THE CRAVE GAMING CHANNEL
V'lanna
 

The Saving Throw
Dungeons and Dragons, 3.5 Edition Apr. 12, 2006
Classes for your enjoyment.

Submission Guidelines | Back to Dungeons and Dragons, 3.5 edition material archive | Back to archive
Printer-friendly Version


The Knight
contributed by Nostrum777

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Cover, Power Attack
2nd +2 +3 +0 +0  
3rd +3 +3 +1 +1  
4th +4 +4 +1 +1 Defensive Stance 1/day
5th +5 +4 +1 +1 Improved Sunder, Cover Bonus +1
6th +6/+1 +5 +2 +2 Auto-Cover
7th +7/+2 +5 +2 +2  
8th +8/+3 +6 +2 +2 Defensive Stance 2/day, Sentinel
9th +9/+4 +6 +3 +3 Arm Break
10th +10/+5 +7 +3 +3 Cover Bonus +2
11th +11/+6/+1 +7 +3 +3  
12th +12/+7/+2 +8 +4 +4 Defensive Stance 3/day, Leg Break
13rd +13/+8/+3 +8 +4 +4  
14th +14/+9/+4 +9 +4 +4  
15th +15/+10/+5 +9 +5 +5 Cover Bonus +3, Head Break
16th +16/+11/+6/+1 +10 +5 +5 Defensive Stance 4/day
17th +17/+12/+7/+2 +10 +5 +5  
18th +18/+13/+8/+3 +11 +6 +6 Armor Break
19th +19/+14/+9/+4 +11 +6 +6  
20th +20/+15/+10/+5 +12 +6 +6 Defensive Stance 5/day, Cover Bonus +4
Hit Die: d10

Requirements
Alignment: Any lawful

Class Skills
The knight's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Int), Jump (Str), Knowledge (History) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill points at 1st level: (2 + Int modifier) x 4
Skill points at higher levels: 4 + Int modifier

Class Features

Weapon and Armor Proficiency: A knight is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Cover (Ex): A knight is trained in the code of chivalry, which values honor, bravery, and etiquette above all things. Between the teachings of chivalry, a knight is taught to protect the lives of comrades and the weak, often by interposing between the attack. At level 1, as a ready action, he may designate a target as his "covered" ally, effectively skipping his turn (but there are exceptions, see below). Whenever the ally is engaged in melee combat, if the knight and the "covered" ally are within move distance, he may step in and take the attack instead of his ally. The knight takes a penalty of -2 to his AC, and takes enemy attacks according to his own AC. After the initial approach, the knight remains at a 5-foot distance of its ally. The cover ready action remains until after the knight's next turn, which is done at his usual initiative (an exception to the ready action rule regarding initiative).

Cover only protects against melee or ranged physical attacks or touch attacks, not against spells, psionics, or special actions. A cover action may not be executed if the knight's remaining HP total is less than 10% of his or her maximum total.

Power Attack: At level 1, a Knight gains the feat Power Attack. He must comply with the normal prerequisites for that feat, as always.

Defensive Stance: Starting at level 4, a knight's code of chivalry teaches that the best offense is often a superior defense, and thus teaches how to set up improved defense. When he adopts a defensive stance, a knight gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the knight’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a knight cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s newly improved Constitution modifier. A knight may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the knight is winded and takes a –2 penalty to Strength for the duration of that encounter. A knight can only use his defensive stance a certain number of times per day as determined by his level (see class table above). Using the defensive stance takes no time itself, but a knight can only do so during his action.

Improved Sunder: At level 5, a Knight gains the feat Improved Sunder. He must comply with the normal prerequisites for that feat, as always.

Cover Bonus (Ex): Starting at level 5, when a knight chooses to execute a cover ready action or the Defensive Stance, he gains a dodge bonus to Armor Class (this stacks with the dodge bonus to AC of Defensive Stance). He loses this benefit if he's denied his Dexterity bonus to AC.

At 5th level, the knight gains a +1 dodge bonus. Every 5 levels, the knight gains an extra +1 dodge bonus to AC.

Auto-Cover (Ex): At level 6, the knight's moral commitment to defend the powerless and his own allies is strengthened. If an ally's remaining HP total is less than 10% and the ally and the knight are within moving distance, the knight will automatically take the attacks of the ally. The knight forgoes any other action until the ally has more than 10% of his max HP or the ally dies. Rules of the cover ready action still apply.

An evil knight cannot learn this skill (see below).

Sentinel (Su): At level 8, a knight's moral commitment to defend the powerless and comrades and his ability to defend from physical damage combine. A knight may now use his Defensive Stance while covering an ally, but the dodge bonus to AC from Cover Bonus applies only once. Also, the knight can move to his full speed while on a Defensive Stance, but only to reach the protected ally.

Break: At level 9 and above, a knight develops a fighting technique based on destroying the enemy's equipment and potentially damaging the enemy's fighting capability. This ability is treated as a sunder special action, but modified, so any feats or class abilities that benefit sunder may also benefit Break skills. To use a Break skill, the knight must select the ability he wishes to use, targeting the specific part of the enemy body. Then, make an attack roll against the opponent's object AC (10 + size modifier of object + the Dexterity modifier of the wearer). If the roll is higher than the object's AC, roll damage and deal it to the specific object. If the object is broken, or the enemy is not wearing the specific equipment for the body part, he instead deals ability damage, but based off the character's AC. Break skills cannot be used with ranged weapons.

Arm Break: The knight attacks the enemy's arms or arm-like appendages. The knight may attempt a sunder to an enemy's gloves, bracers, or a claw/tentacle natural attack. If the aforementioned targets are destroyed or disabled, the knight instead deals 1d4 Str damage.

Leg Break: The knight attacks the enemy's legs. The knight may attempt a sunder to an enemy's boots, shoes, to claw (on hind legs), or hoof natural attacks. If the aforementioned targets are destroyed or disabled, the knight instead deals 1d4 Dex damage and reduces land speed by half.

Head Break: The knight attacks the enemy's head(s). The knight may attempt a sunder to an enemy's helmet, hat, or to fang/horn natural attacks. If the aforementioned targets are destroyed or disabled, the knight instead deals 1d2 Int and Wis damage and forces a prepared-spell caster to do a Concentration spell (DC=damage) or lose a prepared spell from his highest spell level.

Armor Break: The knight attacks the enemy's torso. The knight may attempt a sunder to an enemy's equipped armor, or spikes attached to its torso. A knight may also target an enemy's wings, where applicable, if he is capable of striking them. If the aforementioned targets are destroyed or disabled, the knight instead deals 1d4 Con damage. An enemy who has natural armor gained from racial abilities also loses 1d4 points of AC. Flying enemies who fly by wings also see a reduction of their flying speed by half and flight category by 1d2.

Code of Conduct: A knight must be of lawful alignment and loses most class abilities if he ever changes alignment to neutral or chaotic.

Additionally, a knight must serve a lord of appropriate alignment (no less than one step away), obey their lord's command without question, not betray their country, defend the honor of the country, and protect those who are granted asylum. Good and neutral knights must act with honor (not lying, not cheating, not using poison, and so forth), protect those in danger, and punish those that harm innocents.


Ex-Knights

A Knight who grossly violates his code of conduct loses the Cover, Defensive Stance, and Break abilities. He may not progress further as a Knight. Furthermore, he also loses any granted titles and lands. To regain abilities and advancement potential, he must procure the pardon of his lord (and oftentimes participate on a quest or mission).

A Knight who loses his lord may not progress as a Knight, but still retains his abilities. He must agree to serve another lord to regain advancement potential.

Special: Knights who change from good/neutral to evil may retain all of his abilities except Auto-Cover. An evil Knight automatically learns/regains Auto-Cover if he changes back to good/neutral.




Submission Guidelines | Back to Dungeons and Dragons, 3.5 Edition material archive | Back to archive
Printer-friendly Version
© 1998-2017 RPGamer All Rights Reserved
Privacy Policy