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Table 1: The Knight

Class Features:
Weapon and Armour Proficiency: A Knight is proficient with all simple and martial weapons, all armours, all
shields, and one exotic weapon (chosen at first level).
Knighthood: A Knight must not accept undue assistance from allies, even in combat. A Knight must refuse
bonuses from Aid Another actions in combat. A Knight must refrain from the use of poisons of any kind. A
Knight may not voluntarily change shape, whether he is impersonating a specific creature or not. A Knight may
not steal. A Knight may not attack a foe during any surprise round in combat. Beginning at 3rd level a Knight
gains a +2 circumstance bonus on all Charisma based skill checks. This bonus increases by +2 at level 7 and
every additional 4 levels thereafter. The Knight also gains half this bonus to his leadership score (+1 at 3rd
level and every 4 levels thereafter). If a Knight ever violates the code of Knighthood by performing one of the
above actions, he loses all uses of his Knight Challenge ability for the encounter(s) in which he violates the oath
and loses these skill and leadership bonuses for the duration of the transgression and 24 hours thereafter.
Knight's Challenge: A Knight can issue a challenge at foes during combat. The Knight begins play with 1 use of
his Knight's Challenge per encounter and gains additional uses as indicated on the above table, until 9th level
when the Knight gains the ability to use his Knight's Challenges at will. Using a Knight's Challenge is a swift
action unless otherwise indicated and lasts 3+Cha modifier rounds (or until the foe drops unconscious) unless
otherwise indicated. A Knight must have line of sight to a foe in order to issue a Knight's Challenge. The foe
Level BAB Fort Ref Will Class Features
1 +1 +2 +0 +2 Knighthood (Code), Knights Challenge
(1/Encounter), Knightly Proclamation
2 +2 +3 +0 +3 Knights Path (Shield Training)
3 +3 +3 +1 +3 Knighthood (+2), Knights Challenge (2/Encounter),
Loyalty (Fear)
4 +4 +4 +1 +4 Fighting Challenge, Armour Mastery
5 +5 +4 +1 +4 Knights Challenge (3/Encounter), Knights Path
(Special Mount), Bonds of Loyalty (Fear)
6 +6/+1 +5 +2 +5 Bulwark of Defence, Guardian of the Weak
7 +7/+2 +5 +2 +5 Knighthood (+4), Knights Challenge (4/Encounter),
Loyalty (Charm), Test of Mettle
8 +8/+3 +6 +2 +6 Knights Path (Shield Mastery)
9 +9/+4 +6 +3 +6 Knights Challenge (At-Will), Bonds of Loyalty
(Charm)
10 +10/+5 +7 +3 +7 Call to Battle, Impetuous Endurance, Defender of
the Weak
11 +11/+6/+1 +7 +3 +7 Knighthood (+6), Knights Path (Improved Mount),
Loyalty (Compulsion)
12 +12/+7/+2 +8 +4 +8 Daunting Presence
13 +13/+8/+3 +8 +4 +8 Bonds of Loyalty (Compulsion), Impetuous
Combatant
14 +14/+9/+4 +9 +4 +9 Knights Path (Shielded Combatant), Protector of
the Weak
15 +15/+10/+5 +9 +5 +9 Knighthood (+8), Loyalty (Mind-Affecting)
16 +16/+11/+6/+1 +10 +5 +10 Loyal Beyond Death
17 +17/+12/+7/+2 +10 +5 +10 Knights Path (Mounted Master), Bonds of Loyalty
(Mind-Affecting)
18 +18/+13/+8/+3 +11 +6 +11 Saviour of the Weak
19 +19/+14/+9/+4 +11 +6 +11 Knighthood (+10), Knight Lord
20 +20/+15/+10/+5 +12 +6 +12 Master of the Knights Path, Legendary Knight
must have a challenge rating of at least one half of the Knight's character level (rounded up) in order for the
Knight's Challenge to be effective. A Knight's Challenge is effective against any foe with an Intelligence score.
Uses of the Knight's Challenge are indicated below.
Knightly Proclamation (Ex): [Knight's Challenge] A Proclamation may be used against only one foe at a time. A
Knight gains a +1 bonus on saving throws against the target of the Knight's Knightly Proclamation. This bonus
increases to +2 at knight level 8 and every 4 levels thereafter to a maximum of +5 at level 20.
Knight's Path (Ex): Beginning at second level, the Knight begins to follow the true path of the warrior. Studying
the arts of shielded combat and mounted combat yields many results to the Knight over the course of his
career.

At second level, A Knight excels with the use of a shield. He gains the Shield Ward feat as a bonus feat.
At 5th level, studying mounted combat yields many results. The Knight gains the service of a special
Knight Mount (see below) along with the benefits of the Mounted Combat and Mounted Mobility feats.
Upon reaching 8th level, a Knight has mastered the use of his shield. He now adds his shield bonus to
his reflex saves. In addition, a Knight gains DR/- while he wields a shield. The DR gained is equal to bonus
provided to his Armour Class by his shield. This DR stacks with DR from another source. At 11th level and
every three levels afterwards, the DR increases by 2 (to a maximum at level 20).
When a Knight reaches level 11, his training with his mount reaches a pinnacle. The Knight's mount
gains a 20' circumstance bonus to its move speed. The Mount also becomes immune to fatigue, and the Knight
establishes a Mind Link with his mount. (The Mind Link is a supernatural ability).
By 14th level, a Knight is a master of combat, able to deftly fight with both his weapon and shield. A
Knight's shield bash damage increases by 1 step. In addition, a Knight may fight as if possessed the Two
Weapon Fighting feat tree if he fights with a shield in his off-hand. A Knight takes only a -2 penalty on attack
rolls, regardless of if the shield is a light or heavy shield.
At 17th level, the Knight has mastered all manner of mounted combat. As long as his mount does not
exceed its speed, he may take a full attack action at any point(s) during the mount's move. This ability is similar
in effect to the Spring Attack feat tree, but functions only while mounted. Furthermore, a Knight no longer
provokes Attacks of Opportunities for movement while mounted.
Loyalty (Ex): A Knight is so loyal to his cause (whether it be a purpose, lord, or law) that it alters his very being.
He gains immunity to fear at level 3. At level 7, the Knight gains immunity to charm effects. At level 11, the
immunity extends to all compulsion based effects. Finally, at 15th level, the Knight is so loyal that he is
immune to any mind-affecting effect. The Knight may willingly choose to be affected by a mind-affecting
ability/effect at the time it is used on him, although once that choice is made, it cannot be altered (thus he
may be affected by the morale bonuses of a bard, for example).
Fighting Challenge (Ex): [Knight's Challenge] This challenge may be issued against only one foe at a time. All
attacks made against the target of the Knight's Fighting Challenge are smite attacks. They get + Cha to attack
and + Knight level to damage.
Armour Mastery (Ex): A Knight's movement speed is no longer hindered by any armour he wears.
Furthermore, a Knight reduces the ACP on Balance, Climb, Jump, and Swim by his Strength modifier (maximum
reduction = Knight level).
Bonds of Loyalty (Su): [Knight's Challenge] The Knight may use his Knight's Challenge to grant a single ally
within 100' his Loyalty of the level indicated on the table. Thus at level 5, he may share his Loyalty (fear) aura
only. This ability lasts for only 1 round.
Bulwark of Defence (Ex): As long as he is conscious, any movement through a Knight's threatened area
provokes an Attack of Opportunity including withdrawing and 5-foot steps. When this ability interacts with the
Knight's Path (Mounted Master) ability, the ability belonging to the highest level Knight takes precedence.
Guardian of the Weak (Ex): A Knight may, once per round, after an adjacent ally has been struck, but before
damage is rolled, choose to absorb 1/2 of the damage that would be dealt to the ally (rounded up).
Test of Mettle (Ex): [Knight's Challenge] All enemies within 100' of the Knight with LoS to the Knight must
make a will save (DC 10 + Knight level + Cha) or be forced to attack the Knight over all others. All attacks/spells
must be targeted at the Knight or centred on the Knight. For the purpose of this ability, any action that would
end an invisibility spell is considered an attack.
Call to Battle (Ex): [Knight's Challenge] The Knight grants an ally a second save against an ongoing effect (such
as fear, petrifaction, domination, etc).
Impetuous Endurance (Ex): A Knight's fighting spirit enables him to push his body beyond the normal limits of
endurance. He no longer automatically fails a saving throw on a roll of 1.
Defender of the Weak (Ex): All allies in a Knight's threaten range gain the benefits of cover (+4 AC, +2 reflex
saves)
Daunting Presence (Ex): A Knight gains Frightful Presence (as a true dragon's ability). This is not a fear effect.
This is not a mind-affecting effect. A Knight is immune to the Daunting Presence of another Knight of his Knight
level or lower.
Impetuous Combatant (Ex): A Knight's fighting spirit enables him to push his body beyond the normal limits of
combat prowess. He no longer automatically fails an attack roll on a roll of 1.
Protector of the Weak (Ex): A Knight may, once per round, after an adjacent ally has been struck, but before
damage is rolled, choose to absorb the damage that would be dealt to the ally. This is in addition to the
Guardian of the Weak's ability.
Loyal Beyond Death (Su): Once per encounter, when an effect would reduce the Knight to 0 Hit points or
below, he may continue to function. His loyalty to the cause, even beyond death keeps him fighting this battle.
This ability is similar to Deathless Frenzy, except the Knight is in complete control, unlike in a frenzy. This ability
occurs automatically and lasts for 3 + Cha rounds, after which, if a Knight has not been healed, he may still die.
Saviour of the Weak (Su): As a free action, during his round, a Knight may designate any number of allies in his
threaten range as targets of this ability. The Knight automatically absorbs 1/2 of the damage dealt to any of
the targets, so long as they remain within his threaten range. This effect is similar to a Shield Other spell,
except the damage remains the same as with the initial attack. (For instance, if it was a fire spell, it will be fire
damage and the Knight's resistances, if any will apply. If it came from a weapon, the Knight's DR will apply)
Knight Lord (Ex): A Knight's fame and force of personality are so strong, they even influence his combat
prowess. A Knight adds his Charisma modifier as an insight bonus to attack rolls, damage rolls and his Armour
Class.
Master of the Knight's Path (Ex): A Knight has mastered shield combat and mounted combat. He may use his
Knight's Path (Mounted Master) ability in combination with a charge, assuming his targets are all in a straight
line (or all his attacks are against a single foe). This allows effects like Spirited Charge to function with the
ability. Furthermore, a Knight blocks LoE from any foe outside his threat range to any ally within his threat
range as long as he wields a shield. This LoE block works to hinder foes only. An ally does not have LoE blocked
for its abilities.
Legendary Knight (Su): Legendary Knights fight entire armies by themselves. A Legendary Knight walks into
battle tired and beaten, but leaves refreshed and reborn, after defeating worthy foes. When in combat with a
foe whose CR is equal to 1/2 the Knight's level (rounded down) or greater, a Legendary Knight gains certain
abilities. He gains Fast Healing equal to his Charisma Modifier. He also becomes immune to death effects,
necromancy spells, and ability damage and drain. Furthermore, he may automatically resist combat
manoeuvres made against him if he so desires (grapples, bull rushes, trips, etc).
Knightly Mount
A Knight's first mount is always a Heavy Warhorse (or a Warpony for a Small Knight).
Table 2: The Knightly Mount
Level Bonus HD Natural Armour Str/Con Special
5-6 +2 +2 +1 Evasion
7-9 +4 +4 +2 Share Saving Throws
10-12 +6 +6 +3 Share Loyalty
13-15 +8 +8 +4 Improved Speed
16-18 +10 +10 +5 Improved Evasion
19-20 +12 +12 +6 Legendary Mount

Evasion: As the ability. See the Rogue class.
Share Saving Throws: A Knight's Mount uses its own base saving throw or the Knight's, whichever is better.
Share Loyalty: A Knight's Mount shares the Loyalty class feature of its Knight as long as the Knight is riding it.
Improved Speed: The Mount's speed increases by 10 feet.
Improved Evasion: As the ability.
Legendary Mount: As long as the Knight is riding it, the Mount is immune to death effects, necromancy spells,
and ability damage and drain. Also, as long as the Knight is conscious and and riding it, the mount is under the
effect of a continual Delay Death effect.
A Knight gains access to advanced mounts at the same rate as a Paladin (DMG 204).

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