Revised 18 April 2003.
Knight
Note: I developed the knight in response to my own desire for a fighting class with access to more skills. In essence, I wanted to create an officer to the fighters enlisted soldier. The typical solution to this problem, the multiclassed fighter/rogue, left me cold. I wanted some of the class skills and skill points of a rogue but not the rogues other bells and whistles (like Sneak Attack). Conversely, the fighters many bonus feats are superfluous to my concept of a fighting noble. So I started with the NPC warrior class, found in the Dungeon Masters Guide. I then improved the class skills and skill points. Finally, I added a few special abilities to bring the knight into balance with other PC classes. The finished result, I hope, is a class that can hold its own in a negotiation or a fight, but that outshines neither the rogues tongue nor the fighters sword. I drew no small inspiration from Hong Oois knight class, although Hongs project of porting the Oriental Adventures samurai class into core D&D was not my aim.
Knights are noble warriors. Because of their aristocratic status, knights are expected to lead attacks and command troops in battle. Off the battlefield, knights are called upon to serve in other capacities, often as administrators, court attendants, and diplomats. All knights strive to uphold a code of honor; it is said that the true knight devotes himself to protecting the weak and upholding the law in service to his noble lord. In more traditionalist societies, knightly status is hereditary, while in more egalitarian societies commoners may earn knighthood as a reward for heroic deeds. However they attain their rank, all knights are members of an elite martial class that plays a role distinct from ordinary fighters. Evil societies also produce knights, who devote themselves to more tyrannical aims.
Adventures: Most knights pledge themselves to serve a land-owning noble or a high-ranking cleric. Such characters may be ordered on missions by their lords, such as rooting out a gang of brigands, helping to repel an invasion, or investigating rumors of monstrous activity. In times of peace, the knight may be given a relatively free reign to seek adventure on his own, provided he answers his lords call when trouble arises.
Other knights do not serve a lord. Such knights-errant may adventure for the same reasons as adventurers of common birthto accumulate wealth and power; to seek out evil and destroy it; to test themselves and their devotion to honor; or simply for the love of adventure itself.
Characteristics: Knights are differentiated from ordinary fighters by their noble status and more rounded education. A knight does not have to be an idealist or a paragon of virtue, but he does have to be bold in the face of danger and possess the strength of character to do what he believes is right.
Knights view battle as the supreme test of character, and seek out opportunities to best foes in single combat. A knight who challenges and defeats the enemys champion can inspire his men to nearly superhuman exertion on the field, while a knight who falls to a champion earns a heros place in the hereafter.
In the months and years that often lapse between military campaigns, knights typically function as minor nobility. Some knights own lands and estates of their own, and busy themselves with the duties of a feudal lord. Others serve their lords in administrative capacities as magistrates, tax collectors, advisors, diplomats, and other such roles. Knights-errant often find similar employment as minor courtiers or military instructors between adventures.
Alignment: The knight is a member of a noble class with governing responsibilities. He can be any non-chaotic alignment.
Background: In cultures with a traditional class distinction between nobles and commoners, knights are members of the aristocracy. As such, they are entitled to the benefits and subject to the obligations that apply to nobles. Most knights were born into their stations, but this is not necessary; it has been known for commoners in even the most traditionalist societies to be knighted as a reward for great heroism. Just because one is a member of the nobility does not mean that one is rich. In fact, many knights remain poor all their lives, and this is one reason why they or their children may be found adventuring.
In more egalitarian societies, knights still form an influential elite by virtue of their heroism and stature among warriors.
Races: The knightly class is more common among human societies than in any other culture, but knights exist among all common races except half-orcs. When knights exist among non-human races, their characteristics, particularly in battle, may differ markedly from the typical human knight. Whereas their human peers tend to favor mounted combat and heavy armor, elven knights often develop a lighter, more graceful approach to battle. Many dwarven knights are renowned for their ferocity as footsoldiers and the unmatched prowess of their shield-walls. Gnomish knights are the cunning tacticians of their armies, while halfling knights are often the only members of their communities with any martial training at all.
Other Classes: Knights occupy a privileged place in society, and they know it. How they act on this knowledge, however, is up to the individual knight. Some knights view fighters, rangers and barbarians as brothers-in-arms, while others consider them nothing more than low-class ruffians.
In an adventuring party, knights realize the contributions that other classes make. They usually have a particular respect for priests and wizards. They view characters like rogues, bards, and sorcerers with a certain suspicion, due to the shady reputations that these classes have in many lands. Knights of neutral alignment are usually open-minded and give their companions the benefit of the doubt, while lawfully aligned knights tend to be more judgmental.
Game Rule Information
Fighters have the following game statistics:
Abilities: Strength is particularly important to knights because it improves their melee attacks and damage rolls. Constitution is important for giving knights the hit points they need to stand and fight when others might flee. A high Charisma score allows knights to excel in their duties off the battlefield and increases their ability to lead troops. Dexterity is important for knights who wish to be good archers or skilled riders, but the heavy armor knights often wear reduces the benefits of a very high dexterity.
Alignment: Any non-chaotic.
Hit Die: d10
Class Skills
The knights class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) and (strategy and tactics) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Speak Language, Spot (Wis), and Wilderness Lore (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the knight.
Weapon and Armor Proficiency: The knight is proficient with all simple and martial weapons and all armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Oath of Wrath (Su): Once per day, the knight can select a single opponent within 60 feet and swear an oath to defeat him. For the duration of the encounter, the knight has a +2 morale bonus on melee attack rolls, weapon damage rolls, saves, and skill checks made against the challenged target. The effect is negated immediately if the knight makes an attack or casts a spell targeted at any creature except the challenged opponent (attacks of opportunity do not count) or if the knight uses a full-round action to move away from the challenged opponent. The knight gains this ability at 2nd level. At 7th, 12th, and 17th levels, the knight gains the ability to use Oath of Wrath one additional time per day. The knight may not gain the benefits of Oath of Wrath against more than one opponent at any time.
Heraldic Pride: At 4th level, the knight can adopt a heraldic standard of his own. This may be a unique device or a personalized version of his lords arms, and a knights standard may change as he gains honor and status. While openly displaying his heraldic standard on his clothing or equipment, the knight gains a +1 competence bonus on melee attack rolls, weapon damage rolls, and saves.
Leadership: At 9th level, the knight gains the Leadership feat.
Command Authority: Starting at 10th level, the knight can give compelling commands as a full-round action that does not provoke an attack of opportunity. He bestows a +2 competence bonus on either attack rolls or skill checks to all allies within 30 feet. This bonus lasts a number of rounds equal to the knights Charisma bonus. The knight can use this ability once per day.
Greater Heraldic Pride: At 14th level, the knight can use his Charisma modifier, if any, as a competence bonus to melee attck rolls, weapon damage rolls, and saves while openly displaying his heraldic standard on his clothing or equipment. This bonus replaces, and does not stack with, the effects of Heraldic Pride. A knight with no Charisma bonus is not affected by this special ability.
Legendary Hero: At 20th level, the knight gains a +4 bonus to his Charisma ability score.
Ex-Knights
A knight who takes on a chaotic alignment cannot gain levels as a knight and loses his Oath of Wrath, Personal Standard, and Command Authority abilities.
Table 1-1: The Knight
|
|
Base |
|
|
|
|
|
1 |
+1 |
+2 |
+0 |
+0 |
|
|
2 |
+2 |
+3 |
+0 |
+0 |
Oath of Wrath 1 time/day |
|
3 |
+3 |
+3 |
+1 |
+1 |
|
|
4 |
+4 |
+4 |
+1 |
+1 |
Heraldic Pride |
|
5 |
+5 |
+4 |
+1 |
+1 |
|
|
6 |
+6/+1 |
+5 |
+2 |
+2 |
|
|
7 |
+7/+2 |
+5 |
+2 |
+2 |
Oath of Wrath 2 times/day |
|
8 |
+8/+3 |
+6 |
+2 |
+2 |
|
|
9 |
+9/+4 |
+6 |
+3 |
+3 |
Leadership |
|
10 |
+10/+5 |
+7 |
+3 |
+3 |
Command Authority |
|
11 |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
|
12 |
+12/+7/+2 |
+8 |
+4 |
+4 |
Oath of Wrath 3 times/day |
|
13 |
+13/+8/+3 |
+8 |
+4 |
+4 |
|
|
14 |
+14/+9/+4 |
+9 |
+4 |
+4 |
Greater Heraldic Pride |
|
15 |
+15/+10/+5 |
+9 |
+5 |
+5 |
|
|
16 |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
|
|
17 |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
Oath of Wrath 4 times/day |
|
18 |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
|
|
19 |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
|
|
20 |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Legendary Hero |
Back to the General Taylor Inn
By R. Scott Rogers (
scott@madforjam.com)Released under the OGL and d20. Free to distribute.
Open Source License (
http://www.opengamingfoundation.org/ogl.html)