My take to pathfinderized the Knight


Homebrew and House Rules


I really like the concept of the knigth as presented in PHB2 and Tome of secret, but I don't like all of the abilities prensent in both. So I've took what I thought make sense to me from both source and tried to combine into a single class.

I'd like you to comment and help me fill the 19th level.

The Knight

Alignement: any lawful
Hit die:d12
BAB: fast
Fort: low
Ref: low
Will: high

The knight’s class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points per Level: 2 + Int modifier.

1st Hospitality (ToS), Knight code (PHB2), Knightly presence (ToS)
2nd Mounted combat(as per the feat), Shield block +1 (PHB2)
3rd Bulkward of defence (PHB2)
4th Armor Mastery (medium) (PHB2), Bonus feat
5th Rallying presence +1 (ToS)
6th Vigilent defender (PHB2)
7th Shield ally (PHB2)
8th Bonus feat
9th Armor Mastery (heavy) (PHB2)
10th Rallying presence +2 (ToS)
11th Shield block +2 (PHB2)
12th Bonus feat
13th Unshakable (ToS)
14th Improved shield ally (PHB2)
15th Rallying presence +3 (ToS)
16th Bonus feat
17th Sturdy (ToS)
18th Impetuous endurance (PHB2)
19th
20th Fearless (ToS)

Bonus Feat: At 2nd level and every four levels thereafter, the knight may take a bonus feat from the following list. The knight must meet any
prerequisites when taking a feat. Animal Affinity, Cleave, Combat Reflexes, Diehard, Endurance, Great Cleave, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Intimidating Prowess, Improved Vital Strike, Leadership, Mounted combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Vital Strike, Weapon Focus, Weapon Specialization.

Knight code: as per PHB2 but penality to breaking code of conduct is always -2 to attack roll and saves for the rest of the day


I'd say change hit dice to d10.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
veector wrote:
I'd say change hit dice to d10.

Given that one of the main points of the knight is the d12 hit die, I'd say change something else.

Grand Lodge

I've recently modified the knight class myself and have linked the PDF if anyone wishes to look over it, its not 100% complete and I too would like to hear others feedback on it.

To summarize I changed the Knight class to Knight-Errant. Errant Meaning wandering or roving, and indicates how a knight would typically wander the land in search of adventures to prove himself as a knight. much more fitting for a role-playing game IMHO.

I have changed the knights challenge to use reserve points based on half-class level + charisma. I added in a rallying cry ability to boost allies combat abilities and increased the progression of knights challenge abilities slightly.

Added a badge of honor that gives GMs a way to manipulate and control the Knights Code for use in-game rather than it just being a roleplaying consideration.

The class gets armor training and mastery identical to the fighter but only applies to heavy armors.

The knight gets 2 combat styles - Mounted or Infantry similar in a way a ranger chooses ranged or two weapons. The knight has restrictions that could strip these feats from him.

The class gains a squire (NPC warrior 2 levels below the knight) at 5th. This helps facilitate the use of a knight in a one on one style game providing the knight with someone to protect while adding a nice boost to DPS and helping the knight don his heavy armor without the porter cost. as an NPC it should be noted that the squire is likely to receive some of the knights loot share which i think balances it out nicely.

I removed Mounted Combat as a bonus feat, shield block, armor mastery, bulwark of defence, vigilant defender, All bonus feats, shield ally, improved shield ally, and impetuous endurance. I'm currently in two minds whether to add back in the Bulwark of defence and shield ally/improved shield ally abilities but the rest will stay out as what i have added either improves them or makes the class far too ability heavy.

Heres the link to the full write up - its version 1 and once I playtest it a little will likely get some tweaks.

Knight Errant


veector wrote:
I'd say change hit dice to d10.

Actually what I liked, from the Knight class, is the fact that he is devoted to the protection of other, and I chose the abilities that I tought represent the most this aspect. Also even if d12 is not following the guide line from Pathfinder classes, I think that as for the Barbarian, who is often on the frontline not caring for is safety, the Knight will do the same but not for the same motive.


Quijenoth wrote:
An awesome class

I'd love to see both of these submitted to the Pathfinder Database

Seriously, the work you guys have put in is awesome.


This was a Knight class that I developed for my last 3.5 campaign. I haven't Pathfinderized it (yet), but I thought I'd repost it in case any of the ideas are useful to this discussion...

Alignment: A knight's alignment must be within one step of Lawful Good.
Hit Dice: d10.

Class Skills
The knight's class skills (and the key ability for each) are Concentration (Con), Craft (int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Ride (Dex), Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the knight.
Weapon and Armor Proficiency: A knight is proficient with all simple and martial weapon, with all type of armor (heavy, medium and light), and with shields (except tower shields).
Flaws: Given the rigors of knighthood and the codes they adhere to, You may not select flaws for a character of this class.
Multiclassing: A knight who multiclasses may no longer advance as a knight. The exception to this is for any class with which a paladin could freely multiclass.

BAB: Good
Good Saves: Fortitude
Poor Saves: Reflex, Will

1st: Fit Mind, Chivalrous Courtesy, Code of Arms, Honorable Challenge, Knightly Training, Pride of Arms
2nd: Fit Body, Bonus Feat
3rd: Fit Soul
4th: Aura of Good, Detect Evil, Smite Evil ×1
5th: Bonus Feat, Animal Companion
6th: Divine Fortitude
7th: Blessed Weapon
8th: Bonus Feat, Smite Evil ×2
9th: Skill Mastery
10th: Special Mount
11th: Bonus Feat
12th: Smite Evil ×3
13th: Divine Strength
14th: Bonus Feat
15th: Sacred Soul
16th: Smite Evil ×4
17th: Bonus Feat
18th: Sacred Body
19th: Damage Reduction 10/evil
20th: Bonus Feat, Smite Evil ×5

Fit Mind: Because of their rigorous formal schooling, a 1st level knight gains an extra 8 skill points to be distributed amongst the various knowledge skills.
Chivalrous Courtesy: A knight despises raising their hand against creatures of the opposite gender and suffers a -4 penalty on attack rolls to hit a creature they can tell is of the opposite gender.
Code of Arms: Knights are trained only kill other armed warriors, they suffer a -4 penalty on attack rolls made against an enemy not armed with a melee weapon. If the enemy uses a natural attack against You, You may then attack it without penalty.
Honorable Challenge: A knight only crosses arms with foes who willingly engage them and suffers a -4 penalty on attack rolls against creatures that have not explicitly challenged You or made an attack against You. For the purposes of the knightly code of conduct, an attack against You includes any action that would end an invisibility spell (see PHB 245).
Knightly Training: A 1st level knight gains Combat Expertise and Mounted Combat as class feats provided they meet the prerequisites for those feats.
Pride of Arms: A knight takes great pride in knowing how to use weapons specifically designed for war. They consider all other weapons beneath them and suffer a -4 penalty on all attack rolls made with exotic weapons, simple weapons, unarmed attacks and touch attacks. Attacks made with a suitable weapon that are to be resolved as a touch attack (for whatever reason) are not subject to this penalty.
Fit Body (Ex): A knight is to be well rounded in their physical abilities as well as their mental ones. At 2nd level, add +1 to the knight's lowest physical ability score and add another +1 to any of the physical ability scores of your choice.
Bonus Feats: At 2nd level and every three levels thereafter, a knight gains a bonus feat. These feats must be chivalrous in nature which is left to the determination of the Dungeon Master.
Fit Soul (Su): The knight's piety renders them immune to fear spells and effects and grants them a +2 bonus on Will saves.
Aura of Good (Ex): The power of a knight's aura of good is equal to their knight level as if they were a cleric of a good diety.
Detect Evil (Sp): At will, a knight of 4th level or higher can use detect evil as the spell.
Smite Evil (Su): Begining at 4th level, once a day a knight can use Smite Evil as if they were a paladin of the same level. They gain an extra use of this ability at 8th level and every 4 levels thereafter.
Animal Companion: Mount (Ex): Once a knight reaches 5th level, their warhorse is treated as an animal companion. This ability functions like the druid's ability of the same name (phb 35), except that the knight's effective druid level is one-half their knight level.
Divine Fortitude (Ex): At 6th level a knight becomes immune to all natural diseases. Furthermore, they add their Charisma modifier as a bonus on saving throws vs. disease, poison, afflictions and fatigue (see the conditions listed under the Endurance feat, phb 93).
Blessed Weapon (Su): Upon reaching 7th level, any weapon wielded by a knight is considered good-aligned and magic for purposes of overcoming an evil-creature's damage reduction or striking evil incorporeal creatures. Critical threats against evil creatures are automatically confirmed so long as the weapon does not already have a property related to critical hits (such as keen or vorpal).
Skill Mastery (Ex): A knight of 9th level or higher can take 10 on Ride and Sense Motive checks even when distractions would normally prevent them from doing so.
Special Mount (Sp): At 10th level, a knight's animal companion mount changes to magical beast. They continue to accrue the benefits of a druid's animal companion but they also now gain the abilities of a Paladin's mount, except that the knight's effective paladin level is 4 levels lower than their knight level.
Divine Strength (Su): Because a knight's heart is pure, they have greater strength than normal men. At 13th level, a knight adds their Charisma modifier as an enhancement bonus to their Strength score (up to +1 per 3 knight levels).
Sacred Soul (Su): At 15th level, a knight's faith is so strong that they become immune to death spells and effects.
Sacred Body (Ex): A knight becomes immune to vile damage upon reaching 18th level. Any vile damage that would be taken is treated as normal damage.
Damage Reduction (Su): 10/evil.


I don't know why people always have to make the Knight and give him all of these crazy abilities.

If you want a holy crusader, make a paladin.

If you want a normal but pious avenger, make a fighter.

I don't know why "Knight" immediately makes someone think "needs a mechanic to punish them for fighting unfair." Why can't a player just make those decisions?

Nonetheless, in my head, here's knight:

Paladin without spells, lay on hands and without a spirit bond or animal companion. Same immunities and auras. Then, bonus feats every three levels choosable from a specific list of feats, like Combat Expertise, Mounted Combat, Shield Focus.. etc. Then, knight's challenge that allows them to mark an enemy akin to 4e fighter's mark. Let's give them an amount of uses per day of that ability equal to 1/2 their level.

None of this "He's a paladin who is defeated by being ignored!" or an opponent who can make you lose your abilities by laying down and taunting you into taking advantage of his prone state.


SecSiebzehn wrote:

I don't know why people always have to make the Knight and give him all of these crazy abilities.

If you want a holy crusader, make a paladin.

If you want a normal but pious avenger, make a fighter.

I don't know why "Knight" immediately makes someone think "needs a mechanic to punish them for fighting unfair." Why can't a player just make those decisions?

to be fair, if you start saying things like that, you'll find it can apply to alot of other things as well. Why have a barbarian class when you could just use a fighter and give him a savage warrior theme? Why have a sorcerer when you could just theme a wizard?

While I think there should be a limit to this, a "Knight" class doesn't seem to really cross the limit at all for me.

@OP
I'd change his Bulwak of Defense ability, make it negate Nimble Moves and Acrobatic Steps, otherwise the ability becomes useless with the selection of a single feat.

Grand Lodge

Its not about remaking the paladin with "cool" abilities but filling a void that is lacking in D&D. For me its the control of the battlefield and more importantly the actions of your opponents.

In my 3.5 games I make it known to my players that I will accept the Goad Feat from Complete Adventurer but many aren't willing to take it because it uses charisma. I suffered from the 4th level fighter / something else syndrome alot in my games and to the detriment of most campaigns they would struggle against most pre-written adventures beyond 8th level because of multiclassing and prestige classes losing the BAB and spells necessary to overcome the challenges.

The Knight class uses charisma for a lot of his abilities and used with the Goad feat makes for an awesome battlefield control melee specialist.

I should point out that for me the paladin is a poor excuse for a core class (as is the bard) and I have house ruled both into prestige classes making the knight a core class for most of my 3.5 campaigns. I may do the same in pathfinder but not until I have at least experienced PFRPG in its core form.

Grand Lodge

Nero24200 wrote:


@OP
I'd change his Bulwak of Defense ability, make it negate Nimble Moves and Acrobatic Steps, otherwise the ability becomes useless with the selection of a single feat.

I wouldn't negate both feats but instead reduce the effectiveness of the feats. Make Bulwark of Defence reduce the movement distance of all feats and abilities that treats difficult terrain as normal movement by 5 ft. so a character with nimble moves has his feat negated when dealing with a knight but a character with nimble moves and acrobatic steps can move up to 10 ft still.


Quijenoth wrote:
I wouldn't negate both feats but instead reduce the effectiveness of the feats. Make Bulwark of Defence reduce the movement distance of all feats and abilities that treats difficult terrain as normal movement by 5 ft. so a character with nimble moves has his feat negated when dealing with a knight but a character with nimble moves and acrobatic steps can move up to 10 ft still.

Well..it's just I think they should both be negated because it's one of the more effective class features the knight gains. The knight is good for one thing first and foremost comapred to other marial classes, and that's holding a line.

There aren't feats which causes a fighters to lose bonus feats, or a barbarians rage, or even minor class features like a barbarians damage reduction (in fact, a new feat created specifally to overcome damage reduction even has a line stating that it doesn't work aganist certain types, of which the barbarian's is included). However, two feats can do that for the knight easily.


Personally, what I did is turn all the knight's class features into feat chains. That way you can build a knight with a fighter or a paladin, at your option.


Also, I was thinking of modifying Hospitality so it is a bonus to diplomacy or intimidate check to convince the landowner to offer a room to the knight and his allies.

And since most of my knight abilities are geared toward defense I'm trying to figure out an ability that may grant the knight a bonus to attack an ennemy that threaten both the knight and at least one of his ally. (progressive bonus or bonus = half knight level ???, only attack roll, attack + damage, damage only ???)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Kirth Gersen wrote:
Personally, what I did is turn all the knight's class features into feat chains. That way you can build a knight with a fighter or a paladin, at your option.

Now that's a great idea, it would help distinguish between a Crusader, a Cavalier or a Noble lord.

I might even modify it to emulate Monkey Island's Insult Sword-Fighting.

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