The knight is a warrior aristocrat, skilled in war and steeped in social grace. Most come from powerful noble families, while others are minor nobles or even commoners who evince some skill at arms. The iconic knight’s arms are the lance, sword, and hand weapons, but other knights may favor the katana and bow or the lance and spatha. A knight is distinguished from the fighter by his embrace of a code of honor that embodies the traditions of his society, order, or school. Emboldened and exalted by these principles, the knight exists as an inspiration to others, a match of valor and elegance who rises above his frailties to achieve great glory.
Role: A knight, much like a fighter or barbarian, excels at melee. They are also capable mounted warriors. A knight’s special strength, though, is in using their resplendent powers to protect themselves and their allies against the attacks of their foes. Because of their sense of of personal honor, knights operate under some restrictions relative to fighters or rogues, although a knight does not necessarily apply this code rigidly to the behavior to others, particularly to less chivalric friends and servants.
Hit Die: d10.
The knight’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Perform (Cha), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+1||+2||+0||+0||Quality, 1st resplendent power|
|2nd||+2||+3||+0||+0||Mounted combat, coat of glory|
|3rd||+3||+3||+1||+1||2nd resplendent power, lionhearted|
|4th||+4||+4||+1||+1||Weapon focus, expert rider +1|
|5th||+5||+4||+1||+1||3rd resplendent power, chivalric bond|
|7th||+7/+2||+5||+2||+2||4th resplendent power|
|8th||+8/+3||+6||+2||+2||Iron will, expert rider +2|
|9th||+9/+4||+6||+3||+3||5th resplendent power|
|11th||+11/+6/+1||+7||+3||+3||6th resplendent power|
|12th||+12/+7/+2||+8||+4||+4||Expert rider +3|
|13th||+13/+8/+3||+8||+4||+4||7th resplendent power|
|14th||+14/+9/+4||+9||+4||+4||Greater weapon focus|
|15th||+15/+10/+5||+9||+5||+5||8th resplendent power|
|16th||+16/+11/+6/+1||+10||+5||+5||Expert rider +4|
|17th||+17/+12/+7/+2||+10||+5||+5||9th resplendent power|
|18th||+18/+13/+8/+3||+11||+6||+6||Greater weapon focus|
|19th||+19/+14/+9/+4||+11||+6||+6||10th resplendent power, immunity to fear|
|20th||+20/+15/+10/+5||+12||+6||+6||Expert rider +5, compleat knight|
All of the following are class features of the knight.
Weapon and Armor Proficiency
Knights are proficient with all simple weapon and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
A knight is able to harness his powerful resolve to strengthen himself, inspire his allies, and dismay his foes. A knight initially has access to one resplendent power and gains an additional power every odd level. A knight can use his resplendent powers for a number of rounds per day equal to 4 + his Cha modifier. At each level after 1st a knight can use his qualities for an additional 2 rounds per day. The knight can have only one resplendent power active at a time. Once each round the knight can initiate the use of a resplendent power as a free action. Resplendent powers end automatically if the knight is killed or knocked unconscious.
A knight cannot use a resplendent power in the same round he makes a dishonorable attack. If he makes a dishonorable attack, his resplendent power automatically ends. A dishonorable attacks is defined as an attack against an opponent who is surprised or helpless, who cannot see the attacker due to total concealment, involves poison, is a ranged attack against a foe who has no ranged weapon or special abilities, or uses lethal force against an opponent who cannot respond in kind (lacking a weapon, natural weapon, or other credible ability such as spellcasting or a monk’s unarmed abilities).
All resplendent powers that grant a morale bonus or cause fear are mind-affecting.
Honorable Might (Ex): The knight gains a +4 bonus to Strength.
Noble Splendor (Ex): The knight gains a +4 bonus to Charisma.
Valorous Smite (Ex): The knight gains ½ his level as a morale bonus on damage rolls.
Inspire Heroism (Ex): The knight and all allies within 30 feet who can see or hear the knight gain a +2 morale bonus on attacks rolls, saves, and skill checks. Prerequisites: Rallying cry and heroic action.
Cause Fear (Ex): The knight causes all foes within 30 feet to become frightened. They may make a save versus Will with a DC of 10 + ½ the knight’s level + the knight’s Cha modifier. If they make the save, they are shaken instead of frightened. This ability has no effect on frightened creatures. Foes with more HD than the knight’s level are unaffected.
Deathless Resolve (Su): The knight does not die or fall unconscious while this ability is active, however low his hit point total becomes. While this ability is active, the knight is staggered. This power can be activated immediately if the knight’s hit points drop to below 0, consuming one round of use. If this effect ends, the knight has the option of activating the feat Diehard if it would normally apply. Prerequisite: 11th level.
Scorn Cowardice (Ex): The knight gains DR X/honorable equal to half his level, maximum 10. An honorable attack is any attack that is not dishonorable. Thus, the knight takes less damage from sneak attacks, ranged attacks when not similarly armed, and so forth. This ability may be activated as an immediate action in response to an attack, consuming one round of use.
Inspiring Words (Ex): The knight can grant vigor to one ally within 30 feet who can see or hear him. As a standard action, the knight can grant the ally 1d8 + ½ the knight’s level (maximum 10) temporary hit points. The effect ends if the recipient makes a dishonorable attack.
Only Blood (Ex): As a standard action, the knight can heal 1 hit point to every ally within 30 feet who can see or hear him. This ability has no effect on anyone who has a bleeding condition or has less than 0 hit points.
Swift Victory (Ex): The knight and allies within 30 feet who can see or hear him gain a +10 feet enhancement bonus to the base land speed.
Stay Death (Ex): The knight gains a +10 circumstance bonus on Heal checks to perform first aid. Additionally, if an ally has been killed by damage within the last round, the knight may attempt to perform first aid with a DC of 15 + (the number of hit points below 0) in order to revive them to -10 hit points and stable. Prerequisite: 7th level.
Holy Blow (Su): The knight’s attacks count as good-aligned. Prerequisite: Non-evil alignment, 11th level.
Unholy Blow (Su): The knight’s attacks count as evil-aligned. Prerequisite: Non-good alignment, 11th level.
Axiomatic Blow (Su): The knight’s attacks count as lawful-aligned. Prerequisite: Non-chaotic alignment, 11th level.
Anarchic Blow (Su): The knight’s attacks count as chaotic-aligned. Prerequisite: Non-lawful alignment, 11th level.
Spiritual Crusader (Su): The knight chooses one of the following powers, which he must have as a power: holy blow, unholy blow, axiomatic blow, anarchic blow. The effects apply to allies within 30 feet who can see or hear the knight and meet the alignment prerequisites. Prerequisite: 13th level.
At 2nd level, the knight gains Mounted Combat as a bonus feat. If the knight already has the feat, he may select another feat for which he qualifies.
A knight of at least 2nd level can, once per day as a free action, grant himself a number of temporary hit points equal to his level. These hit points fade after one minute, if he kills or knocks unconscious an opponent, or if he makes a dishonorable attack.
A knight gains Lionhearted as a bonus feat at 3rd level.
At 4th and again at 6th level, the knight gains Weapon Focus as a bonus feat.
Starting at 4th level, a knight gains a +1 bonus on Ride checks. This bonus increases by +1 every four additional levels to a maximum of +5 at level 20.
At 8th level, the knight gains Iron Will as a bonus feat.
At 10th level, the knight gains Diehard as a bonus feat.
A knight of at least 19th level is immune to fear.
At 20th level, the knight is an embodiment of grace and martial valor. He gains a +1 competence bonus to all Cha checks and Charisma-based skill checks. If he has the Leadership feat, he gains a permanent +1 to his Leadership score. He may use his glory ability twice per day and it grants 2x his level in temporary hit points.
Adventuring Classes: A Fistful of Denarii. Copyright 2009, Robert J. Grady. All rights reserved.