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paths:warrior_champion

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.

Compare all classes and paths

paths/warrior_champion.txt · Last modified: by ck3wiki-maintenance

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