The Squire's 5 character skills are:
Climb (Str),
Intimidate (Cha),
Ride (Dex),
Swim (Str),
Weapon Arts (Str),
Class: Might
Focused mainly on proficiencies and some skill focus.
Might classes tend to have higher Wound point pools and
proficiency points but tend to suffer when it comes to skill points or Control.
1: Feat to Battle skill
2: Combat Feat
3: Core: Accurate
4: Mag Bauble
5: Tower Shield Proficiency
6: Skill Focus
7: Mag Bauble
8: Medium Armor Proficiency
9: Combat Feat
10: Guard
11: Combat Feat
12: Heavy Armor Proficiency
13: Attack Focus
14: Melee Proficiency +1
15: Mag Bauble
16: Power Armor Proficiency
17: Mag Bauble
18: Melee Proficiency +1
19: Combat Feat
20: Sentinel
When a character with levels in Squire is selecting a Combat feat or general feat from a class (not a level feat),
he may opt to sacrifice the feat in order to make any skill that uses constitution, dexterity or strength as its key ability a class skill.
The Squire can spend 5 chakra points to increase an Melee attack check by 1d4,
he may spend an additional 5 chakra points to make it +2d4 to hit instead, this is a core ability of the Squire, it must be your starter class to possess it.
At 6th level a Squire may expend 5 Control points to gain +2 to a skill check with one of his class skills.
Skill Focus II
At 11th level and after He may choose to spend an additional 5 control to make this +4
You can block attacks aimed at other party members; you must designate an ally within 30’ of you, in line of sight (no cover or concealment between the 2 of you); you may then intercept any physical attacks intended for them for the next 3 rounds; intercepting attacks means that the attack must overcome your AC &/or DR instead of your ally’s, & that you take any damage that the attack would normally deal; such interceptions are considered free actions; you also gain a +2 circumstance bonus to prevent your ally from being grappled; this does not work for spells targeting your ally, nor does this protect against area effect damage; you must not be pinned, disabled, or otherwise unable to act for this ability to work, & you must remain within 30’ of your chosen ally; this ability costs 7CP to use
At 13th level the Squire may expend 5 Control points to gain +2 Bonus to an attack roll, when using a weapon the Squire is proficient with.
Starting Meseta: 1000