The Knight
Alignment: Lawful (any).
Hit Die: d12.
"I offer you surrender or an honorable death in battle.
The choice is yours."
--
Archibold the Impetuous
A
knight is a proud, skilled melee combatant who fights in the name of honor and
chivalry. A knight relies on more than a sharp sword and a stout suit of armor
to defeat her foes. Her drive, determination, and fighting charisma allow her
to control the battlefield in ways that others cannot match. A knight can
challenge an opponent to a duel, calling upon the foe's pride and ego to force
his hand. The knight's talent with heavy armor, shields, and defensive tactics
grant her the ability to disrupt her foe's plans. Only the most talented rogues
and monks can slip past a knight's defenses to strike at her allies. An
adventuring group with wizards, sorcerers, and other lightly armored members
thrives with the assistance of a knight. While the knight keeps enemies
occupied, her allies can use their talents and abilities without fear of attack
or harassment.
The
knight class is a great choice if you want to play a tough, durable melee
combatant whose strong personality allows you to manipulate your foes. Weaker
foes cower in fear before you, while stronger foes move to strike you rather
than your allies when you play on their egos and challenge them to duels. Your
expertise in using armor and carrying a shield allows you to form an
impregnable defensive line. Once you engage a foe, he has difficulty moving
away to threaten your allies. If you want to be a front-line melee combatant
who defends the rest of the party and manipulates opponents, the knight is a
good choice.
MAKING A KNIGHT
A
low-level knight is similar to a cross between a fighter and a bard. You have
many hit points, a high Armor Class, and an ability similar to bardic music (the knight's challenge class feature). You
can pick a single foe, usually the one who poses the most dangerous physical
threat, and gain a bonus on attack rolls and damage rolls against that
opponent. You must pay close attention to the knight's code of conduct, since
it forbids you from taking advantage of several tactically useful situations.
You
excel in combat in a manner similar to a fighter -- but while a fighter can
slay a monster, your primary talent is your ability to keep that monster away
from your allies while you battle it. It might take you longer to win the day,
but your many hit points and strong defensive abilities help preserve you. Best
of all, your defense enables your allies to function at full capacity without
being subject to the monster's attacks. Any sorcerer or wizard in the party
thrives when you are there to absorb attacks and hold back your mutual foes.
As
you advance in level, you gain the ability to dictate a foe's actions, forcing
him to attack you instead of other targets. Weaker opponents, which typically appear in numbers too large for you to hold
them all back, quail in terror when you menace them. Even if they slip past
you, they take penalties when they attack your allies. Your knight's challenge
and shield block class features combine to let you excel in one-on-one melee,
granting you a bonus on attack rolls, damage rolls, and Armor Class against a
single foe of your choice. If the group faces a mighty villain or a single,
overwhelming physical threat, it's up to you to keep the monster occupied while
your allies cast their spells or maneuver for position.
Abilities: You benefit from a high Charisma score, since it determines
how often you can use some of your abilities and the save DC of those
abilities. A high Constitution allows you to increase your already impressive
hit point total, thus bolstering your capacity to defend your allies. Strength
improves your combat abilities, making you more effective as a front-line
character.
Races:
The majority of knights are dwarves, humans, and half-elves. The dwarf's
tendency toward order, combined with that race's militaristic bent, gives rise
to fighting orders dedicated to upholding justice and obeying an honorable
code. Dwarf knights also serve as wandering dispensers of justice between
isolated settlements who enforce the rule of law and
protect small clanholds. Humanity, with its sprawling
kingdoms and empires, produces many knights who fight as much for king and
country as for personal honor and monetary rewards. Some half-elves enter into
such service as well and can rise to high ranks within such orders. Gnomes and halflings rarely become knights, since the knight's
straightforward code of conduct runs counter to the small races' reliance on
trickery and clever planning. Few half-orcs have the
opportunity to become knights, but when they do their natural strength serves
them well. Elf knights are rare, since elves prefer freedom and flexibility
over the rigid code of honor all knights must follow.
Alignment: Knights are always lawful. Their dedication to a code of
conduct is but one expression of their devotion to order. Most knightly orders
arise as institutions forged to protect a kingdom from invaders or to enforce
the law against chaos from within.
While
knights value order, they tend in equal numbers toward good, evil, and
neutrality. Lawful good knights see order as a tool to protect the innocent and
weak from evil. Lawful evil knights believe that the social order serves to
reward the strong. Lawful neutral knights abhor the destruction and suffering
that chaos can bring and so uphold order for its own sake.
Starting Age: As paladin (PH 109).
The
knight’s class skills are
Climb,
Handle Animal, Intimidate, Jump, Knowledge (nobility and royalty), Ride, Swim.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each
Additional Level: 2 + Int modifier.
Table: The Knight
|
|||||
|
Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Special |
|
1st |
+1 |
+0 |
+0 |
+2 |
Fighting challenge +1, knight's challenge, knight's code |
|
2nd |
+2 |
+0 |
+0 |
+3 |
Mounted Combat, shield block +1 |
|
3rd |
+3 |
+1 |
+1 |
+3 |
Bulwark of defense |
|
4th |
+4 |
+1 |
+1 |
+4 |
Armor mastery (medium), test of mettle |
|
5th |
+5 |
+1 |
+1 |
+4 |
Bonus feat, vigilant defender |
|
6th |
+6/+1 |
+2 |
+2 |
+5 |
Shield ally |
|
7th |
+7/+2 |
+2 |
+2 |
+5 |
Fighting challenge +2 |
|
8th |
+8/+3 |
+2 |
+2 |
+6 |
Call to battle |
|
9th |
+9/+4 |
+3 |
+3 |
+6 |
Armor mastery (heavy) |
|
10th |
+10/+5 |
+3 |
+3 |
+7 |
Bonus feat |
|
11th |
+11/+6/+1 |
+3 |
+3 |
+7 |
Shield block +2 |
|
12th |
+12/+7/+2 |
+4 |
+4 |
+8 |
Daunting challenge |
|
13th |
+13/+8/+3 |
+4 |
+4 |
+8 |
Fighting challenge +3 |
|
14th |
+14/+9/+4 |
+4 |
+4 |
+9 |
Improved shield ally |
|
15th |
+15/+10/+5 |
+5 |
+5 |
+9 |
Bonus feat |
|
16th |
+16/+11/+6/+1 |
+5 |
+5 |
+10 |
Bond of loyalty |
|
17th |
+17/+12/+7/+2 |
+5 |
+5 |
+10 |
Impetuous endurance |
|
18th |
+18/+13/+8/+3 |
+6 |
+6 |
+11 |
-- |
|
19th |
+19/+14/+9/+4 |
+6 |
+6 |
+11 |
Fighting challenge +4 |
|
20th |
+20/+15/+10/+5 |
+6 |
+6 |
+12 |
Loyal beyond death, shield block +3 |
All of the following are
class features of the knight.
Weapon and Armor
Proficiency: Knights
are proficient with all simple and martial weapons and with all armor (heavy,
medium, and light) and all shields (except tower shields).
Your
class features involve mastering the use of armor and shields and learning how
to manipulate your foes so that melee combat takes place on your terms, not
theirs
Knight's Challenge: Your dauntless fighting charisma plays a major role in your
fighting style, as important as the strength of your arm or the sharpness of
your blade. In battle, you use the force of your personality to challenge your
enemies. You can call out a foe, shouting a challenge that boosts his
confidence, or issue a general challenge that strikes fear into weak opponents
and compels strong opponents to seek you out for personal combat. By playing on
your enemies' ego, you can manipulate your foes.
You
can use this ability a number of times per day equal to 1/2 your class level +
your Charisma bonus (minimum once per day). As you gain levels, you gain a
number of options that you can use in conjunction with this ability.
Even
if you and your foes lack a shared language, you can still effectively
communicate through body language, tone, and certain oaths and challenges you
learn from a variety of different tongues.
Fighting Challenge (Ex): As a swift action, you can issue a challenge against a
single opponent. The target of this ability must have an Intelligence of 5 or
higher, have a language of some sort, and have a CR greater than or equal to
your character level minus 2. If it does not meet these requirements, a use of
this ability is expended without effect.
If
the target does meet the conditions given above, you gain a +1 morale bonus on
Will saves and a +1 morale bonus on attack rolls and damage rolls against the
target of this ability. You fight with renewed vigor and energy by placing your
honor and reputation on the line. If your chosen foe reduces you to 0 or fewer
hit points, you lose two uses of your knight's challenge ability for the day
because of the blow to your ego and confidence from this defeat.
The
effect of a fighting challenge lasts for a number of rounds equal to 5 + your
Charisma bonus (if any).
If
you are capable of issuing a knight's challenge more than once per day, you can
use this ability more than once in a single encounter. If your first chosen foe
is defeated or flees the area, you can issue a new challenge to a different
foe. You cannot switch foes if your original target is still active.
At
7th level, the bonus you gain from this ability increases to +2. At 13th level,
it rises to +3. At 19th level, it increases to +4.
Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all
enemies, calling out for the mightiest among them to face you in combat. Any
target of this ability must have a language of some sort and an Intelligence
score of 5 or higher. Creatures that do not meet these requirements are immune
to the test of mettle. You must have line of sight and line of effect to the
targets of this ability.
As
a swift action, you can expend one use of your knight's challenge ability to
cause all your enemies within 100 feet with a CR greater than or equal to your
character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your
Cha modifier). Creatures that fail this save are forced to attack you with
their ranged or melee attacks in preference over other available targets. If a
foe attacks by casting a spell or using a supernatural ability, he must target
you with the attack or include you in the effect's area.
An
opponent compelled to act in this manner is not thrown into a mindless rage and
does not have to move to attack you in melee if doing so would provoke attacks
of opportunity against him. In such a case, he can use ranged attacks against
you or attack any opponents he threatens as normal. If anyone other than you
attacks the target, the effect of the test of mettle ends for that specific
target.
If
you are reduced to 0 or fewer hit points by an opponent forced to attack you
due to this ability, you gain one additional use of your knight's challenge
ability for that day. This additional use comes from increased confidence and
the knowledge that you have proved your mettle as a knight against your enemies
by calling out foes even against overwhelming odds. This additional use
disappears if you have not used it by the start of the next day. You can only
gain one additional use of your knight's challenge ability in this manner per
day.
The
effect of a test of mettle lasts for a number of rounds equal to 5 + your
Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be
targeted by this effect once per day.
Call to
As
a swift action, you can expend one use of your knight's challenge ability to
grant an ally another save against a fear effect. The target gains a bonus on
this save equal to your Charisma bonus (if any). If the target succeeds on this
save, he gains the benefit for a successful save against the attack or spell.
This ability reflects your talent to inspire your allies in the face of a
daunting foe.
For
example, Lidda fails her save against a lich's fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately shrugs
off the effect of the fear spell.
Daunting Challenge (Ex): Starting at 12th level, you can call out opponents, striking
fear into the hearts of your enemies. In this manner you separate the
strong-minded from the weak-willed, allowing you to focus on opponents that are
worthy foes.
As
a swift action, you can expend one use of your knight's challenge ability to
issue a daunting challenge. This ability affects all creatures within 100 feet
of you that have a CR less than your character level minus 2. Targets must be
able to hear you, speak or understand a language of some sort, and have an
Intelligence score of 5 or more. All targets who meet these conditions must
make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become
shaken.
Whether
a creature fails or succeeds on its save against your
daunting challenge, it can only be targeted by this effect once per day.
Bond of Loyalty (Ex): Starting at 16th level, your loyalty to your comrades
endures even in the face of powerful magic. You can expend one use of your
knight's challenge ability to make an additional saving throw against a mindaffecting spell or ability. You can use this ability
once per round as a free action and can continue to use it even if an opponent
is controlling your actions with a mind-affecting spell or ability.
Loyal Beyond Death (Ex): At 20th level, if you are reduced to 0 or fewer hit points
by an effect that otherwise leaves your body intact, you can expend one use of
your knight's challenge ability to remain conscious and continue to act for 1
more round before dying. You can use this ability even if your hit point total
is -10 or lower. If your body is somehow destroyed before your next action
(such as by disintegrate), then you cannot act. You can continue to
expend uses of your knight's challenge ability to survive from round to round
until you run out of uses. If you receive healing that leaves you with more
than -10 hit points, you survive (or fall unconscious, as appropriate to your
new hit point total) when you stop using this ability. Otherwise, death
overtakes you when you run out of uses of your knight's challenge ability.
The Knight's Code: You fight not only to defeat your foes but to prove your
honor, demonstrate your fighting ability, and win renown across the land. The
stories that arise from your deeds are just as important to you as the deeds
themselves. A good knight hopes that her example encourages others to lead
righteous lives. A neutral knight wishes to uphold the cause of his liege (if
he has one) and win glory. An evil knight seeks to win acclaim across the land
and increase her own personal power.
The
knight's code focuses on fair play: A victory achieved through pure skill is
more difficult, and hence wins more glory, than one achieved through trickery or
guile.
If
you violate any part of this code, you lose one use of your knight's challenge
ability for the day. If your knight's challenge ability is not available when
you violate the code (for example, if you have exhausted your uses for the
day), you take a -2 penalty on attack rolls and saves for the rest of that day.
Your betrayal of your code of conduct undermines the foundation of confidence
and honor that drives you forward.
While
you cleave to your view of honor, chivalry, and pursuit of glory, you do not
force your views on others. You might chide a rogue for sneaking around a
battlefield, but you recognize (and perhaps even feel a bit smug about) the
reality that not everyone is fit to follow the knight's path.
Mounted Combat: At 2nd level, you gain
Mounted Combat as a bonus feat.
Shield Block (Ex): Starting at 2nd level, you excel in using your armor and
shield to frustrate your enemy's attacks. During your action, designate a single
opponent as the target of this ability. Your shield bonus to AC against that
foe increases by 1, as you move your shield to defl ect an incoming blow, possibly providing just enough
protection to turn a telling swing into a near miss.
This
shield bonus increases to +2 at 11th level and +3 at 20th level.
Bulwark of Defense (Ex): When you reach 3rd level, an opponent that begins its turn
in your threatened area treats all the squares that you threaten as difficult
terrain. Your strict vigilance and active defensive maneuvers force your
opponents to move with care.
Armor Mastery (Ex): Starting at 4th level, you are able to wear your armor like
a second skin and ignore the standard speed reduction for wearing medium armor.
Starting at 9th level, you ignore the speed reduction imposed by heavy armor as
well.
Bonus Feat: At 5th level, you gain a bonus feat chosen from the
following list: Animal Affinity, Diehard, Endurance, Great Fortitude, Iron
Will, Quick Draw, Ride-By Attack, Charismaed Charge,
Trample, or Weapon Focus (lance). You must still meet any prerequisites for the
feat. You gain an additional bonus feat from this list at 10th level and again
at 15th level.
Vigilant Defender (Ex): Starting at 5th level, you stand your ground against all
enemies, warding the spot where you make your stand to prevent foes from
slipping past and attacking those you protect. If an opponent attempts to use
the Tumble skill to move through your threatened area or your space without
provoking attacks of opportunity, the Tumble check DC to avoid your attacks of
opportunity increases by an amount equal to your class level.
Shield Ally (Ex): Starting at 6th level, as an immediate action you can opt
to absorb part of the damage dealt to an adjacent ally. Each time this ally
takes damage from a physical attack before your next turn, you can take half
this damage on yourself. The target takes the other half as normal. You can
only absorb damage from physical melee attacks and ranged attacks, such as an
incoming arrow or a blow from a sword, not from spells and other effects.
Improved Shield Ally (Ex): At 14th level, your ability to absorb damage increases.
Once per round you can absorb all the damage from a single attack directed
against an adjacent ally. In addition, you continue to absorb half the damage
from other physical attacks on an adjacent ally, if you so choose. You must
decide whether to use this ability after the attacker determines that an attack
has succeeded but before he rolls damage.
Impetuous Endurance (Ex): Starting at 17th level, your fighting charisma enables you
to push your body beyond the normal limits of endurance. You no longer
automatically fail a saving throw on a roll of 1. You might still fail the save
if your result fails to equal or beat the DC.
PLAYING A KNIGHT
As
a knight, you are driven to prove your abilities, showcase the code of chivalry
as a proper way to live, and defend your allies. You are impetuous and brave,
never backing down from a challenge. When you face a mighty foe, you take a moment
to call out a challenge to him, salute his fighting ability, or list his crimes
that you seek to avenge.
Other Classes
You
respect paladins for their skill in combat and devotion to a code of conduct,
although their path is somewhat different from your own. You see wizards,
sorcerers, clerics, and bards as useful allies who should stay back away from
combat; individual knights sometimes travel partnered with a member of one of
these classes. Most knights consider barbarians to be crazed lunatics who lack
the honor, self-control, and training to fight in a proper civilized manner,
yet a skilled barbarian can earn a knight's grudging respect through deeds in
battle. You have little regard for rogues, beguilers, or others who rely on
stealth or deceit. In general, you have no feeling one way or the other toward
druids, monks, and rangers. You distrust the duskblade's
mix of melee combat and spellcasting but can
empathize with the dragon shaman's devotion to his totem dragon, though you
might be wary of particular shamans (those devoted to chaotic dragons). In
general, you feel protective (but with a touch of condescension) toward
adventurers who cannot handle heavy armor and weapons.
Combat
You serve two basic roles in battle. You excel at dominating the field of battle, since your defensive abilities make it difficult for opponents to move past you and strike vulnerable members of your party. You believe that the best way to face an enemy is to challenge him to an honorable duel and kill him fair and square, claiming all the glory for yourself. When faced with multiple foes, you can strike fear into some and goad others into attacking you rather than your allies. You are the sorcerer's, wizard's, or bard's best friend. Your commanding presence draws attacks to you, while your hit points and heavy armor make you ideally suited to absorb blows. While you are engaging foes.