I could have made King Knight and completed the circle of playable characters, but I don't care too much for him.Bio: A towering hulk of a man, Treasure Knight has sailed the seas in search of the world's greatest riches. He has claimed the ocean for his own as captain of the Iron Whale, a prototype underwater vessel. For a time, he worked alone to amass a great fortune in treasure and relics, but things changed on a fateful day when he made landfall. Spectre Knight boarded his vessel and came to Treasure Knight with a proposition to join the Enchantress' side, an offer that proved to be one he could not refuse. He now stands among the Order Of No Quarter, maintaining control of the seas for the Enchantress.
Passive: Tidal TerrorWith an impermeable diving suit, Treasure Knight is at home in aquatic environments. When fighting while submerged, Treasure Knight suffers no penalties. Additionally, water and liquid based attacks and abilities are ineffective against him normally. His suit is incredibly difficult to remove from exterior forces and any attempts made to do this must succeed on three dice rolls.
Abilities:Some of Treasure Knight's abilities work differently depending on whether or not he is underwater.
Rising/Receding Waves: Counts as a free action. Can only be used if the battle is taking place in the Iron Whale or The Tower Of Fate. Water rises to submerge all combatants or falls until none covers the battlefield. If the opponent is not aquatic or does not have any means of breathing underwater, they will have 5 turns of air. They must spend a turn breaching the surface of the water to breathe before the five turns pass or they will drown, resulting in an instant loss.
Anchor Cannon: Treasure Knight fires his retractable anchor cannon at his target. 2 damage.
Snaring Chain: Adjusting his aim, Treasure Knight fires the anchor cannon in such a way that the chain entangles the target. Inflicts Bind and continuously deals 1 damage per turn until the enemy struggles free or 3 turns have passed.
Grapple Slam: Underwater - Treasure Knight will use his anchor cannon to grapple above his target before aiming downward and firing upon his target. 2 damage. This will cause gold coins to burst from that point, knocking the opponent prone in the process.
Out of Water - Treasure Knight will grapple above his opponent, but barrel down upon them with a punch. 3 damage. Four large doubloons will fly out once he hits the ground, even if the attack does not hit the opponent. Four separate roll must be made and each doubloon does 1 damage.
Ground Slam: Treasure Knight rises high in the air and drops down upon his opponent with a punch to the ground. 3 damage.
Underwater - The impact causes a wave of gold coins to blast out from the point of impact. The target must make an additional roll regardless if the initial attack lands. On failure, they will take 2 points of damage and be knocked back.
Out of Water - Without water to weaken the pull of gravity, the attack carries Treasure Knight's full weight, amplifying the attack to do double damage.
Caltrops: Treasure Knight throws floating caltrops into the arena. Each caltrop does 1 damage.
Underwater - He will throw four caltrops. Four separate rolls must be made. On the next turn, if any caltrops remain, they will detonate and the equivalent number of rolls apply.
Out of Water - He will throw two caltrops. Two separate rolls must be made. The caltrops will remain on the field and the opponent must make rolls for them until two turns have passed.
Suction Chest: Can only be used underwater. Treasure Knight throws a chest which acts as a vacuum, suctioning the enemy towards it. He will throw caltrops along with it. For the next 3 turns, the opponent must make a roll to avoid the caltrops or they will be unable to resist the pull of the chest. If they fail twice, they will be trapped inside the chest and be unable to act the next turn, allowing Treasure Knight to land a free attack. Additionally, the chest will steal away any valuables or useful items the opponent is carrying.
Treasure Knight cannot make any additional attacks while the chest is out, but can still move and avoid his opponent.
Doubloon Shot - Can only be used out of water. Treasure Knight fires three doubloons out of his cannon in quick succession. Each one does 1 damage and require rolls of their own.