Knight

"Do you hear me you big lizard? You unhand that young man this instant!"

Have you ever been totally called out in a situation, and you just couldn't resist responding? Knights can do that to people, but failure to respond to a knight's challenge is quite lethal.

A knight might have their challenge ability disrupted on a regular basis, and that's okay. What's important to the knight is that the opponent is spending time attacking a heavily fortified target with minimal effect instead of some easier to damage party member who would just die from weakness.

  • HD: 1d12+ConMod (12+ConMod at 1st level)
  • BAB: Full
  • Saves: Good Will, Poor Fortitude and Reflex
  • Skill Points: 5/level (20 at 1st level)
  • Starting Equipment:
    • One-handed martial weapon and metal shield
    • Chain Shirt
    • Simple or martial light weapon
  • Weapons And Armor Proficiency: Simple and Martial weapons, Light, Medium and Heavy armor, Shields, and Bulwarks.
Lvl BAB Fort Reflex Will Abilities
1st +1 +0 +0 +2 Designate Opponent, Knightly Training, Code of Conduct
2nd +2 +0 +0 +3 Damage Reduction
3rd +3 +1 +1 +3 Energy Resistance, Speak to Animals

Designate Opponent (Ex): As a Swift Action, a knight may mark an opponent as their primary foe. This foe must be within Medium range, they must be able to hear the knight's challenge (though you don't need to share a language with the target), and the target must not currently be the subject of another knight's challenge. If the target creature inflicts any damage on the knight before the knight's next turn, the attempt fails. Otherwise, the knight's attack on their turn gains a bonus 1d6 damage per knight level. This effect only applies to the knight's normal attack, not bonus attacks such as from Haste or Attacks of Opportunity.

Knightly Training: A knight gains either Cleave or Mounted Combat as a bonus feat at 1st level.

Code of Conduct: A knight must fight with honor even when her opponents do not. Indeed, a knight subscribes to honor to a degree far more than that which is strictly considered necessary by other honorable characters. Actions which even hint at the appearance of impropriety are anathema to the knight:

  • A Knight must not accept undue assistance from allies, even in combat. A Knight must refuse bonuses from Aid Another actions.
  • A Knight must refrain from the use poisons of any kind, even normally acceptable poisons such as blade toxins.
  • A Knight may not voluntarily change shape, whether she is impersonating a specific creature or not.
  • A Knight may not sell magic items.

A Knight who fails to abide by her code of conduct loses the ability to use any of her Knightly abilities which require actions until she atones. (See Fighting With Honor in the Society chapter for more about codes of honor in Tome.)

Damage Reduction (Ex): A Knight trains to suffer the unbearable with chivalry and grace. At 2nd level, she gains Damage Reduction 1/-.

Energy Resistance (Ex): A 3rd level knight can protect herself from energy types she's expecting. As a Swift Action, the knight may grant herself Energy Resistance against any energy type she chooses equal to her Knight Level plus her Shield Bonus. This energy resistance lasts until she spends a Swift Action to choose another Energy type or her Shield bonus is reduced.

Speak to Animals (Ex): A 3rd level knight can make herself understood by beasts. Her steed always seems to be able to catch the thrust of anything she says. She gains a +3 bonus to any of her Ride and Handle Animal checks, and there is no limit to how many tricks she can teach a creature. Her Handle Animal checks are not penalized for attempting to get a creature to perform a trick it does not know.

results matching ""

    No results matching ""