel 50 · Passive
- Allows usage of polearms in combat situations including while mounted.
Battle hardening#
From level 50: shrugging off poison and disease, drawing stamina and willpower from blows taken, purification, endurance and stone skin. 6 abilities, levels 50 to 100
- AdaptationLevel 50 · Passive
- Take half damage from poisons, no smaller than 1 damage possible.
- Advanced AdaptationLevel 60 · Passive
- Take half damage from diseases, no smaller than 1 damage possible.
- Expert AdaptationLevel 70 · Passive
- Gain 5 stamina when hit by physical attack, and 5 willpower when hit by magical attack.
- PurificationLevel 80 · 40 willpower
- Rid target of disease and poison, and prevent both for 5 rounds.
- EnduranceLevel 90 · 15 willpower
- Gain 15 stamina every round for 3 rounds unless tripped or knocked down.
- Stone SkinLevel 100 · 30 willpower
- Imbue target with stone skin. This absorbs 20 damage before fading. The skin prohibits the ability to hide or sneak for 3 rounds.
Templar basics#
Channeling stamina, health and willpower into others, infusing an ally, laying on hands and resurrection. 6 abilities, levels 0 to 50
- Channel StaminaLevel 0 · Toggled
- Give any available amount of stamina to target, causes exhaustion prohibiting skills for 4 rounds.
- Channel HealthLevel 10 · Toggled
- Give any available amount of health to target, causes exhaustion prohibiting skills for 4 rounds.
- Channel WillpowerLevel 20 · Toggled
- Give any available amount of willpower to target, causes exhaustion prohibiting skills for 4 rounds.
- InfuseLevel 30 · 50 willpower
- Infuse target with 100 health, 50 willpower, and 50 stamina and causes exhaustion prohibiting skills for 4 rounds.
- LayhandsLevel 40 · 75 willpower
- Fully heal target causing exhaustion prohibiting skills for 4 rounds and prohibiting movement for 3.
- ResurrectionLevel 50 · 100 willpower
- Resurrect target to 1 health.
Shouts#
Battle cries that steady or stir the party, from a leading shout to leadership itself at 100. 6 abilities, levels 0 to 100
- Leading ShoutLevel 0 · 15 willpower
- Gives party members a +5 on their initiative rolls.
- Blood RageLevel 20 · Toggled
- The character enters blood rage, giving 5 health on dealt blow, and 20 health on killing blows and lose 10 stamina per round.
- Attack ShoutLevel 40 · 25 willpower
- Gives party members a +5 on their hit rolls.
- Defend ShoutLevel 60 · 15 willpower
- Gives party members a +10 on all ac types.
- Intimidating ShoutLevel 80 · 30 willpower
- 25% chance to cause enemies in vocal range to flee.
- LeadershipLevel 100 · Passive
- Increases strength of all shouts by 5.
Armor expertise#
Each weight of armor mastered in turn, exotic armor at 80 and the shield at 100. 6 abilities, levels 0 to 100
- Basic Armor ExpertiseLevel 0 · Passive
- +25% ac +5% missile deflect.
- Light Armor ExpertiseLevel 20 · Passive
- +25% ac +10% missile deflect.
- Medium Armor ExpertiseLevel 40 · Passive
- +25% ac +15% missile deflect.
- Heavy Armor ExpertiseLevel 60 · Passive
- +25% ac +20% missile deflect.
- Exotic Armor ExpertiseLevel 80 · Passive
- +25% ac +25% missile deflect.
- Shield ExpertiseLevel 100 · Passive
- +25% ac +30% missile deflect.
Polearm techniques#
Strikes with reach: reaching, sweeping, stripping, pushing, slashing and piercing. 6 abilities, levels 0 to 50
- Reaching StrikeLevel 0 · 5 stamina
- Reaches 15 yards away, 1d8+10.
- Sweeping StrikeLevel 10 · 20 stamina
- Regular strike to 4 closest enemies with DC 10 chance to trip them.
- Stripping StrikeLevel 20 · 10 stamina
- DC 10 to render targets armor useless + 1d10+10 regular strike.
- Pushing StrikeLevel 30 · 15 stamina
- Regular damage + STR mod DC 5 to knockdown up to large creatures, DC 10 for large , DC 15 for colossal creatures.
- Slashing StrikeLevel 40 · 15 stamina
- Regular strike + DC 5 to open wound causing 1d4 for 4 rounds, stacks 4 times.
- Piercing StrikeLevel 50 · 20 stamina
- Regular strike + 1d20 damage, ignores all armor.
Shield techniques#
Shield bash, interrupt, wall, reflection, a rolling counter and bombardment. 6 abilities, levels 0 to 50
- Shield BashLevel 0 · 10 stamina
- 1d20+1d4 chance to stun for 1 round.
- InterruptLevel 10 · 20 stamina
- Interrupt casting and cause 1d12 damage, usable once per round.
- WallLevel 20 · 15 stamina
- Become immune to next 2 attacks or until round is over.
- ReflectionLevel 30 · 5 stamina
- Reflect light into the eyes of the two closest enemies blinding them for 3 rounds.
- Rolling CounterLevel 40 · 15 stamina
- Instant counter attacks for the next three rounds.
- BombardmentLevel 50 · 30 stamina
- Regular attack plus armor piercing 2nd attack, plus DC 10 chance of attacking again.
Proficiencies#
What the class can wield, wear and speak from the start, and the extra attacks it learns as it levels.
- Weapons
- All slashing, all piercing and all bashing
- Armor
- Shields and all armor
- Languages
- Common
- Extra attacks
- Second attack at level 14, third attack at level 30, fourth attack at level 45 and fifth attack at level 68
Combat puts these to use: weapons and extra attacks under Attacking, armor and parry, shield and dodge under Defending.
- Greater Dodging
- Dodge blows that would otherwise land, more often the nimbler you are.

