====== Champion path ====== Become a formidable personal fighter and get more from your knights. Choose this when you want your ruler to excel in combat. **Focus bonus:** +3 Prowess. Choose this focus in your class lifestyle window. The class earns 25 experience each month before other bonuses; each perk costs 1,000 experience. Perks remain useful when you switch focus within the same class. ===== Every perk explained ===== ==== Armsmaster ==== You become a stronger personal fighter. Your knights make a greater contribution to battles. Always active: Prowess +4; Knight Effectiveness +5%. ==== Armored Veteran ==== You become a stronger personal fighter. Always active: Prowess +2; Health Penalty Resistance +0.25. **Requires:** Armsmaster. ==== Weapon Master ==== You become a stronger personal fighter. Your knights make a greater contribution to battles. Always active: Prowess +3; Knight Effectiveness +10%. **Requires:** Armsmaster. ==== Duelist ==== You become a stronger personal fighter. Always active: Prowess +3. **Requires:** Armored Veteran. ==== Inspiring Presence ==== You become a more capable military leader. Your knights make a greater contribution to battles. Always active: Martial +2; Knight Effectiveness +15%. **Requires:** Weapon Master. ==== Lead from Front ==== Conditional bonuses: While personally commanding an army: Commander Advantage +5; Army Damage +10%; Army Toughness +10%. No Regency cost; checked daily. Rally the Host: Spend 2 RP. Advantage +5; Knight Effectiveness +15%; Army Damage +15%; Friendly Fatal Casualties -10%. Duration: 6 months. Cooldown: 1 year. Requires personally commanding an army. **Requires:** Inspiring Presence. ==== Heroic Charge ==== Your command gives troops a better chance in battle. Always active: Men-at-Arms Damage +10%; Commander Advantage +5. **Requires:** Lead from Front. ==== Unbreakable ==== Always active: Army Toughness +10%; Friendly Fatal Casualties -10%. **Requires:** Lead from Front. ==== Hero of the Host ==== You can personally hold another domain before exceeding your limit. You become a stronger personal fighter. Always active: Domain Limit +1; Prowess +5; Knight Effectiveness +20%; Commander Advantage +3. Challenge Enemy Commander: Challenge an enemy ruler, knight or commander to a nonlethal duel. Cost: 1 Regency Point. Cooldown: 12 months. Heroic Intervention: Spend 4 RP. Advantage +8; Knight Effectiveness +25%; Army Damage +15%; Army Toughness +15%; Friendly Fatal Casualties -15%. Duration: 6 months. Requires personally commanding an army. Grants the Champion mastery trait. **Requires:** Unbreakable. ===== Completing this path ===== The final perk awards the matching mastery trait. It marks your completed training; the bonuses come from the perks and are not awarded a second time by the badge. [[:systems:classes|Compare all classes and paths]]