The sight of a brave mounted knight clad in shiny armor is a welcoming image for most travelers. Seated atop his noble horse, the knight of the road protects innocents and heals the injured on his endless trek along the thoroughfares that link far-flung destinations. Though he generally leads a nomadic existence wandering the roads that connect distant cities, towns and villages to one another, he may also agree to accompany a venturing party partaking in a noble endeavor. He may ride alongside the faithful on a long, religious pilgrimage, or he may ride in the company of a charitable group transporting vital supplies to a community in desperate need. As long as he deems the cause worthy, the knight of the road is willing to travel to the farthest reaches of the grasslands to accomplish the mission.
Life can be cheap on the rough and tumble roads, and no one knows this better than this saintly paladin. Armed with his sword and crossbow, he is a formidable defender and a kindly traveling companion prepared to vanquish any evil creature that crosses his path and sacrifice his life to save the lives of others.
A knight of the road gains Knowledge (geography) as a class skill.
At 1st level, a knight of the road gains the Endurance feat and Mounted Combat as a bonus feat, even if he does not meet the prerequisites. In addition, as long as the paladin and his mount are adjacent, including when mounted, the mount also gains the Endurance feat as a bonus feat.
This ability replaces detect evil.
At 3rd level, a knight of the road can spend one use of his lay on hands ability as a standard action to grant an ally within 30 feet the Mobility feat until the beginning of the paladin’s next turn. At 9th and every six levels thereafter, the paladin can affect one additional ally up to a maximum of three allies at 15th level. Allies do not need to meet the feat’s prerequisites.
This ability replaces aura of courage.
At 3rd level, a knight of the road can cast the orison stabilize a number of times per day equal to his Charisma modifier as a spell-like ability. The caster level is equal to his paladin level. The save DC is 10 + the paladin’s Charisma modifier.
This ability replaces divine health.
At 3rd level, a knight of the road gains a +1 competence bonus to AC, attack rolls and weapon damage rolls when he and the creature he is fighting are on a highway, trail or road. At 9th and 15th level, this bonus increases by +1. At 6th level, the paladin’s mount also gains a +1 competence bonus to AC, attack rolls and weapon damage rolls under the same circumstances. At 12th level, the mount’s bonus increases by +1.
This ability replaces mercy.
Upon reaching 5th level, a knight of the road must form a bond with a mount.
This ability otherwise functions as the paladin ability.
At 8th level, a knight of the road who successfully hits an evil creature with an attack of opportunity can spend one use of his lay on hands ability as an immediate action to immediately end the target’s move action. The paladin can only use this ability if the attack of opportunity was caused when the evil creature moved out of or within an area the paladin threatens. Evil creatures negate the effect with a successful Will save. The DC of this save is equal to 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier. At 12th level, a paladin may apply this ability to any readied melee attack that successfully hits an evil creature, as long as the evil creature’s movement triggered the readied attack. At 16th level, a paladin may apply this ability to any readied ranged attack that successfully hits an evil creature, as long as the evil creature’s movement triggered the readied attack.
This ability can only be used to immediately end an evil creature’s movement.
This ability replaces aura of resolve.
Fields of Blood © 2015 Frog God Games, LLC. Author: Tom Knauss