Dalek Zek
2009-02-07, 08:53 AM
When I made the first draft of this class, I was not aware that PHBII had a knight class already, and I needed one for worldbuilding. I still like this one more, however, because it is more focused on being a part of an order, so I finished it anyway. What do you all think of it?
Knight[b]
The knight is a honourable warrior who defends the realm and keeps order. He is trained from early childhood on by another knight. He is a champion of the people, a hero of the army, and a trustworthy ally and comrade in battle and adventure.
Adventuring: Knights go on adventures to serve the nation, protect the defenseless, and to grow in their roles as champions. They prefer to work in groups and are willing allies to those who share their philosophy. They see adventure as their duty and task, and they will go at it with full conviction.
Characteristics: Knights are great warriors who trust in their equipment and horses. The form bond with their weapons and armor that seems almost to be friendship; no other warrior is as trained with his weapon of choice as a knight. Knights are proud of these skills and cherish the best equipment that is available to them.
Alignment: Any Lawful. In addition, a knight must follow a code of honour. If he repeatedly breask this code he will lose his status and may be declared an outlaw.
Religion: Knights are found serving any deity, although they usually serve under lawful ones and seldom under chaotic gods.
Background: Knighthood is seldom a choice: a knight is expected to serve from infancy and will be loyal to orders to the best of his capacity. Following another path can lead to excommunication or even banishment.
Races: All races can know the calling of the knight, but knights are mostly found amongst dwarfs because of the cultural similarities.
Other classes: Knights work well with paladins, clerics, and monks. If a knight works with someone of a chaotic alignment, it may lead to irritation, but no knight will judge someone based on personal matters.
[b]Knight[\b]
{table=head][b]Level|BAM|Fort|Ref |Will|Special
1st|
+1|
+2|
+0|
+0|Code of Honour, Mount Master +1, Exotic Weapon Proficiency (bastard sword)
2nd|
+2|
+3|
+0|
+0|Weapon Focus (bastard sword)
3rd|
+3|
+3|
+1|
+1|Upkeep, common
4th|
+4|
+4|
+1 |
+1|Arms Master
5th|
+5|
+4|
+1|
+1|Knight of Rank
6th|
6/1|
+5|
+2|
+2|Teacher
7th|
+7/2|
+5|
+2|
+2|Armour Master +1/-1
8th|
+8/3|
+6|
+2|
+2|Pure Heart
9th|
+9/4|
+6|
+3|
+3|Mount Master +2
10th|
+10/5|
+7|
+3|
+3|Famed
11th|
+11/6/1|
+7|
+3|
+3|Improved Arms Master
12th|
+12/7/2|
+8|
+4|
+4|Elder Teacher
13th|
+13/8/3|
+8|
+4|
+4|Armour Master +2/-2
14th|
+14/9/4|
+9|
+4|
+4|Inpkeep, good
15th|
+15/10/5|
+9|
+5|
+5|Heroic
16th|
+16/11/6/1|
+10|
+5|
+5|Mount Master +3
17th|
+17/12/7/2|
+10|
+5|
+5|Greater Arms Master
18th|
+18/13/8/3|
+11|
+6|
+6|Royal Status
19th|
+19/14/9/4|
+11|
+6|
+6|Armour Master +3/-3
20th|
+20/15/10/5|
+12|
+6|
+6|Champion[/table]
Code of Honour: Thou shalt live by and for honour, serve thy monarch and fight on there behalf when called for. Thou shalt obey the law, keep thy word, – be generous, helpful, and hospitable, show mercy and forgiveness, be kind and protective, protect those who cannot do so alone, act as a true gentleman, and pay honestly to your order. Thou shalt not deceive, fight for anything other than honour or country, give offense, murder an unarmed person, steal, abuse, speaak untruth, harm without reason, be vicious, crude or mean.
Mount Master: The knight learns horseback riding as soon as he can walk and gets a +1 bonus on ride checks, AC, and attack and damage rolls if fighting on horseback against unmounted foes. At level 9 these bonuses increase to +2 and to +3 at level 16. They stack with all other bonuses.
Upkeep: At level 3, a knight may charge any common stay in a inn for his party to his order. At level 14 he may do this with any good stay.
Arms Master: Knights are trained from early childhood how to use weapons and begin training with masterwork weapons as soon as they reach there the age of eleven. If a knight wields masterwork weapon, he no longer fails on a natural 1. At level 11, he deals +1 damage with a masterwork weapon. At level 17, any masterwork weapon wielded by a knight count as a magical weapon with the alignment of the knight fore the purposes of overcoming damage reduction.
Knight of Rank: At level five, a knight is recognized as an true knight, no longer an upcoming squire. He may take places in tournaments and is allowed to join in at official occasions like balls or other functions.
Teacher: At level 6, the knight may take a squire to train to become a knight. This squire counts as a level one knight except for that he doesn't have Exotic Weapon Proficiency (bastard sword) from his class. The knight is responsible for both her safety and training, but receives a monthly payment equal to her charisma score times her knight level from the parents of the squire or his order. A squire will typically stay with a single knight for a year before his coming of age, or be sent to a other knight to learn more. On request from the squire's parents, the order, or from the knight or his squire himself, the squire may be allowed to stay with a knight for an additional year. A knight may always refuse to take a squire and then decide to take one later. At level 12, a knight may have two squires.
Armour Master: Knight live in armour from as soon as they can carry it and learn to wear them with ease. At level 7, a knight gets +1 to the maximum dexterity bonus of any armour and –1 to the armour check penalty. This increases to +2 and –2 at level 13 and +3 and –3 at level 19. The armour type does not change.
Pure Heart: At level 8, a knight has grown in his role as hero and gets a +4 bonus on saves against fear. Each allied creature within 30 ft. of the knight also gets this bonus.
Famed: At level 10, a knight is a well-known hero of the realm and may give orders to knights of her order who have 5 or fewer HD. Note that knights need not follow any order that is unbecoming of an officer and a gentlemen, or any that would violate the code of honour. Also, a knight is not allowed to use his position to make people follow him as a leader or a warlord: only his monarch may do this.
Heroic: A knight may now order other knight of his order that are 10 or fewer HD.
Royal Status: Knight is really the lowest of the royal ranks, but for a knight with Royal Status this is no longer true. You may ask for audiences with his monarch, carry swords in castles, challenge other royal knights to duels, and may be given a small scrap of land to rule as a count. This could require a quest from a monarch or baron.
Champion: You may now order any non-royal knight of your order alsong as that knight has 19 or fewer HD.
d10 HD.
Skill points: 2 + INT Modifier, (2 + INT) x 4 at level 1.
Class skills: diplomacy, handle animal, intimidate, ride, knowlege (nobility and royalty).
Weapon Proficiencies: Simple, Martial
Armor Proficiency: All armor and shields
Knight[b]
The knight is a honourable warrior who defends the realm and keeps order. He is trained from early childhood on by another knight. He is a champion of the people, a hero of the army, and a trustworthy ally and comrade in battle and adventure.
Adventuring: Knights go on adventures to serve the nation, protect the defenseless, and to grow in their roles as champions. They prefer to work in groups and are willing allies to those who share their philosophy. They see adventure as their duty and task, and they will go at it with full conviction.
Characteristics: Knights are great warriors who trust in their equipment and horses. The form bond with their weapons and armor that seems almost to be friendship; no other warrior is as trained with his weapon of choice as a knight. Knights are proud of these skills and cherish the best equipment that is available to them.
Alignment: Any Lawful. In addition, a knight must follow a code of honour. If he repeatedly breask this code he will lose his status and may be declared an outlaw.
Religion: Knights are found serving any deity, although they usually serve under lawful ones and seldom under chaotic gods.
Background: Knighthood is seldom a choice: a knight is expected to serve from infancy and will be loyal to orders to the best of his capacity. Following another path can lead to excommunication or even banishment.
Races: All races can know the calling of the knight, but knights are mostly found amongst dwarfs because of the cultural similarities.
Other classes: Knights work well with paladins, clerics, and monks. If a knight works with someone of a chaotic alignment, it may lead to irritation, but no knight will judge someone based on personal matters.
[b]Knight[\b]
{table=head][b]Level|BAM|Fort|Ref |Will|Special
1st|
+1|
+2|
+0|
+0|Code of Honour, Mount Master +1, Exotic Weapon Proficiency (bastard sword)
2nd|
+2|
+3|
+0|
+0|Weapon Focus (bastard sword)
3rd|
+3|
+3|
+1|
+1|Upkeep, common
4th|
+4|
+4|
+1 |
+1|Arms Master
5th|
+5|
+4|
+1|
+1|Knight of Rank
6th|
6/1|
+5|
+2|
+2|Teacher
7th|
+7/2|
+5|
+2|
+2|Armour Master +1/-1
8th|
+8/3|
+6|
+2|
+2|Pure Heart
9th|
+9/4|
+6|
+3|
+3|Mount Master +2
10th|
+10/5|
+7|
+3|
+3|Famed
11th|
+11/6/1|
+7|
+3|
+3|Improved Arms Master
12th|
+12/7/2|
+8|
+4|
+4|Elder Teacher
13th|
+13/8/3|
+8|
+4|
+4|Armour Master +2/-2
14th|
+14/9/4|
+9|
+4|
+4|Inpkeep, good
15th|
+15/10/5|
+9|
+5|
+5|Heroic
16th|
+16/11/6/1|
+10|
+5|
+5|Mount Master +3
17th|
+17/12/7/2|
+10|
+5|
+5|Greater Arms Master
18th|
+18/13/8/3|
+11|
+6|
+6|Royal Status
19th|
+19/14/9/4|
+11|
+6|
+6|Armour Master +3/-3
20th|
+20/15/10/5|
+12|
+6|
+6|Champion[/table]
Code of Honour: Thou shalt live by and for honour, serve thy monarch and fight on there behalf when called for. Thou shalt obey the law, keep thy word, – be generous, helpful, and hospitable, show mercy and forgiveness, be kind and protective, protect those who cannot do so alone, act as a true gentleman, and pay honestly to your order. Thou shalt not deceive, fight for anything other than honour or country, give offense, murder an unarmed person, steal, abuse, speaak untruth, harm without reason, be vicious, crude or mean.
Mount Master: The knight learns horseback riding as soon as he can walk and gets a +1 bonus on ride checks, AC, and attack and damage rolls if fighting on horseback against unmounted foes. At level 9 these bonuses increase to +2 and to +3 at level 16. They stack with all other bonuses.
Upkeep: At level 3, a knight may charge any common stay in a inn for his party to his order. At level 14 he may do this with any good stay.
Arms Master: Knights are trained from early childhood how to use weapons and begin training with masterwork weapons as soon as they reach there the age of eleven. If a knight wields masterwork weapon, he no longer fails on a natural 1. At level 11, he deals +1 damage with a masterwork weapon. At level 17, any masterwork weapon wielded by a knight count as a magical weapon with the alignment of the knight fore the purposes of overcoming damage reduction.
Knight of Rank: At level five, a knight is recognized as an true knight, no longer an upcoming squire. He may take places in tournaments and is allowed to join in at official occasions like balls or other functions.
Teacher: At level 6, the knight may take a squire to train to become a knight. This squire counts as a level one knight except for that he doesn't have Exotic Weapon Proficiency (bastard sword) from his class. The knight is responsible for both her safety and training, but receives a monthly payment equal to her charisma score times her knight level from the parents of the squire or his order. A squire will typically stay with a single knight for a year before his coming of age, or be sent to a other knight to learn more. On request from the squire's parents, the order, or from the knight or his squire himself, the squire may be allowed to stay with a knight for an additional year. A knight may always refuse to take a squire and then decide to take one later. At level 12, a knight may have two squires.
Armour Master: Knight live in armour from as soon as they can carry it and learn to wear them with ease. At level 7, a knight gets +1 to the maximum dexterity bonus of any armour and –1 to the armour check penalty. This increases to +2 and –2 at level 13 and +3 and –3 at level 19. The armour type does not change.
Pure Heart: At level 8, a knight has grown in his role as hero and gets a +4 bonus on saves against fear. Each allied creature within 30 ft. of the knight also gets this bonus.
Famed: At level 10, a knight is a well-known hero of the realm and may give orders to knights of her order who have 5 or fewer HD. Note that knights need not follow any order that is unbecoming of an officer and a gentlemen, or any that would violate the code of honour. Also, a knight is not allowed to use his position to make people follow him as a leader or a warlord: only his monarch may do this.
Heroic: A knight may now order other knight of his order that are 10 or fewer HD.
Royal Status: Knight is really the lowest of the royal ranks, but for a knight with Royal Status this is no longer true. You may ask for audiences with his monarch, carry swords in castles, challenge other royal knights to duels, and may be given a small scrap of land to rule as a count. This could require a quest from a monarch or baron.
Champion: You may now order any non-royal knight of your order alsong as that knight has 19 or fewer HD.
d10 HD.
Skill points: 2 + INT Modifier, (2 + INT) x 4 at level 1.
Class skills: diplomacy, handle animal, intimidate, ride, knowlege (nobility and royalty).
Weapon Proficiencies: Simple, Martial
Armor Proficiency: All armor and shields