Knight

The Knight is a frontline fighter who relies on his honor to protect his allies and quickly dispatch foes who come too close.

Hit Die: D12

Alignment: Any Lawful

Skill Points: 4+Int (x4 at first level)

Skills: Climb, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge: Nobility and Royalty, Ride, Sense Motive, Swim, Tumble

Weapons and Armor: All Simple and Martial weapons. All Shields. Light, Medium, and Heavy Armor.
 * Knight's Code: All Knights have a code of honor that they must keep, though they differ from knight to knight. At first level a Knight must take Morals equalling at least 1 Moral Point, though they may accumulate bonuses if they take more. A Knight may not change their Morals after level 1.


 * Knight of Justice (LG)
 * No Flanking- 1
 * No Bluffing- 1
 * No Tripping- 1
 * No Stealing-1
 * No Attacking a Flat-Footed Enemy- 2
 * No Hurting a Helpless Creature- 2
 * No Killing Out Of Combat- 2
 * No Killing, Period- 3

If a Knight takes at least 5 Moral Points worth of Morals, they may substitute their Charisma Modifier for           their Strength Modifier in all Attack and Damage Rolls. If a Knight takes at least 10 Moral Points, They               may substitute their Charisma Modifier for their Dexterity Modifier in AC, in Initiative rolls, and for Combat          Reflexes.
 * Knight of Spectacle (CG)
 * No Grappling-1
 * No Binding- 1
 * No Attacking an Enemy Who Can't be Seen By Others- 1
 * No Attacking Weak Creatures First- 1
 * No Cover- 2
 * No Hurting a Helpless Creature- 2
 * No Killing out of Combat- 2
 * No Killing, Period- 3


 * Knight's Challenge: A Knight may use their Knight's Challenge based abilities a number of times per day equal to their Knight level + Charisma Modifier.
 * Duel Challenge: At 1st level, as a swift action, a Knight May spend 1 Challenge point to challenge a specified opponent of CR greater than or equal to the user’s level minus 2. An affected creature must make a will save of (10 + Class Level + Charisma Modifier) or be forced to target the user. This effect lasts until either the user or the affected creature drops to 0 hit points or lower or until the affected creature takes damage from a source other than from the user. Whether or not the creature makes the will save, the Knight gains a +2 morale bonus to Attack and Damage rolls toward the target, as well as +2 morale bonus to will saves and AC against the target. At 6th level, these bonuses increase to a +4.
 * Honorable Title: Along the Knight's journey they pick up various titles, which grant them the respect of civilians.
 * Squire: At 1st level, a Knight gains an untyped +1 bonus on Diplomacy Checks on people within one step of their moral (Good, Neutral, Evil) axis. A neutral Knight must choose either Good or Evil for this effect.
 * Knight: At 4th level, the diplomacy bonus increases to a +2. Additionally, when successful on a diplomacy check boosted in this manner, the attitude of the target increases by an extra step.
 * Veteran: At 7th level, the diplomacy bonus increases to +3.
 * War Hero: At 10th level, the diplomacy bonus increases to +4. Additionally, when successful on a diplomacy check boosted in this manner, the attitude of the target increases by an two extra steps.
 * Knight's Mount:
 * Mounted Combat: At 2nd level, a Knight gains Mounted Combat as a bonus feat.
 * Bulwark of Defense: At 3rd level, an opponent that begins its turn in your threatened area treats all the squares you threaten as difficult terrain.
 * Medium Armor Mastery: At 4th level, a Knight may ignore movement penalties from wearing Medium Armor (though being at a medium carry load still affects movement).
 * Gauntlet Challenge: At 4th level, as a swift action, a Knight can spend 1 Challenge Points to force a will save, on all opponents with CR of greater than or equal to your ECL minus 2 within 100ft, of 10+½ Class level+Charisma Modifier. All creatures who fail the save must target you over other available targets. This effect lasts 5 rounds+Charisma Modifier or until the affected creature is damaged by a source other than the user. The user gains 1 AC per creature affected in this way for the duration of the effect, up to a maximum of 10. At 10th level, this ability is improved and prevents the user from being flanked while this ability is active.
 * Vigilant Defender: At 5th level, the tumble check to move past or through your tile without provoking an attack of opportunity increases by your class level.
 * Shield Ally: At 6th level, you may opt to absorb part of the damage of an incoming attack on an adjacent ally. The target of the attack receives half of the damage of the attack. When your turn comes around, you take the other half of the damage from the attack.
 * Combat Expertise: At 6th level, a Knight gains Combat expertise as a bonus feat.
 * Call to Battle: At 7th level, you may expend a use of Knight's Challenge, as a swift action, to grant an ally another will save against a single effect.
 * Infuriating Quip: At 8th level, as a swift action, a Knight may expend a use of Knight's Challenge to force a will save on a target of (10 + class level + Charisma Modifier). If the target fails the save, it becomes infuriated with the knight and takes a -4 to Attack rolls, but a +2 on damage rolls. This effect last until the Knight is unconscious or 24 hours has passed.
 * Strongarm: At 8th level, you may add your Strength modifier to Intimidate and Diplomacy checks and your Charisma Modifier to attack and damage rolls (in addition to strength).
 * Heavy Armor Mastery: At 9th level, a Knight may ignore movement penalties from wearing Heavy Armor, or from medium carry load (though being at a heavy carry load still affects movement).
 * Landlord: At 10th level, a Knight gains Landlord as a bonus feat (you gain 50,000gp to build a castle).