jiriku
2011-02-17, 02:23 AM
KNIGHT-PALADIN
And much more am I sorrier for my good knights' loss than for the loss of my fair queen;
for queens I might have enough, but such a fellowship of good knights shall never be together in no company.
-- Sir Thomas Malory
http://i846.photobucket.com/albums/ab24/gallopinggiraffes/apocalypticaknight.jpg
The knight-paladin is a fierce mounted warrior, a stalwart protector of the weak and a powerful champion for his god or his principles. In battle he functions as the party tank, provoking monsters into attacking him directly or mystically drawing the injuries of his allies into himself. He also heals and protects his companions with his spells and his auras.
The knight-paladin replaces both the knight and paladin classes, and is intended to provide an option for a melee-oriented defender that matches the power level of the crusader but stays more true to the flavor and crunch of the earlier defender classes.
Designer's Notes:
This class owes a debt to many of the paladin fixes posted on this forum. I've borrowed from too many sources to credit them all here, but if you've posted a paladin revision or replacement, odds are that I've drawn inspiration from your work. Thank you.
Significant changes:
Paladin and knight are both fun defense-oriented classes to play, but lack the mechanical crunch necessary to be effective in many games. Knight-paladin effectively gestalts the two and adds some synergistic abilities to produce a truly effective defender competitive with the crusader.
Many new auras, challenges, and abilities have been added that allow the knight-paladin to draw and hold aggro more consistently, synergize more effectively with other party members, and protect or rescue other party members.
Change Log:
1.0 Original version.
1.01 Clarified and improved aura of retribution.
1.1 Added seven new knight-paladin spells. Swapped the levels at which aura of protection and aura of warding are granted. Improved the Bonds of Loyalty knight's challenge.
1.2 Reduced courtly knowledge bonuses to +1/2 class levels. Added freedom of movement to the knight-paladin spell list. Bond of loyalty is now usable against all [mind-affecting] effects, rather than only those that are spells or spell-like abilities.
1.3 Updated tables to work with new forum code. Minor improvements to layout.
1.31 added redirect spell to the knight-paladin's spell list.
1.4 Significantly revamped the knight's challenge class feature to make it more dynamic and effective. The challenges now automatically stack, and the knight-paladin accumulates temporary hit points and bonus actions whenever he taking daring, aggressive actions in battle
GAME RULE INFORMATION
Knight-paladins have the following game statistics.
Abilities: Charisma enhances a knight-paladin's challenge, self-protective capabilities, and undead turning ability. Strength is important for a knight-paladin because of its role in combat. Several knight-paladin skills are based on Wisdom, and a Wisdom score of 16 or higher is required to get access to the most powerful knight-paladin spells. A Wisdom score of 11 or higher is required to cast any Knight-paladin spells at all.
Alignment: Knight-paladins are always lawful.
Designer's Notes:
By adjusting the knight-paladin's code, spell list, and certain class features, you can create a chaotic knight-paladin along the lines of the paladin of freedom variant described in Unearthed Arcana.
HIT DIE: d12
Lvl
Base Attack
Fort Save
Ref Save
Will Save
Special
-0-
-1-
-2-
-3-
-4-
-5-
-6-
1st
+1
+2
+0
+2
Code of honor, knight's challenge (test, valor), smite 1/day
2
–
–
–
–
–
–
2nd
+2
+3
+0
+3
Divine grace, turn undead
3
0
–
–
–
–
–
3rd
+3
+3
+1
+3
Aura of courage, bulwark of defense
3
1
–
–
–
–
–
4th
+4
+4
+1
+4
Armor mastery (medium), knight's challenge (momentum), smite 2/day
3
2
0
–
–
–
–
5th
+5
+4
+1
+4
Special mount, spontaneous conversion (shield other)
3
3
1
–
–
–
–
6th
+6/+1
+5
+2
+5
Detect hostile intent, vigilant defender
3
3
2
–
–
–
–
7th
+7/+2
+5
+2
+5
Aura of menace, divine health
3
3
2
0
–
–
–
8th
+8/+3
+6
+2
+6
Smite 3/day
3
3
3
1
–
–
–
9th
+9/+4
+6
+3
+6
Armor mastery (heavy)
3
3
3
2
–
–
–
10th
+10/+5
+7
+3
+7
Courtly knowledge
3
3
3
2
0
–
–
11th
+11/+6/+1
+7
+3
+7
Aura of protection
3
3
3
3
1
–
–
12th
+12/+7/+2
+8
+4
+8
Knight's challenge (dread), smite 4/day
3
3
3
3
2
–
–
13th
+13/+8/+3
+8
+4
+8
Armor mastery (tower shield)
3
3
3
3
2
0
–
14th
+14/+9/+4
+9
+4
+9
Spontaneous conversion (glory of the martyr)
4
3
3
3
3
1
–
15th
+15/+10/+5
+9
+5
+9
Aura of warding
4
4
3
3
3
2
–
16th
+16/+11/+6/+1
+10
+5
+10
Knight's challenge (inspiration), smite 5/day
4
4
4
3
3
2
0
17th
+17/+12/+7/+2
+10
+5
+10
Impetuous endurance
4
4
4
4
3
3
1
18th
+18/+13/+8/+3
+11
+6
+11
Mighty aura
4
4
4
4
4
3
2
19th
+19/+14/+9/+4
+11
+6
+11
Aura of retribution
4
4
4
4
4
4
3
20th
+20/+15/+10/+5
+12
+6
+12
Knight's challenge (loyal beyond death), smite 6/day
4
4
4
4
4
4
4
CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
A knight-paladin's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str).
http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Knight_fighting_T-Rex_Dragon-300x225.jpg
A word of advice... the path to knighthood is paved with strength and nobility, not LSD and sideburns.
-- The Black Knight, Family Guy
CLASS FEATURES
All of the following are class features of the knight-paladin.
Weapon and Armor Proficiency: A knight-paladin is proficient with all simple and martial weapons, and with light, medium, and heavy armor and shields (except tower shields). As he advances in level, he gains proficiency with tower shields and is able to move more freely while wearing medium and heavy armor.
Spells: A knight-paladin gains the ability to cast a small number of divine spells, which are drawn from the knight-paladin spell list (see below). A knight-paladin must choose and prepare his spells in advance.
To prepare or cast a spell, a knight-paladin must have a Wisdom score of 10 + the spell's level. The Difficulty Class for a saving throw against a knight-paladin's spell is 10 + the spell's level + the knight-paladin's Wisdom modifier. Like other spellcasters, a knight-paladin can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, he receives bonus spells per day for a high Wisdom score. When the table above indicates that the knight-paladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. A knight-paladin's caster level is equal to his knight-paladin level.
KNIGHT-PALADIN SPELL LIST
The knight-paladin spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.
0 Level: create water (PH 215), cure minor wounds (PH 216), detect poison(PH 219), read magic (PH 269), resistance (PH 272), virtue (PH 298).
1st Level: axiomatic water SC 22), bless (PH 205), bless water (PH 205), blessed aim (SC 31), cure light wounds (PH 216), detect undead (PH 220), divine favor (PH 224), endure elements (PH 226), faith healing (SC 87), magic weapon (PH 251), moment of clarity (SC 142), protection from outsiders, protection from spirits, remove fear (PH 271), resurgence (SC 174), rhino's rush (SC 176), second wind (SC 182), sense heretic (SC 182), strategic charge (SC 210), traveler's mount (SC 223), vision of glory (SC 231).
2nd Level: angelskin (SC 11), bless weapon (PH 205), bless weapon, swift (SC 31), bull's strength (PH 207), clear mind (SC 47), cure moderate wounds (PH 216), deafening clang (SC 59), delay poison (PH 217), divine insight (SC 70), divine protection SC 70), divine sacrifice (SC 70), eagle's splendor (PH 225), energized shield, lesser (SC 79), estanna's stew (BoED 99), find temple (SC 91), freedom of breath (SS 116), golden barding (SC 106), hand of divinity (SC 109), holy spurs (SC 115), hydrate (SS 117), insignia of alarm (RoD 166)), know greatest enemy (SC129), lionheart (SC 132), one mind, lesser (SC 149), owl's wisdom (PH 259), quick march (SC 164), remove paralysis (PH 271), resist energy (PH 272, restoration, lesser (PH 272, shield other (PH 278), silverbeard (SC 190), soul of order (DM 73), stabilize (SC 204), sticky saddle (SC 206), zeal (SC 244), zone of truth (PH 303), warning shout (SC 236).
3rd Level: antagonize, aura of glory (SC 18), awaken sin (SC 21), binding snow (FB 89), aura of cold, lesser (FB 88), call mount (BoED 93), checkmate's light (SC 46), cloak of bravery (SC 47), cure serious wounds (PH 216), daylight (PH 216), diamondsteel (SC 64), dispel magic (PH 223), enduring scrutiny (CM 103), energized shield (SC 79), fell the greatest foe (SC 90), flame of faith (SC 95), holy mount (SC 115), insignia of blessing (RoD 166), insignia of warding (RoD 166), invoke the cerulean sign (LoM 211), knight's move (SC 129), loyal vassal (SC 134), magic circle against x, prayer (PH 264), mantle of law (SC138), one mind (SC 149), provoke, redirect spell (SS 48), regal procession (SC 172), remove blindness/deafness (PH 270), remove curse (PH 270), remove disease (PH 271), resurgence, mass (SC 174), shield of warding (SC 188), soul of light (DM 73), spiritual chariot (SC 202), steed of the seas (SW 122), strength of stone (SC 211), visage of the deity, lesser (SC 231), weapon of the deity (SC 237).
4th Level: blessing of bahamut (SC 31), blood of the martyr (BoED 92), castigate (SC 44), cure critical wounds (PH 215), death ward (PH 217), discern lies (PH 221), find the gap (SC 91), freedom of movement (PH 233), hand of the faithful (SC 109), heal mount (PH 239), magic weapon, greater (PH 51), mind bond (BoED 102), mystic aegis (PH2 120), neutralize poison (PH 257), one mind, greater (SC 149), restoration (PH 272), revenance (SC 175), righteous fury (SC 177), righteous surge, strength of a righteous cause, undead bane weapon (SC 226), word of binding (SC 242).
5th Level: atonement (PH 210), break enchantment (PH 207), cure light wounds, mass (PH 216), dispel chaos (PH 222), draconic might (SC 72), favor of the martyr (SC 89), glory of the martyr (BoED 99), lawful sword (SC131), mark of justice (PH 252), meteoric strike (PH2 120), raise dead (PH 268), revivify (SC 176), righteous aura (SC 177), righteous might (PH 273), sacred haven (SC 178), spell resistance (PH 282), visage of the deity (SC 230), telepathic aura (SC 219), vigilant defender, winged mount (SC 240).
6th Level: antagonize, mass, aura of cold, greater (FB 88), bull's strength, mass (PH 207), crown of brilliance (BoED 95), cure moderate wounds, mass (PH 216), dictum (PH 220), dispel magic, greater (PH 223), eagle's splendor, mass (PH 225), heal (PH 239), host of angels, owl's wisdom, mass (PH 259), restoration, greater (PH 272), restoration, mass (SC 174), spell resistance, mass (SC 199), strength of a righteous cause, greater, visage of the deity, greater (SC 231).
Designer's Notes:
Better caster level, more spells per day, and a slightly broader range of options at higher level serve to greatly improve the knight-paladin's flexibility over the paladin, and make it scale better at higher levels.
Depending on the knight-paladin's code and alignment, it might be appropriate to swap certain alignment-specific spells on this list for their counterparts (e.g. replace bless weapon with curse weapon). At the DM's discretion, the knight-paladin may know other spells from the paladin spell list that are not reproduced here. The DM should use best judgment in deciding what level to assign to these spells, but as a rule of thumb, they should be learned and cast at one level higher than they appear on the paladin list.
Code of Honor: The knight-paladin must have and adhere to a code of honor that defines his expected behavior both in and out of combat. The knight’s code does not restrict his behavior when fighting creatures that are immune to his knight’s challenge (e.g. animals, most magical beasts, vermin, mindless undead or constructs, etc.). The player and DM should work together to craft an appropriate code that fits the campaign setting, the party, and the expected playstyle of the group. Good starting points for developing such a code include the paladin’s code (PHB 44 or UA 53-55), the knight’s code (PH2 27), and the samurai’s code (OA 22 or CW 10), or the kensai’s oath (CW 50).
Knight's Challenge (Ex): As a swift action, a knight-paladin can issue a knight's challenge, targeting himself and all creatures within 100 ft for which the knight-paladin has line of sight and line of effect (save negates, Will DC 10 + ½ character level + Cha modifier). Targets of this ability must have an Intelligence of 5 or higher and have a language of some sort. A knight-paladin begins play knowing how to issue a basic challenge. At 4th level, and each additional four levels thereafter, his challenge improves and produces additional effects.
The effect of a knight's challenge lasts one minute. A knight-paladin can use his Knight’s Challenge once per encounter, or twice per encounter if he is 16th level or higher.
As long as at least one eligible foe or ally remains within range, the knight-paladin gains a morale bonus on attack rolls and damage rolls of +1 per four class levels (minimum +1).
Valor: The first time during his turn that the knight-paladin makes an attack roll against a challenged opponent or ends his movement adjacent to such an opponent, he gains one point of valor. At the end of any turn where he gained valor, he gains 1 temporary hit point per four class levels (minimum 1) for each point of valor that he has. These hit points stack with themselves but not with temporary hit points from other sources, and are lost when the challenge expires. At the end of any turn where he did not gain valor, he loses one point of valor.
Test [mind-affecting, compulsion]: Foes targeted by the challenge must attack him with their ranged and melee attacks in preference to other opponents. If the foe attacks by casting a spell or using a spell-like or supernatural ability, he must target the knight-paladin or include him in the effect's area. An opponent compelled to act in this manner is not thrown into a mindless rage and may still fight tactically or retreat. If anyone other than the knight-paladin attacks the target, the compulsion ends for that target.
Momentum: A knight-paladin of 4th level or higher gains inspiration from injuries he suffers in defense of his comrades. On any round of his knight’s challenge when his foes inflict 10+ hp of damage to him (including damage dealt to his temporary hit points and damage dealt through spells such as shield other and glory of the martyr), he gains an additional move action usable on his turn during the next round. If he is 12th level or higher and suffers at least 25 hp of damage, he instead gains an extra standard action. If he is 16th level or higher and suffers at least 100 hp of damage, he instead gains an extra full-round action.
Dread [mind-affecting, fear]: A knight-paladin of 12th level or higher also renders his foes shaken for one minute (this does not stack with any other fear effects).
Inspiration: Allies targeted by the challenge of a knight-paladin of 16th level or higher may choose to gain any one of the following benefits:
· A dying character may automatically stabilize and become conscious.
· Remove the [fatigued] condition, or reduce the [exhausted] condition to [fatigued].
· An immediate second saving throw against any one ongoing [charm] or [compulsion] effect that allows a saving throw. The ally gains a bonus on this second save equal to the knight-paladin's Charisma bonus.
· A morale bonus equal to the knight-paladin's Charisma bonus, applied to any one attack roll, ability check, skill check, or saving throw made before the beginning of the knight-paladin's next turn.
Loyal Beyond Death: A knight-paladin of 20th level or higher can expend a point of valor as an out-of-turn free action to remain alive, conscious, and unhindered by any effect that would kill him, including hit point damage, Constitution damage or drain, [death] effects, and other spells. He simply ignores the effects of hit point damage he has taken (although he still takes the damage), and other effects that would kill him are deferred until the end of his next turn. When his next turn ends, the delayed effects are applied and he is once again subject to death from hit point and ability damage.
However, when the effect would elapse, he may spend an additional point of valor as a free action to extend the duration until the end of his next turn. He may do this for as many rounds as he wishes, so long as his knight’s challenge lasts and he has points of valor remaining.
Designer's Notes:
Knight's Challenge has been revised and expanded to give the PC a reliable source of bonus damage (something every weapon-based class needs), draw aggro against a broader variety of opponents, and provide a means of buffing allies and removing negative status effects. This enlarges his role as a defender and improves his ability to serve as the party's linchpin when under heavy assault.
Smite (Su): Once per day, a knight-paladin may attempt a smite with one normal melee attack. He adds his Charisma bonus to his attack roll and deals 1 extra point of damage per knight-paladin level. The paladin may smite anyone whom he regards as an opponent.
At 4th level, and every 4 levels thereafter, the knight-paladin may smite one additional time per day.
Removing the alignment requirement from Smite and providing slightly more uses per day makes it more universally useful, securing Smite's role as one of the signature abilities of the knight-paladin.
Divine Grace (Su): At 2nd level, a knight-paladin gains a bonus equal to his Charisma bonus on all saving throws.
Turn Undead (Su): When a knight-paladin reaches 2nd level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of his level.
Designer's Note:
The knight-paladin turns undead as well as a cleric -- there's no risk of overshadowing the cleric by giving another class more level-appropriate turning ability.
Depending on the knight-paladin's code and alignment, the ability to rebuke undead may be more appropriate.
Aura (Su): Starting at 3rd level, a knight-paladin is surrounded by an aura of divine power out to a range of 10 feet. When first acquired, this aura possesses the courage quality (described below). The knight-paladin gains the ability to infuse his aura with other attributes for every 4 additional levels he gains. Adding or removing an aura quality requires a swift action, and the aura can contain as many qualities as the knight-paladin is able to produce. The knight-paladin gains all the benefits of his own aura, except as noted below.
Courage: The knight-paladin becomes immune to fear, and allies within the knight-paladin's aura gain a +4 bonus on saving throws against fear.
Designer's Note:
Depending on the knight-paladin's code and alignment, feel free to swap this with one of the alternate 2nd-level auras described under the variant paladin classes in UA pp.53-55.
Menace: Beginning at 7th level, foes within the knight-paladin's aura take a -2 penalty to attacks, AC, and saves for 24 hours or until they successfully hit the knight-paladin (save negates, Will DC 10 + ½ class level + Charisma modifier). A creature that has resisted or broken this effect cannot be affected by the same knight-paladin's aura of menace again for 24 hours.
Designer's Note:
This ability matches the aura of menace possessed by archons, and provides a debuff that synergizes well with the offensive abilities of allied spellcasters.
Protection: Beginning at 11th level, allies within the knight-paladin's aura gain the benefit of a magic circle against evil.
Warding: Beginning at 15th level, allies within the knight-paladin's aura gain the benefit of a lesser globe of invulnerability.
Designer's Notes:
At higher levels, a defender needs to be able to protect his allies from spells too, not just melee attacks. The two auras above, borrowed from the angel's protective aura, allow the knight-paladin to protect nearby allies from many spell attacks.
Replace magic circle against evil with magic circle against chaos/good/law if more appropriate to the particular knight-paladin's code and alignment.
Retribution: Beginning at 19th level, foes within the knight-paladin's aura deal only half damage when attacking the knight-paladin's allies who are also within the aura, and the attacker takes the remainder. The attacker can negate this reflected damage with a Fortitude save (DC 10 + ½ class level + Charisma modifier), but the damage he inflicts is still halved. A creature that has resisted this effect need not save again versus this knight-paladin's aura of retribution for 24 hours.
Bulwark of Defense (Ex): When he reaches 3rd level, an opponent that begins its turn in the the knight-paladin's threatened area treats all squares that he threatens as difficult terrain. His strict vigilance and active defensive maneuvers force his opponents to move with care. Creatures must pay double movement cost to move through squares of difficult terrain, and cannot run, charge, or make 5-foot steps through difficult terrain.
Armor Mastery (Ex): Starting at 4th level, the knight-paladin is able to wear his armor as a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, he ignores the speed reduction imposed by heavy armor as well. At 13th level, he gains proficiency with the tower shield if he did not already have it, and he may ignore the -2 penalty to attack rolls associated with using a tower shield.
Special Mount (Su): Upon reaching 6th level, a knight-paladin gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusades (this animal gains bonuses according to the table shown in the Paladin's Mount sidebar on page 45 of the Player's Handbook). This mount is usually a heavy warhorse (for a Medium character) or a riding dog (for a Small character), although it can be another creature with a CR of no more than 1/3 the knight-paladin’s level if the player and DM agree that a different creature would be more appropriate.
Once per day, as a full-round action, the knight-paladin may magically call his mount from the celestial realms where it resides. The mount immediately appears adjacent to the knight-paladin and remains for 2 hours per knight-paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the knight-paladin may release a particular mount from service (if it has grown too old to join his crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount always appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Should the knight-paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The knight-paladin may not summon another mount for thirty days or until he gains a knight-paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the knight-paladin takes a -1 penalty on attack and weapon damage rolls.
Designer's Notes:
Allowing any mount up to a CR limit opens the door for the knight-paladin to obtain a dire bat or hippogriff as a flying mount. At higher levels, the knight-paladin could gain even more powerful mounts, possibly including a giant eagle, giant owl, pegasus, or griffon. In that case, the DM might wish to require the PC to undergo a quest or take a special feat to obtain such a mount.
Spontaneous Conversion (Su): The knight-paladin is first and foremost a defender of his allies, and relies upon shield other and glory of the martyr to defend his allies against harm from threats he cannot block with his skill at arms. A knight-paladin of 5th level or higher can spontaneously convert a prepared knight-paladin spell of 2nd level or higher to cast shield other instead. This works just like a cleric or druid's ability to spontaneously convert spells. At 14th level, the knight-paladin can spontaneously convert a prepared knight-paladin spell of 5th level or higher to cast glory of the martyr instead.
The reality of D&D is that unlike in a MMORPG, a defender can't expect to reliably hold aggro. Your other party members are going to take damage. These spells enable the defender to absorb some of those hits that he fails to intercept.
Detect Hostile Intent (Sp): A knight-paladin of 6th level or higher can use detect hostile intent at will, as the psionic power.
This higher-level ability is a more flexible and useful replacement for the paladin's detect evil power.
Vigilant Defender (Ex): Starting at 6th level, a knight-paladin stands his ground against all enemies, warding the spot where he makes his stand to prevent foes from slipping past and attacking those he protects. If an opponent attempts to use the Tumble skill to move through his threatened area or his space without provoking attacks of opportunity, the Tumble check DC to avoid his attacks of opportunity increases by an amount equal to his class level.
Divine Health (Su): At 7th level, a knight-paladin gains immunity to all diseases (including supernatural and magical diseases).
Courtly Knowledge (Ex): At 10th level, the knight-paladin has either become a mighty lord in his own right, or has devoted himself to the study of the politics and rulers to better serve his own lord. Either way, he develops a well-deserved reputation as an honorable mediator and keen adviser. He gains a competence bonus on all Diplomacy, Knowledge (nobility and royalty) and Sense Motive checks equal to half his class level.
Designer's Notes:
Full spellcasters have access to a variety of spells that boost their skill checks or give them extra options in social situations. Courtly knowledge and ready access to various telepathy and truth-telling skills give the knight-paladin some relevant options in that field.
Jiriku strongly recommends that you use Rich Burlew's alternative Diplomacy rules in place of the standard PHB rules, as the standard rules will wreck your game in horrible ways.
Impetuous Endurance (Ex): At 17th level, the knight-paladin's fighting spirit enables him to push his body beyond the normal limits of endurance. He no longer automatically fails saving throws on a roll of 1. He might still fail the save if his result fails to equal or beat the saving throw DC.
Mighty Aura (Su): At 18th level, the radius of the knight-paladin's divine aura doubles to 20 feet, and the bonuses provided by his aura of courage and aura of protection double.
And much more am I sorrier for my good knights' loss than for the loss of my fair queen;
for queens I might have enough, but such a fellowship of good knights shall never be together in no company.
-- Sir Thomas Malory
http://i846.photobucket.com/albums/ab24/gallopinggiraffes/apocalypticaknight.jpg
The knight-paladin is a fierce mounted warrior, a stalwart protector of the weak and a powerful champion for his god or his principles. In battle he functions as the party tank, provoking monsters into attacking him directly or mystically drawing the injuries of his allies into himself. He also heals and protects his companions with his spells and his auras.
The knight-paladin replaces both the knight and paladin classes, and is intended to provide an option for a melee-oriented defender that matches the power level of the crusader but stays more true to the flavor and crunch of the earlier defender classes.
Designer's Notes:
This class owes a debt to many of the paladin fixes posted on this forum. I've borrowed from too many sources to credit them all here, but if you've posted a paladin revision or replacement, odds are that I've drawn inspiration from your work. Thank you.
Significant changes:
Paladin and knight are both fun defense-oriented classes to play, but lack the mechanical crunch necessary to be effective in many games. Knight-paladin effectively gestalts the two and adds some synergistic abilities to produce a truly effective defender competitive with the crusader.
Many new auras, challenges, and abilities have been added that allow the knight-paladin to draw and hold aggro more consistently, synergize more effectively with other party members, and protect or rescue other party members.
Change Log:
1.0 Original version.
1.01 Clarified and improved aura of retribution.
1.1 Added seven new knight-paladin spells. Swapped the levels at which aura of protection and aura of warding are granted. Improved the Bonds of Loyalty knight's challenge.
1.2 Reduced courtly knowledge bonuses to +1/2 class levels. Added freedom of movement to the knight-paladin spell list. Bond of loyalty is now usable against all [mind-affecting] effects, rather than only those that are spells or spell-like abilities.
1.3 Updated tables to work with new forum code. Minor improvements to layout.
1.31 added redirect spell to the knight-paladin's spell list.
1.4 Significantly revamped the knight's challenge class feature to make it more dynamic and effective. The challenges now automatically stack, and the knight-paladin accumulates temporary hit points and bonus actions whenever he taking daring, aggressive actions in battle
GAME RULE INFORMATION
Knight-paladins have the following game statistics.
Abilities: Charisma enhances a knight-paladin's challenge, self-protective capabilities, and undead turning ability. Strength is important for a knight-paladin because of its role in combat. Several knight-paladin skills are based on Wisdom, and a Wisdom score of 16 or higher is required to get access to the most powerful knight-paladin spells. A Wisdom score of 11 or higher is required to cast any Knight-paladin spells at all.
Alignment: Knight-paladins are always lawful.
Designer's Notes:
By adjusting the knight-paladin's code, spell list, and certain class features, you can create a chaotic knight-paladin along the lines of the paladin of freedom variant described in Unearthed Arcana.
HIT DIE: d12
Lvl
Base Attack
Fort Save
Ref Save
Will Save
Special
-0-
-1-
-2-
-3-
-4-
-5-
-6-
1st
+1
+2
+0
+2
Code of honor, knight's challenge (test, valor), smite 1/day
2
–
–
–
–
–
–
2nd
+2
+3
+0
+3
Divine grace, turn undead
3
0
–
–
–
–
–
3rd
+3
+3
+1
+3
Aura of courage, bulwark of defense
3
1
–
–
–
–
–
4th
+4
+4
+1
+4
Armor mastery (medium), knight's challenge (momentum), smite 2/day
3
2
0
–
–
–
–
5th
+5
+4
+1
+4
Special mount, spontaneous conversion (shield other)
3
3
1
–
–
–
–
6th
+6/+1
+5
+2
+5
Detect hostile intent, vigilant defender
3
3
2
–
–
–
–
7th
+7/+2
+5
+2
+5
Aura of menace, divine health
3
3
2
0
–
–
–
8th
+8/+3
+6
+2
+6
Smite 3/day
3
3
3
1
–
–
–
9th
+9/+4
+6
+3
+6
Armor mastery (heavy)
3
3
3
2
–
–
–
10th
+10/+5
+7
+3
+7
Courtly knowledge
3
3
3
2
0
–
–
11th
+11/+6/+1
+7
+3
+7
Aura of protection
3
3
3
3
1
–
–
12th
+12/+7/+2
+8
+4
+8
Knight's challenge (dread), smite 4/day
3
3
3
3
2
–
–
13th
+13/+8/+3
+8
+4
+8
Armor mastery (tower shield)
3
3
3
3
2
0
–
14th
+14/+9/+4
+9
+4
+9
Spontaneous conversion (glory of the martyr)
4
3
3
3
3
1
–
15th
+15/+10/+5
+9
+5
+9
Aura of warding
4
4
3
3
3
2
–
16th
+16/+11/+6/+1
+10
+5
+10
Knight's challenge (inspiration), smite 5/day
4
4
4
3
3
2
0
17th
+17/+12/+7/+2
+10
+5
+10
Impetuous endurance
4
4
4
4
3
3
1
18th
+18/+13/+8/+3
+11
+6
+11
Mighty aura
4
4
4
4
4
3
2
19th
+19/+14/+9/+4
+11
+6
+11
Aura of retribution
4
4
4
4
4
4
3
20th
+20/+15/+10/+5
+12
+6
+12
Knight's challenge (loyal beyond death), smite 6/day
4
4
4
4
4
4
4
CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
A knight-paladin's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str).
http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Knight_fighting_T-Rex_Dragon-300x225.jpg
A word of advice... the path to knighthood is paved with strength and nobility, not LSD and sideburns.
-- The Black Knight, Family Guy
CLASS FEATURES
All of the following are class features of the knight-paladin.
Weapon and Armor Proficiency: A knight-paladin is proficient with all simple and martial weapons, and with light, medium, and heavy armor and shields (except tower shields). As he advances in level, he gains proficiency with tower shields and is able to move more freely while wearing medium and heavy armor.
Spells: A knight-paladin gains the ability to cast a small number of divine spells, which are drawn from the knight-paladin spell list (see below). A knight-paladin must choose and prepare his spells in advance.
To prepare or cast a spell, a knight-paladin must have a Wisdom score of 10 + the spell's level. The Difficulty Class for a saving throw against a knight-paladin's spell is 10 + the spell's level + the knight-paladin's Wisdom modifier. Like other spellcasters, a knight-paladin can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, he receives bonus spells per day for a high Wisdom score. When the table above indicates that the knight-paladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. A knight-paladin's caster level is equal to his knight-paladin level.
KNIGHT-PALADIN SPELL LIST
The knight-paladin spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.
0 Level: create water (PH 215), cure minor wounds (PH 216), detect poison(PH 219), read magic (PH 269), resistance (PH 272), virtue (PH 298).
1st Level: axiomatic water SC 22), bless (PH 205), bless water (PH 205), blessed aim (SC 31), cure light wounds (PH 216), detect undead (PH 220), divine favor (PH 224), endure elements (PH 226), faith healing (SC 87), magic weapon (PH 251), moment of clarity (SC 142), protection from outsiders, protection from spirits, remove fear (PH 271), resurgence (SC 174), rhino's rush (SC 176), second wind (SC 182), sense heretic (SC 182), strategic charge (SC 210), traveler's mount (SC 223), vision of glory (SC 231).
2nd Level: angelskin (SC 11), bless weapon (PH 205), bless weapon, swift (SC 31), bull's strength (PH 207), clear mind (SC 47), cure moderate wounds (PH 216), deafening clang (SC 59), delay poison (PH 217), divine insight (SC 70), divine protection SC 70), divine sacrifice (SC 70), eagle's splendor (PH 225), energized shield, lesser (SC 79), estanna's stew (BoED 99), find temple (SC 91), freedom of breath (SS 116), golden barding (SC 106), hand of divinity (SC 109), holy spurs (SC 115), hydrate (SS 117), insignia of alarm (RoD 166)), know greatest enemy (SC129), lionheart (SC 132), one mind, lesser (SC 149), owl's wisdom (PH 259), quick march (SC 164), remove paralysis (PH 271), resist energy (PH 272, restoration, lesser (PH 272, shield other (PH 278), silverbeard (SC 190), soul of order (DM 73), stabilize (SC 204), sticky saddle (SC 206), zeal (SC 244), zone of truth (PH 303), warning shout (SC 236).
3rd Level: antagonize, aura of glory (SC 18), awaken sin (SC 21), binding snow (FB 89), aura of cold, lesser (FB 88), call mount (BoED 93), checkmate's light (SC 46), cloak of bravery (SC 47), cure serious wounds (PH 216), daylight (PH 216), diamondsteel (SC 64), dispel magic (PH 223), enduring scrutiny (CM 103), energized shield (SC 79), fell the greatest foe (SC 90), flame of faith (SC 95), holy mount (SC 115), insignia of blessing (RoD 166), insignia of warding (RoD 166), invoke the cerulean sign (LoM 211), knight's move (SC 129), loyal vassal (SC 134), magic circle against x, prayer (PH 264), mantle of law (SC138), one mind (SC 149), provoke, redirect spell (SS 48), regal procession (SC 172), remove blindness/deafness (PH 270), remove curse (PH 270), remove disease (PH 271), resurgence, mass (SC 174), shield of warding (SC 188), soul of light (DM 73), spiritual chariot (SC 202), steed of the seas (SW 122), strength of stone (SC 211), visage of the deity, lesser (SC 231), weapon of the deity (SC 237).
4th Level: blessing of bahamut (SC 31), blood of the martyr (BoED 92), castigate (SC 44), cure critical wounds (PH 215), death ward (PH 217), discern lies (PH 221), find the gap (SC 91), freedom of movement (PH 233), hand of the faithful (SC 109), heal mount (PH 239), magic weapon, greater (PH 51), mind bond (BoED 102), mystic aegis (PH2 120), neutralize poison (PH 257), one mind, greater (SC 149), restoration (PH 272), revenance (SC 175), righteous fury (SC 177), righteous surge, strength of a righteous cause, undead bane weapon (SC 226), word of binding (SC 242).
5th Level: atonement (PH 210), break enchantment (PH 207), cure light wounds, mass (PH 216), dispel chaos (PH 222), draconic might (SC 72), favor of the martyr (SC 89), glory of the martyr (BoED 99), lawful sword (SC131), mark of justice (PH 252), meteoric strike (PH2 120), raise dead (PH 268), revivify (SC 176), righteous aura (SC 177), righteous might (PH 273), sacred haven (SC 178), spell resistance (PH 282), visage of the deity (SC 230), telepathic aura (SC 219), vigilant defender, winged mount (SC 240).
6th Level: antagonize, mass, aura of cold, greater (FB 88), bull's strength, mass (PH 207), crown of brilliance (BoED 95), cure moderate wounds, mass (PH 216), dictum (PH 220), dispel magic, greater (PH 223), eagle's splendor, mass (PH 225), heal (PH 239), host of angels, owl's wisdom, mass (PH 259), restoration, greater (PH 272), restoration, mass (SC 174), spell resistance, mass (SC 199), strength of a righteous cause, greater, visage of the deity, greater (SC 231).
Designer's Notes:
Better caster level, more spells per day, and a slightly broader range of options at higher level serve to greatly improve the knight-paladin's flexibility over the paladin, and make it scale better at higher levels.
Depending on the knight-paladin's code and alignment, it might be appropriate to swap certain alignment-specific spells on this list for their counterparts (e.g. replace bless weapon with curse weapon). At the DM's discretion, the knight-paladin may know other spells from the paladin spell list that are not reproduced here. The DM should use best judgment in deciding what level to assign to these spells, but as a rule of thumb, they should be learned and cast at one level higher than they appear on the paladin list.
Code of Honor: The knight-paladin must have and adhere to a code of honor that defines his expected behavior both in and out of combat. The knight’s code does not restrict his behavior when fighting creatures that are immune to his knight’s challenge (e.g. animals, most magical beasts, vermin, mindless undead or constructs, etc.). The player and DM should work together to craft an appropriate code that fits the campaign setting, the party, and the expected playstyle of the group. Good starting points for developing such a code include the paladin’s code (PHB 44 or UA 53-55), the knight’s code (PH2 27), and the samurai’s code (OA 22 or CW 10), or the kensai’s oath (CW 50).
Knight's Challenge (Ex): As a swift action, a knight-paladin can issue a knight's challenge, targeting himself and all creatures within 100 ft for which the knight-paladin has line of sight and line of effect (save negates, Will DC 10 + ½ character level + Cha modifier). Targets of this ability must have an Intelligence of 5 or higher and have a language of some sort. A knight-paladin begins play knowing how to issue a basic challenge. At 4th level, and each additional four levels thereafter, his challenge improves and produces additional effects.
The effect of a knight's challenge lasts one minute. A knight-paladin can use his Knight’s Challenge once per encounter, or twice per encounter if he is 16th level or higher.
As long as at least one eligible foe or ally remains within range, the knight-paladin gains a morale bonus on attack rolls and damage rolls of +1 per four class levels (minimum +1).
Valor: The first time during his turn that the knight-paladin makes an attack roll against a challenged opponent or ends his movement adjacent to such an opponent, he gains one point of valor. At the end of any turn where he gained valor, he gains 1 temporary hit point per four class levels (minimum 1) for each point of valor that he has. These hit points stack with themselves but not with temporary hit points from other sources, and are lost when the challenge expires. At the end of any turn where he did not gain valor, he loses one point of valor.
Test [mind-affecting, compulsion]: Foes targeted by the challenge must attack him with their ranged and melee attacks in preference to other opponents. If the foe attacks by casting a spell or using a spell-like or supernatural ability, he must target the knight-paladin or include him in the effect's area. An opponent compelled to act in this manner is not thrown into a mindless rage and may still fight tactically or retreat. If anyone other than the knight-paladin attacks the target, the compulsion ends for that target.
Momentum: A knight-paladin of 4th level or higher gains inspiration from injuries he suffers in defense of his comrades. On any round of his knight’s challenge when his foes inflict 10+ hp of damage to him (including damage dealt to his temporary hit points and damage dealt through spells such as shield other and glory of the martyr), he gains an additional move action usable on his turn during the next round. If he is 12th level or higher and suffers at least 25 hp of damage, he instead gains an extra standard action. If he is 16th level or higher and suffers at least 100 hp of damage, he instead gains an extra full-round action.
Dread [mind-affecting, fear]: A knight-paladin of 12th level or higher also renders his foes shaken for one minute (this does not stack with any other fear effects).
Inspiration: Allies targeted by the challenge of a knight-paladin of 16th level or higher may choose to gain any one of the following benefits:
· A dying character may automatically stabilize and become conscious.
· Remove the [fatigued] condition, or reduce the [exhausted] condition to [fatigued].
· An immediate second saving throw against any one ongoing [charm] or [compulsion] effect that allows a saving throw. The ally gains a bonus on this second save equal to the knight-paladin's Charisma bonus.
· A morale bonus equal to the knight-paladin's Charisma bonus, applied to any one attack roll, ability check, skill check, or saving throw made before the beginning of the knight-paladin's next turn.
Loyal Beyond Death: A knight-paladin of 20th level or higher can expend a point of valor as an out-of-turn free action to remain alive, conscious, and unhindered by any effect that would kill him, including hit point damage, Constitution damage or drain, [death] effects, and other spells. He simply ignores the effects of hit point damage he has taken (although he still takes the damage), and other effects that would kill him are deferred until the end of his next turn. When his next turn ends, the delayed effects are applied and he is once again subject to death from hit point and ability damage.
However, when the effect would elapse, he may spend an additional point of valor as a free action to extend the duration until the end of his next turn. He may do this for as many rounds as he wishes, so long as his knight’s challenge lasts and he has points of valor remaining.
Designer's Notes:
Knight's Challenge has been revised and expanded to give the PC a reliable source of bonus damage (something every weapon-based class needs), draw aggro against a broader variety of opponents, and provide a means of buffing allies and removing negative status effects. This enlarges his role as a defender and improves his ability to serve as the party's linchpin when under heavy assault.
Smite (Su): Once per day, a knight-paladin may attempt a smite with one normal melee attack. He adds his Charisma bonus to his attack roll and deals 1 extra point of damage per knight-paladin level. The paladin may smite anyone whom he regards as an opponent.
At 4th level, and every 4 levels thereafter, the knight-paladin may smite one additional time per day.
Removing the alignment requirement from Smite and providing slightly more uses per day makes it more universally useful, securing Smite's role as one of the signature abilities of the knight-paladin.
Divine Grace (Su): At 2nd level, a knight-paladin gains a bonus equal to his Charisma bonus on all saving throws.
Turn Undead (Su): When a knight-paladin reaches 2nd level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of his level.
Designer's Note:
The knight-paladin turns undead as well as a cleric -- there's no risk of overshadowing the cleric by giving another class more level-appropriate turning ability.
Depending on the knight-paladin's code and alignment, the ability to rebuke undead may be more appropriate.
Aura (Su): Starting at 3rd level, a knight-paladin is surrounded by an aura of divine power out to a range of 10 feet. When first acquired, this aura possesses the courage quality (described below). The knight-paladin gains the ability to infuse his aura with other attributes for every 4 additional levels he gains. Adding or removing an aura quality requires a swift action, and the aura can contain as many qualities as the knight-paladin is able to produce. The knight-paladin gains all the benefits of his own aura, except as noted below.
Courage: The knight-paladin becomes immune to fear, and allies within the knight-paladin's aura gain a +4 bonus on saving throws against fear.
Designer's Note:
Depending on the knight-paladin's code and alignment, feel free to swap this with one of the alternate 2nd-level auras described under the variant paladin classes in UA pp.53-55.
Menace: Beginning at 7th level, foes within the knight-paladin's aura take a -2 penalty to attacks, AC, and saves for 24 hours or until they successfully hit the knight-paladin (save negates, Will DC 10 + ½ class level + Charisma modifier). A creature that has resisted or broken this effect cannot be affected by the same knight-paladin's aura of menace again for 24 hours.
Designer's Note:
This ability matches the aura of menace possessed by archons, and provides a debuff that synergizes well with the offensive abilities of allied spellcasters.
Protection: Beginning at 11th level, allies within the knight-paladin's aura gain the benefit of a magic circle against evil.
Warding: Beginning at 15th level, allies within the knight-paladin's aura gain the benefit of a lesser globe of invulnerability.
Designer's Notes:
At higher levels, a defender needs to be able to protect his allies from spells too, not just melee attacks. The two auras above, borrowed from the angel's protective aura, allow the knight-paladin to protect nearby allies from many spell attacks.
Replace magic circle against evil with magic circle against chaos/good/law if more appropriate to the particular knight-paladin's code and alignment.
Retribution: Beginning at 19th level, foes within the knight-paladin's aura deal only half damage when attacking the knight-paladin's allies who are also within the aura, and the attacker takes the remainder. The attacker can negate this reflected damage with a Fortitude save (DC 10 + ½ class level + Charisma modifier), but the damage he inflicts is still halved. A creature that has resisted this effect need not save again versus this knight-paladin's aura of retribution for 24 hours.
Bulwark of Defense (Ex): When he reaches 3rd level, an opponent that begins its turn in the the knight-paladin's threatened area treats all squares that he threatens as difficult terrain. His strict vigilance and active defensive maneuvers force his opponents to move with care. Creatures must pay double movement cost to move through squares of difficult terrain, and cannot run, charge, or make 5-foot steps through difficult terrain.
Armor Mastery (Ex): Starting at 4th level, the knight-paladin is able to wear his armor as a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, he ignores the speed reduction imposed by heavy armor as well. At 13th level, he gains proficiency with the tower shield if he did not already have it, and he may ignore the -2 penalty to attack rolls associated with using a tower shield.
Special Mount (Su): Upon reaching 6th level, a knight-paladin gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusades (this animal gains bonuses according to the table shown in the Paladin's Mount sidebar on page 45 of the Player's Handbook). This mount is usually a heavy warhorse (for a Medium character) or a riding dog (for a Small character), although it can be another creature with a CR of no more than 1/3 the knight-paladin’s level if the player and DM agree that a different creature would be more appropriate.
Once per day, as a full-round action, the knight-paladin may magically call his mount from the celestial realms where it resides. The mount immediately appears adjacent to the knight-paladin and remains for 2 hours per knight-paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the knight-paladin may release a particular mount from service (if it has grown too old to join his crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount always appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect.
Should the knight-paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The knight-paladin may not summon another mount for thirty days or until he gains a knight-paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the knight-paladin takes a -1 penalty on attack and weapon damage rolls.
Designer's Notes:
Allowing any mount up to a CR limit opens the door for the knight-paladin to obtain a dire bat or hippogriff as a flying mount. At higher levels, the knight-paladin could gain even more powerful mounts, possibly including a giant eagle, giant owl, pegasus, or griffon. In that case, the DM might wish to require the PC to undergo a quest or take a special feat to obtain such a mount.
Spontaneous Conversion (Su): The knight-paladin is first and foremost a defender of his allies, and relies upon shield other and glory of the martyr to defend his allies against harm from threats he cannot block with his skill at arms. A knight-paladin of 5th level or higher can spontaneously convert a prepared knight-paladin spell of 2nd level or higher to cast shield other instead. This works just like a cleric or druid's ability to spontaneously convert spells. At 14th level, the knight-paladin can spontaneously convert a prepared knight-paladin spell of 5th level or higher to cast glory of the martyr instead.
The reality of D&D is that unlike in a MMORPG, a defender can't expect to reliably hold aggro. Your other party members are going to take damage. These spells enable the defender to absorb some of those hits that he fails to intercept.
Detect Hostile Intent (Sp): A knight-paladin of 6th level or higher can use detect hostile intent at will, as the psionic power.
This higher-level ability is a more flexible and useful replacement for the paladin's detect evil power.
Vigilant Defender (Ex): Starting at 6th level, a knight-paladin stands his ground against all enemies, warding the spot where he makes his stand to prevent foes from slipping past and attacking those he protects. If an opponent attempts to use the Tumble skill to move through his threatened area or his space without provoking attacks of opportunity, the Tumble check DC to avoid his attacks of opportunity increases by an amount equal to his class level.
Divine Health (Su): At 7th level, a knight-paladin gains immunity to all diseases (including supernatural and magical diseases).
Courtly Knowledge (Ex): At 10th level, the knight-paladin has either become a mighty lord in his own right, or has devoted himself to the study of the politics and rulers to better serve his own lord. Either way, he develops a well-deserved reputation as an honorable mediator and keen adviser. He gains a competence bonus on all Diplomacy, Knowledge (nobility and royalty) and Sense Motive checks equal to half his class level.
Designer's Notes:
Full spellcasters have access to a variety of spells that boost their skill checks or give them extra options in social situations. Courtly knowledge and ready access to various telepathy and truth-telling skills give the knight-paladin some relevant options in that field.
Jiriku strongly recommends that you use Rich Burlew's alternative Diplomacy rules in place of the standard PHB rules, as the standard rules will wreck your game in horrible ways.
Impetuous Endurance (Ex): At 17th level, the knight-paladin's fighting spirit enables him to push his body beyond the normal limits of endurance. He no longer automatically fails saving throws on a roll of 1. He might still fail the save if his result fails to equal or beat the saving throw DC.
Mighty Aura (Su): At 18th level, the radius of the knight-paladin's divine aura doubles to 20 feet, and the bonuses provided by his aura of courage and aura of protection double.