Knight
This class is available as Open Game Content.
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Description:
There is perhaps no hero more famous than the knight. Though many try, few actually join the knighthood. To become a knight, one must swear loyalty to the king (or equivalent ruler). Usually one must prove his worth by completing a quest or performing a great deed before he can be knighted. Knights must protect the people of kingdom and uphold its laws. A knight cannot refuse service to a statesman unless it goes against the law of the king, or the knight is currently on a more important quest. Knights that are stripped of their knighthood lose all of their special abilities until they redeem themselves. However, fallen knights often become black knights.

Requirements:
Alignment: Must be Lawful Good or Lawful Neutral
Feats: Mounted Combat, Ride-By Attack, Spirited Charge
Skills: Diplomacy 4 ranks, Knowledge (nobility and royalty) 4 ranks, Ride 8 ranks
Base Attack +5

Hit Die: 1d10
Skill Points: 2 + Int Modifier
Class Skills:
Climb (Str), Craft (Int), Diplomacy (Cha), Jump (Str), Handle Animal (Cha), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex)

Level
Attack
Fort
Reflex
Will
Special
1
+1
+2
+0
+0
Improved Mount (1 extra trick), Horsemanship (+1), Bravery (+1), Call of the Paladin
2
+2
+3
+0
+0
Improved Mount (1 extra trick, +1 hit die), Burden of Armor, Improved Fast Mount
3
+3
+3
+1
+1
Improved Mount (2 extra tricks, +1 hit die), Horsemanship (+2), Bravery (+2)
4
+4
+4
+1
+1
Improved Mount (2 extra tricks, +2 hit die), Leadership
5
+5
+4
+1
+1
Improved Mount (3 extra tricks, +2 hit die), Horsemanship (+3), Bravery (+3)
6
+6
+5
+2
+2
Improved Mount (3 extra tricks, +3 hit die), Inspire Allies
7
+7
+5
+2
+2
Improved Mount (4 extra tricks, +3 hit die), Horsemanship (+4), Bravery (+4)
8
+8
+6
+2
+2
Improved Mount (4 extra tricks, +4 hit die), Lance Master
9
+9
+6
+3
+3
Improved Mount (5 extra tricks, +4 hit die), Horsemanship (+5), Bravery (+5)
10
+10
+7
+3
+3
Improved Mount (5 extra tricks, +5 hit die), Mow down the Line

Class Features:
Weapon and Armor Proficiency: simple weapons, martial weapons, light armor, medium armor, heavy armor, shields, tower shields

Improved Mount (EX) - A mount that spends time training with the knight becomes bonded to him. A knight can only have one improved mount at a time. Improved mounts should not be confused with a paladin's special mount, the two are different and separate creatures. Only an animal large enough to carry the knight can become his improved mount (magical beasts, dragons, and other creature types cannot become improved mounts). The animal, usually a horse, must spend one week with the knight, both doing nothing but training. An improved mount gains the listed extra tricks and bonus hit die. Note that extra hit die also increase the animal's base attack bonus and saving throws. As the knight gains levels, the improved mount gains these benefits automatically. Only new mounts need to be trained to gain the benefits.

Horsemanship (EX) - The knight gains the listed bonus to his Ride checks.

Bravery (EX) - The knight gains the listed bonus to saving throws against fear.

Call of the Paladin - The multi-classing restrictions placed on paladins does not apply to the knight. A paladin who gains knight levels may continue to gain paladin levels. In addition, the knight's level stacks with the paladin’s level to determine the abilities of the paladin’s special mount.

Burden of Armor (EX) - While wearing armor, the knight's Maximum Dexterity bonus improves by +1, and the knight's armor check penalty is reduced by 1. This ability applies only to armor, not to shields.

Improved Fast Mount (EX) - The knight can mount his steed as a free action. The knight no longer needs to use the Ride skill to attempt a fast mount and can do so even if he can’t perform a move action (see the Ride skill, page 80 core rulebook I). This ability has no effect on a fast dismount.

Leadership - The knight gains the leadership feat. Typically, a knight will take a squire as his cohort. Squires are usually fighters attempting to become knights themselves.

Inspire Allies (EX) - Once per day, as a standard action, the knight can inspire courage in his allies (and himself). The knight and all allies within 30 feet receive a +4 morale bonus to saving throws against charm and fear effects and a +2 morale bonus to attack and weapon damage rolls. To be affected, an ally must be able to see or hear the knight. The effect lasts one round per class level, even if the knight is killed during this time.

Lance Master - The knight gains a feat of his choice that will give him greater mastery of the lance. The knight need not be a fighter of the appropriate level, but all other requirements must be met. The feat must be chosen from the following list: Weapon Focus (any lance), Weapon Specialization (any lance), Improved Critical (any lance), Greater Weapon Focus (any lance), Greater Weapon Specialization (any lance). Additionally, the knight can select these feats with the feats that he gains normally every three levels (again, the knight need not be a fighter of the appropriate level).

Mow down the Line (EX) - As a full-round action, a mounted knight can move a distance up to his mount's speed and can use his full iterative of attacks against opponents as he moves. Each attack must be against a different opponent and any extra attacks left over are lost. The knight must move in a straight line and cannot cleave while performing this maneuver. Moving in this way provokes attacks of opportunity.