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Knight

Level Advancement: Knight
Level B.A. Fort Ref Will Special Abilities
1st +1 +2 +0 +2 code of honor, challenge, honorable challenge +1
2nd +2 +3 +0 +3 Mounted Combat, Shield Focus
3rd +3 +3 +1 +3 bastion of defense
4th +4 +4 +1 +4 armor training 1, mettle
5th +5 +4 +1 +4 vigilance, bonus feat
6th +6/+1 +5 +2 +5 protector
7th +7/+2 +5 +2 +5 honorable challenge +2
8th +8/+3 +6 +2 +6 call to arms
9th +9/+4 +6 +3 +6 armor training 2
10th +10/+5 +7 +3 +7 bonus feat
11th +11/+6/+1 +7 +3 +7 Greater Shield Focus
12th +12/+7/+2 +8 +4 +8 daring challenge
13th +13/+8/+3 +8 +4 +8 honorable challenge +3
14th +14/+9/+4 +9 +4 +9 armor training 3, sacrifice
15th +15/+10/+5 +9 +5 +9 bonus feat
16th +16/+11/+6/+1 +10 +5 +10 devotion
17th +17/+12/+7/+2 +10 +5 +10 defiance
18th +18/+13/+8/+3 +11 +6 +11 Superior Shield Focus
19th +19/+14/+9/+4 +11 +6 +11 armor training 4, honorable challenge +4
20th +20/+15/+10/+5 +12 +6 +12 bastion of shield & armor, defiance
Alignment: Any Lawful

Hit Die: d12

Class Skills
The knight's class skills are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.

Class Features

The following are class features of the knight.

Weapon and Armor Proficiency: A knight is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Knight's Code: A knight is bound by a code of honor. By adhering to this code, the knight gains abilities based on the conviction of his beliefs and the law of his code. The specifics of a knight's code vary by order and organization, but the following are common aspects of a knight's code.
  • Thou shalt not harm innocents, nor seek to aid those who would harm innocents, nor ignore an innocent in need of protection from harm, whether inflicted by man, beast, or fate.
  • Thou shalt honor thy lord, thy lord's vassals, and the decrees of thy lord and thy lord's vassals. When thy lord calls together his banners, thou shalt call together your banners with his, and serve thy lord and his vassals as thine vassals serve thee.
  • Thou shalt accept the surrender of an foe defeated in honorable combat. Thout shalt grant forgiveness to honorable foes. Thou shalt give dishonorabe foes opportunity to surrender, even while they are dishonorable. Thou shalt not engage in dishonorable combat, in combat against unarmed or unprepared foes, nor will you seek advantage over a foe that the foe himself could not seek.
  • Honor thy horse, and the horse of thy foe, and the seige-horse, the plow-horse, and the pack-horse.

Challenge: In battle, a knight use the force of his personality and his prowess in combat to challenge his enemies, calling out a foe, striking fear into the weak, taunting the strong, and boosting his own confidence. Even if the knight and his foe lack a shared language, he can communicate his challenge through body language, tone, oaths, and mimicry used in conjunction with his knight's challenge. The most basic challenge a knight can issue, a combat challenge, use Intimidate to demoralize an opponent as a swift action (normally a standard action).

As the knight advances, he gains additional challenge abilities. Unless otherwise noted in the ability's description, issuing a challenge is a swift action. A knight can use his challenge ability (also called issuing a challenge) a number of times per day equal to the knights class level (minimum 1) + the knights Charisma bonus.

When a knight issues a challenge, the target(s) must meet certain criteria, or the challenge is expended without effect. The target must have an Intelligence of 5 or higher and a language of some sort. Individual challenge abilities may have additional requirements.

Honorable Challenge (Ex): The knight issues a challenge against a single opponent whose challenge rating is equal to at least the knight's level -2. Issuing an honorable challenge grants the knight a +1 morale bonus on Will saves, and a +1 morale bonus on attack and damage rolls against the target for 1 minute. A knight can only issue a fighting challenge to one opponent at a time, but if an opponent is defeated, flees, or is otherwise removed from combat, the knight can issue a new challenge against a new foe.

Mettle (Ex): Issuing this challenge is a call to the mightiest among the knights nearby enemies, challenging them to face the knight in combat. Any target of this ability must have a challenge rating equal to at least the knight's level -2.

As the knight issues a mettle challenge, he attempts to use Intimidate to taunt all opponents within 100 feet, compelling them for 1 minute toward harming the knight (each in their own preferred fashion) in preference to all other available targets (e.g. swordsmen will seek to engage the knight in melee, archers will attempt to shoot the knight, spellcasters will target or include the knight as a target of their spell, etc.). The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. Opponents are not compelled beyond reason, thus they are not forced into taking actions that would grant an attack of opportunity or otherwise cause themselves obvious harm (such as running off a cliff). However, opponents that take any action that isnt directed toward harming the knight (such as attacking a different foe or casting a non-harmful spell), do so with a -2 to skill checks, attack rolls, and caster level checks each round they ignore the knight.

Call to Arms (Ex): The knight can issue a challenge to an ally, granting them a save against one fear effect (knights choice), with a bonus to the save equal to the knights Charisma bonus (if any). The fear effect must already be in place to use this ability. If the save succeeds, the target gains benefit of a successful save against the attack or spell.

Daring Challenge (Ex): The knight can issue a daring challenge in order to determine strong foes from weak. Any target of this challenge must have a challenge rating of no more than the knight's level -2. As the knight issues a daring challenge, he attempts to use Intimidate to demoralize all opponents within 100 feet for 1 minute.

Devotion (Ex):The knights devotion to honorable combat and his companions grants him additional resistance against compulsion. The knight can expend a use of his challenge ability as a free action to make an additional saving throw against a mind-affecting spell or ability, even if the knight is being controlled or influenced in his actions. This ability can only be used once per round.

Defiance (Ex): If reduced to 0 or fewer hit points, the knight can expend one use of his challenge ability as an immediate action to remain conscious and continue to act as normal for 1 round, until the end of the knights next turn, before suffering the effects of 0 or fewer hit points (if such is the case at the end of the knights next turn). The knight can continue to use this ability each round, even if reduced to a negative value that would normally kill him.

Mounted Combat: The knight gains Mounted Combat as a bonus feat.

Shield Focus (Ex): The knight excels in sword & board combat: he gains the Shield Focus feat as a bonus feat.

Bastion of Defense (Ex): At 3rd level, any foe leaving a square the knight threatens treats that square as difficult terrain.

Armor Training (Ex): At 4th level a knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum 4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a knight can also move at his normal speed while wearing medium armor. At 9th level, a knight can move at his normal speed while wearing heavy armor.

Vigilance (Ex): The DC to use Acrobatics to move through the knight's space or a space the knight threatens increases by the knight's level.

Bonus Feat: As the knight advances in level, he gains bonus feats, selected from the following feat list: Animal Affinity, Diehard, Endurance, Great Fortitude, Iron Will, Leadership, Lunge, Quick Draw, Ride-by Attack, Spirited Charge, Trample, Weapon Focus. Instead of a feat, the knight may select any noble knack (or an advanced noble knack, if the knight is at least 11th level). Noble knacks that require confidence points instead consume one use of a knight's challenge ability per confidence point.

Protector (Ex): At 6th level, a knight can grant his shield bonus to one adjacent ally as an immediate action. The ally gains the knight's shield bonus to AC against all attacks, including touch attacks, until the beginning of the knight's next turn or until he is no longer adjacent, whichever comes first. The knight does not lose his shield bonus to AC while using this ability.

Greater Shield Focus (Ex): The knight gains Greater Shield Focus as a bonus feat.

Sacrifice (Ex): At 14th level, a knight can further protect an adjacent ally by absorbing damage from a successful attack against that ally. The ally mut be one that is using the knight's shield bonus as a result of the knight's protector ability. The knight can choose to absorb any amount of damage; any damage that the knight does not absorb is applied to the ally normally. The knight can only absorb damage from an attack (including spells or traps that require attack rolls).

Daunting Critical (Ex): At 17th level, whenever the knight scores a critical hit he may use issue a challenge as a free action. A challenge issued in this way does not count against the knight's number of challenges per day.

Superior Shield Focus (Ex): The knight increases the AC bonus granted by any shield he uses by 1. This bonus stacks with the bonuses from Shield Focus and Greater Shield Focus.

Bastion of Shield & Armor (Ex): A knight gains DR 5/ whenever he is wearing armor or using a shield.
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