Knight

Table: Knight
Level BAB Fort Ref Will Special Mana Points
1st +1 +2 +0 +2 Sentinel, Gallantry, Knight’s Code 1 Points
2nd +2 +3 +0 +3 Active Defense, Champion Powers 1 Points
3rd +3 +3 +1 +3 Bulwark of Defense 2 Points
4th +4 +4 +1 +4 Champion Powers 2 Points
5th +5 +4 +1 +4 Vigilant Defender 3 Points
6th +6 +5 +2 +5 Champion Powers 3 Points
7th +7 +5 +2 +5 Hold the Line 4 Points
8th +8 +6 +2 +6 Champion Powers 4 Points
9th +9 +6 +3 +6 Armor Mastery 5 Points
10th +10 +7 +3 +7 Champion Powers 5 Points
11th +11 +7 +3 +7 Stalwart, Active Defense 6 Points
12th +12 +8 +4 +8 Champion Powers 6 Points
13th +13 +8 +4 +8 Armor Mastery 7 Points
14th +14 +9 +4 +9 Champion Powers 7 Points
15th +15 +9 +5 +9 Intervene, Vigilant Defender 8 Points
16th +16 +10 +5 +10 Champion Powers 8 Points
17th +17 +10 +5 +10 Hold the Line, Armor Mastery 9 Points
18th +18 +11 +6 +11 Champion Powers 9 Points
19th +19 +11 +6 +11 Impetuous Endurance 10 Points
20th +20 +12 +6 +12 True Champion, Champion Powers 10 Points

Alignment: Any lawful

Hit Die: d12

Class Skills: The knight’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (dance) (Cha), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

All of the following are Class Features of the knight class. A character must sleep to regain uses of any ability limited in uses per day.

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

Spellcasting: A knight is capable of tapping their mana to learn and cast spells. Like other spellcasters, a knight gains additional Mana Points as they level that may be allocated to any Pool the knight has access to (see Mana Pools for more information).

Knight’s Code: The knight fights not only to defeat his foes but to prove his honor, demonstrate his fighting ability, and win renown across the land. The stories that arise from his deeds are just as important to him as the deeds themselves. A good knight hopes that his 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 his 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.

  • A knight does not gain a bonus on attack rolls when flanking. You still confer the benefit of a flanking position to your ally, but you forgo your own +2 bonus on attack rolls. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
  • A knight never takes hostile action against an opponent during a surprise round in which that opponent isn’t acting. Instead, he allows his foe to ready himself before attacking.
  • A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that deal nonlethal damage.

If a knight violates any part of this code, he loses one champion point for the day. If the knight has not yet obtained champion points or has none remaining when he violates the code, he takes a –2 penalty on attack rolls and saves for the rest of that day. This penalty stacks with itself should the knight continue to violate his code while out of champion points for the day. His betrayal of his code of conduct undermines the foundation of confidence and honor that drives him forward.

While the knight cleaves to his view of honor, chivalry, and pursuit of glory, he does not force his views on others. The knight might chide a rogue for sneaking around a battlefield, but he recognizes (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight’s path.

Sentinel (Ex): A knight’s dauntless fighting spirit plays a major role in his fighting style, as important as the strength of his arm or the sharpness of his blade. In battle, he uses the force of his personality to taunt his enemies and draw their focus.

Every time the knight attacks an enemy, whether the attack hits or misses, he can choose to mark that target. The mark lasts until the end of his next turn. While a target is marked it takes a -2 penalty on attack rolls for any attack that doesn’t include the knight as a target. A creature can only be subject to one mark at a time. A new mark supersedes a mark that was already in place. Any time a marked creature that is adjacent to the knight makes an attack that does not include him, he can make a single melee attack against that enemy as an immediate action.

Gallantry (Ex): The knight has been subject to enough courtly intrigue to learn some tips. If he has ranks in Diplomacy, Knowledge (Nobility), Sense Motive or Perform (Dance) he receives a bonus on the check equal to 1/4 his knight level (minimum +1). This bonus doubles if it’s made in his home court or is in relation to his sovereign.

Champion Powers: Starting at 2nd level, the knight gains a champion power. He gains another power for every two levels of knight attained after 2nd level. Some of these powers are passive, some require the knight to take an action first, and some require that the knight uses a champion point to activate them. A knight has a daily reserve of champion points equal to 1/2 his class level + a chosen mental modifier (minimum once per day). Once this mental modifier is chosen, it cannot be changed. Unless otherwise noted, a knight cannot select an individual power more than once.

Fighting Challenge (Ex): As a swift action, a knight can expend a champion point to issue a challenge against a single opponent within line of sight. The knight gains a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. If the target has a CR greater than or equal to his character level minus 2 this bonus increases by +1. This additional bonus increases by +1 at 6th, 11th, and 16th level. The challenge remains in effect until the target is dead or unconscious or until the combat ends. A knight may only have one fighting challenge active at a time.

Test of Mettle (Ex): As a swift action, a knight can expend a champion point to challenge the mightiest of his enemies to face him in combat. All enemies within 50 feet that can hear and see the knight and have a CR greater than or equal to his character level minus 2 must make a Will save (DC 10+1/2 his class level+his chosen mental modifier). Creatures that fail this save are forced to attack the knight 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 the knight with the attack or include the knight in the effect’s area. This ability lasts for 1 round plus the knight’s chosen mental modifier.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack the knight in melee if doing so would provoke attacks of opportunity against him or if the opponent cannot otherwise reach the knight. In such a case, he can use ranged attacks against the knight or attack any opponents he threatens as normal. If anyone other than the knight attacks the target, the effect of the test of mettle ends for that specific target.

If the knight is reduced to 0 or fewer hit points by an opponent forced to attack him due to this ability, he gains one additional champion point for that day. This additional use comes from increased confidence and the knowledge that he has proved his mettle as a knight against his enemies by calling out foes even against overwhelming odds. This additional use disappears if he has not used it by the start of the next day. A knight can only gain one additional champion point per use of this ability.

Bond of Loyalty (Su): As a free action, a knight can expend one champion point to make an additional saving throw against a mind-affecting spell or ability. He can use this ability once per round and can continue to use it even if an opponent is controlling his actions with a mind-affecting spell or ability.

Call to Battle (Su): As a free action a knight can expend one champion point to grant an ally within that can hear and see the knight another save against a fear effect. The target gains a bonus on this save equal to the knight’s chosen mental modifier. If the target succeeds on this save, he gains the benefit of a successful save against the attack or spell. This ability may only be used once per round. A knight must be 8th level to select this ability

Daunting Challenge (Ex): As a swift action, a knight can expend a champion point to strike fear into the weak-willed of his enemies, allowing him to focus on opponents that are worthy foes. All enemies within 50 feet that can hear and see the knight and have a CR less than his character level minus 2 must make a Will save (DC 10+1/2 his class level+his chosen mental modifier). Creatures that fail this save are frightened. A creature may only be targeted by this ability once per combat. This ability lasts for 1 round plus the knight’s chosen mental modifier (minimum 1 round). A knight must be 10th level to take this power.

Booming Voice (Ex): The areas of all the knight’s champion powers are doubled and the save DC for the test of mettle and daunting challenge champion powers increases by +2. The knight must be 10th level to take this power.

Imposing Presence (Ex): Any target within 10 feet of the knight takes a -2 penalty on their saves against the test of mettle and daunting challenge champion powers. The knight must be 10th level to take this power.

Loyal Beyond Death (Ex): If a knight is reduced to 0 or fewer hit points by an effect that otherwise leaves his body intact, he can expend one champion point to remain conscious and continue to act for 1 more round before dying. The knight can use this ability even if his hit point total is below the point he would die. If he is affected by something that would destroy a creature upon death before his next action (such as by disintegrate) then his body is destroyed and he dies. The knight can continue to expend champion points to survive from round to round until he runs out of points. A knight must be 18th level to select this ability.

Last Stand (Ex): If a knight fails a save against any effect that would instantly slay him (such as a death effect) he may expend a champion point to instead be reduced to 1 hit point. A knight must be 18th level to select this ability.

Distracting Strike (Ex): If the knight hits a foe with an attack granted by his Sentinel class ability with a weapon other than his shield, he may make a free combat maneuver check against the target with a +2 bonus so long as no other combat maneuver was made with the knight’s attack. If successful, the target suffers a -2 penalty on its attack rolls until the beginning of the opponent’s next turn. A knight must be 4th level to select this power.

Greater Distracting Strike (Ex): If the knight hits a foe with an attack granted by his sentinel class ability with a weapon other than his shield, he may expend a champion point to make a free combat maneuver check against the target with a +4 bonus so long as no other combat maneuver was made with the knight’s attack. If successful, the target suffers a -4 penalty on its attack rolls and a -2 penalty to its AC until the beginning of opponent’s next turn. This power cannot be used at the same time as the distracting strike champion power. A knight must have the distracting strike champion power to select this power. A knight must be 12th level to select this power.

Loyal Companion: The knight gains the ability to form a close bond with an animal companion. This animal is a loyal companion that accompanies the knight on his adventures as appropriate for its kind. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the knight’s effective druid level is equal to his knight level –3. A knight must be 4th level to select this power.

Shield Push (Ex): If the knight hits a foe with an attack granted by his sentinel class ability using his shield, he may initiate a free bull rush maneuver against the target with a +2 bonus so long as no other combat maneuver was made with the knight’s attack. If the attack is successful the target is pushed back 5 feet. This action does not provoke an attack of opportunity from that opponent and you can’t follow the opponent if you push it back. A knight must be 8th level to select this power.

Greater Shield Push (Ex): If the knight hits a foe with an attack granted by his Sentinel class ability using his shield, he may expend a champion point to initiate a free bull rush maneuver against the target with a +4 bonus so long as no other combat maneuver was made with the knight’s attack. If the attack is successful, the target is pushed to the normal extent allowed by the bull rush combat maneuver except the knight needs not follow the target to continue pushing them. This action does not provoke an attack of opportunity from that opponent. This power cannot be used at the same time as the shield push champion power. A knight must have the shield push champion power to select this power. A knight must be 16th level to select this power.

Sentinel’s Sacrifice (Ex): If the knight hits a foe with an attack granted by his Sentinel class ability, the knight can opt to place a Shield Other effect (caster level equal to the knight’s level) on the ally that was attacked so long as no combat maneuver was made with the knight’s attack. This effect lasts until the start of the knight’s next turn. The knight must be 14th level to select this power.

Stand Still (Ex): The knight gains the feat Stand Still as a bonus feat.

Magical Fortitude (Ex): The knight may expend a champion point as a swift action to gain a +2 bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the knight has attained. This ability lasts for a number of rounds equal to 5 plus the knight’s chosen mental modifier. While this ability is active, the knight cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. This ability may be ended early as a swift action.

Disruptive: The knight gains Disruptive as a bonus feat while under the effects of the magical fortitude champion power. The knight must have the magical fortitude champion power to select this power. The knight must be 8th level to select this power.

Spellbreaker: The knight gains Spellbreaker as a bonus feat while under the effects of the magical fortitude champion power. The knight must have the Disruptive champion power to select this power. The knight must be 12th level to select this power.

Weapon Training: The knight gains the benefit of the Weapon Focus feat with shields and with a single one-handed weapon (chosen upon taking this power) so long as the knight is wielding a shield and the chosen one-handed weapon.

Greater Weapon Training: The knight gains the benefit of Weapon Specialization with shields and with the one-handed weapon he chose when he took the Weapon Training champion power so long as the knight is wielding a shield and the chosen one-handed weapon. The knight must have the Weapon Training champion power to select this power. The knight must be 6th level to select this power.

Sword and Board: When a knight makes a full-attack action, he may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does. A knight does not lose his shield’s bonus to AC when using it to attack in such a fashion or otherwise making a shield bash attack.

Active Defense (Ex): Starting at 2nd level, the knight gain a +1 dodge bonus to AC when wielding a shield and armor. This bonus increases by +1 for every four levels beyond 2nd. This bonus increases by +1 in any round he fights defensively, uses Combat Expertise, or uses the total defense action. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn.

At 11th level the bonus while fighting defensively, using Combat Expertise, or uses the total defense action increases by an additional +1 and sharing this bonus becomes a free action.

Bulwark of Defense (Ex): When you reach 3rd level, opponents that begin their turn in your threatened area treat all the squares that you threaten as difficult terrain.

Vigilant Defender (Ex): Starting at 5th level, the knight stands his ground against all enemies, warding the spot where he makes his stand to prevent foes from slipping past and attacking those he protects. The knight may add his class level to the DC of Acrobatics checks to get around him without provoking an attack of opportunity.

At 15th level this also applies to the DC of Acrobatic checks to move through the knight’s square.

Hold the Line: Starting at 7th level, the knight’s Sentinel class ability may be used twice per round. The first use of the ability in a round requires an immediate action to use and the second use is a free action. The knight may only make one attack in such a manner against a single enemy in any given round.

At 17th level, the attack granted by the knight’s Sentinel class ability no longer requires an immediate action to use though the knight may only make one attack in such a manner per enemy per round.

Armor Mastery (Ex): Starting at 9th level, you learn to be more maneuverable while wearing armor. While you are wearing armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (13th and 17th), these bonuses increase by +1 each time, to a maximum of -3 reduction of the armor check penalty and a +3 increase of the maximum Dexterity bonus allowed.

Stalwart (Ex): At 11th level, a knight can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless knight does not gain the benefit of the stalwart ability.

Intervene (Ex): At 15th level, the knight can move to intercept foes. As an immediate action, he can move up to his speed and make a single melee attack. This movement provokes attacks of opportunity as normal. The knight must end his movement adjacent to an enemy. On his next turn, the knight is staggered and cannot use this ability again for 1 round.

Impetuous Endurance (Ex): Starting at 19th level, the knight’s fighting spirit enables him to push his body beyond the normal limits of endurance. The knight no longer automatically fails a Fortitude or Will saving throw on a roll of 1, though he might still fail the save if his result fails to equal or beat the DC.

True Champion (Ex): At 20th level, a knight becomes a true champion. The knight increases his daily reserve of champion points to be equal to his class level plus his chosen mental modifier (minimum once per day). Additional, whenever the knight readies an action to make a melee attack against a creature that is not yet adjacent to him or uses his intervene ability, the attack deals double the normal amount of damage (or triple the damage if using a brace weapon against a charge). In addition, if the knight hits with the attack, they may expend a champion point to stun the target for 1 round. A successful Will save (DC = 10+the knight’s class level+the knight’s chosen mental modifier) reduces this to being staggered for 1 round.

Knight

Skies of Glass Planeswalker Planeswalker