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The Purifiers

September 05, 2015

demoIn the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.

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May 05, 2015

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September 05, 2015

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Hand to Hand: Chevalier

(a.k.a. Knight Combat)


Knights are formidable opponents, especially when wielding a weapon in their hands. Most train throughout their lives and spend whatever resources are necessary to obtain the very best weapons, armor, and war horses. Standard knight training involves advanced unarmed combat techniques that gives them an edge against untrained and even those with only basic combat training, but not up to the level of those with martial arts training like the Palladin.

However, what good is the very equipment if the one using it can't bring out its maximum potential? This is where Chevalier training comes in. These knights forgo much of their unarmed training in favor of focusing on their tools of war. Training involves improved horsemanship, mobility in armor, and honing defenses with a shield. Though a Chevalier may lose in a bar room brawl, give them a horse and shield on the battlefield and they can best the most fearsome of opponents.


Availability: Restricted, Knights only. The Art of the Chevalier is only taught to those part of a knightly order. Not even Palladins may learn this fighting style.

Limitations: The knight must be armed for this fighting style to reach its potential. Without weapons or armor, these knights may struggle against someone with only Hand to Hand: Basic training.

Skill Cost: Equal to Martial Arts.


Basic Combat Moves: Punch (1D4), Elbow, Knee, Disarm, Dodge, Entangle, Body Block/Tackle, Roll with Impact, Power Punch (but not Power Kick), and Pull Punch.

1: Starts with four attacks per melee round; +2 to roll with punch/fall/impact, +2 to pull punch, and Cavalryman.

2: +1 to parry and dodge, +2 to parry when wielding a weapon.

3: +2 to strike.

4: One additional attack per melee round. Armor Master.

5: Kick attacks: Karate style kick does 2D4 damage and any one of choice.

6: Critical Strike on a Natural 19 or 20 (double damage).

7: +1 damage ,and Paired Weapons.

8: +2 to roll with punch/fall/impact, and Lancer.

9: One additional attack per melee round.

10: +1 on initiative when wielding a weapon, and Stone Wall.

11: Critical Strike on a Natural 17-20 (triple damage).

12: +2 damage, and Weapon Specialization.

13: Knockout/Stun when wielding a blunt weapon on a Natural 17-20.

14: Lethal Strike.

15: One additional attack per melee round.


Armor Master: Men at Arms are trained with the use of all types of armor. The knight takes this one step further, and knows how to better cover up the weak points and make the most of any armor he wears. Add a +1 to the Armor Rating of any armor worn (e.g. Chain Mail with an A.R. of 14 becomes 15 while worn by the knight, and Scale Mail goes from 15 to 16). This bonus applies to both light and heavy armor. Additionally, they suffer no Speed penalty, even in heavy armor. Note: Men at Arms, Knights included, typically suffer a -2 penalty to Speed while wearing heavy armor.

Cavalryman: +10% to Horsemanship, +1 on initiative when on horseback, and an additional +1D6 to all damage on horseback (including charge attacks). If earning a military salary, also earns an additional 50 gold per month.

Knockout/Stun: This special attack will momentarily knockout or stun/daze its victim for 1D4 melee rounds. The knight must be wielding a blunt weapon, such as a shield or even his bare hands, to stun the opponent. When rolling a 17-20, the knight must decide (player's choice) if inflicting Critical Damage (x3) or Knockout/Stun, but cannot do both.

Lancer: The knight can unseat opponents on a Natural 18-20. An opponent may also be unseated with a modified 20 or greater. Unseated opponents take 2D6 damage from the lance (3D6 if part of a charge attack), are knocked from their horse suffering 1D6 fall damage, loses initiative, and loses two attacks per melee. Fallen riders may attempt to roll with fall/impact. A successful roll negates the fall damage (but still takes weapon damage), and only loses one attack per melee (instead of two).

Lethal Strike: Similar to Death Blow, but will only work on mortal foes (Supernatural Beings and Creatures of Magic are immune). While wielding a melee weapon, the knight can spend two attacks to deliver a Lethal Strike, inflicting double damage, plus P.S. bonuses direct to Hit Points! This means the attack bypasses S.D.C. entirely. The attack must still hit and penetrate the opponent's armor (strike roll above the A.R.).

Lethal Strike counts as two melee attacks/actions with the strike landing on the second action, meaning the technique can be interrupted similar to a spell. This is why knights generally make this part of a combination attack, with something like a Shield Bash to stun the opponent or using a knockdown attack (such as unseating an opponent or using a trip attack), then following it up with a Lethal Strike.

Stone Wall: One of the knight's best tools is his shield. Shields are excellent at defending, and are also useful for attacks when needed. With a shield in one hand and weapon in the other, a skilled knight's defenses can be as impenetrable as a stone wall. +3 to parry with shields, in addition to other bonuses. A knight using a shield for defense can attempt to parry arrows, crossbow bolts, thrown spears, fireballs, dragon's breath, and other fired projectile weapons/attacks with only a -3 penalty (instead of the normal -10).

On the knight's turn, instead of attacking on his action he can instead choose to focus on his Stone Wall Defense. This means he gives up any chance to attack for that turn, but grants him the ability to auto-parry for nearby allies while using his shield (any within melee range). The ability remains until the knight's next turn, when he may decide to attack or continue his Stone Wall Defense. While this would mean the knight is no longer damaging the enemy, he is helping keep his allies alive. This is useful when facing a tough opponent or to allow allies to focus on defense (such as twin, strikes with Paired Weapons).

Weapon Specialization: Knights are trained for use in a variety of weapons, but can still favor a particular weapon. The knight is even deadlier when wielding their weapon of choice. This preferred weapon can be any of the knight's choosing, the knight must specify a specific type of weapon (e.g. Claymore, Lance, or Mace) and already be proficient with the weapon (e.g. W.P. Sword if selecting Claymore, W.P. Lance or Spear if selecting Lance, or W.P. Blunt if selecting Mace). Bonuses: one additional attack per melee round if using the chosen weapon for the entire round, +1 to strike for every three levels of experience, and +1 to parry for every 4 levels of experience. This means that a Level 12 Knight wielding his weapon of choice will have one additional attack per melee round, +4 to strike, and +3 to parry, in addition to his normal bonuses from W.P. and other skills.