The Proper Pathfinder Knight - As Created by The Wild Commoner.

Homebrew and House Rules

Well, here is a conversion that I did for the knight, as I really didn't like the way Adamant went with it. I don't think this violates any rights, if it does, please inform me where and I'll remove/alter it so that it merely lists what goes there, and not what it does. I believe that would solve any problems?

Commoner's Pathfinderized Knight

Skills  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.
Hit Dice  d12

Table - The Knight


Level | BAB | Base Fort | Base Ref | Base Will | Granted Abilities

1st | +1 | +2 | +0 | +2 | Knight's Challenge, Fighting Challenge
2nd | +2 | +3 | +0 | +3 | Bonus Feat, Shield Focus
3rd | +3 | +3 | +1 | +3 |
4th | +4 | +4 | +1 | +4 | Armor Training 1
5th | +5 | +4 | +1 | +4 | Bonus Feat, Vigilant Defender
6th | +6/+1 | +5 | +2 | +5 | Shield Ally
7th | +7/+2 | +5 | +2 | +5 | Armor Training 2, Rallying Cry +1
8th | +8/+3 | +6 | +2 | +6 | Call To Battle
9th | +9/+4 | +6 | +3 | +6 | Champion
10th | +10/+5 | +7 | +3 | +7 | Bonus Feat, Greater Shield Focus
11th | +11/+6/+1 | +7 | +3 | +7 | Armor Training 3, Rallying Cry +2
12th | +12/+7/+2 | +8 | +4 | +8 | Daunting Challenge
13th | +13/+8/+3 | +8 | +4 | +8 |
14th | +14/+9/+4 | +9 | +4 | +9 | Improved Shield Ally
15th | +15/+10/+5 | +9 | +5 | +9 | Armor Training 4, Bonus Feat, Rallying Cry +3
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Bond of Loyalty
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Impetuous Endurance
18th | +18/+13/+8/+3 | +11 | +6 | +11 |
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Rallying Cry +4, Superior Shield Focus
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Bonus Feat, Loyal Beyond Death

Weapon and Armor Proficiency Knights are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and all shields (except tower shields).

The Knight's Code You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, nand win renown across the land. The stories that arise from your deeds are just as important to you as the deeds themselves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power.

The knight’ code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.
•A knight does not gain a bonus on attack rolls when flanking. You can choose to keep the +2 bonus, but doing so violates your code of honor (see below).
•A knight never strikes a flat-footed opponent. Instead, you allow your foe to ready himself before attacking.
•A knight never deals lethal damage against a helpless foe.

You can strike such a foe, but only with attacks that deal nonlethal damage. If you violate any part of this code, you lose one use of your knight’ challenge ability for the day. If your knight’ challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you take a – penalty on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward. While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight’ path.

Knight’ Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. In battle, you use the force of your personality to challenge your enemies. You can call out a foe, shouting a challenge that boosts his confidence, or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies’ego, you can manipulate your foes. You can use this ability a number of times per day equal to 1/2 your knight class level + your Charisma bonus (minimum once per day). As you gain levels, you gain a number of options that you can use in conjunction with this ability. Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues.

Fighting Challenge (Ex) As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect. If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight’ challenge ability for the day because of the blow to your ego and confidence from this defeat. The effect of a fighting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any). If you are capable of issuing a knight’ challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active. At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4.

Shield Focus (Ex) At 2nd level the Knight excels in shielded combat; he gains the Shield Focus feat as a bonus feat.

Bonus Feat Starting at 2nd level the knight acquires a bonus feat from the list below. He must still meet the requirements of the feat to take it. He then gains an additional bonus feat at level 5, and each five levels after that. Resulting in bonus feats being acquired at levels 2, 5, 10, 15, and 20.

(Animal Affinity, Cleave, Combat Reflexes, Diehard, Endurance, Great Cleave, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Intimidating Prowess, Improved Vital Strike,. Improved Shield Bash,  Leadership, Mounted combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Two-Weapon Fighting, Vital Strike, Weapon Focus, Weapon Specialization, Quick Draw, Tower Shield Proficiency, Shield Slam, Stand Still, Shield Master.)

Test of Mettle (Ex) Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability. As a swift action, you can expend one use of your knight’ challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect’ area. An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him or ensure his death or the death of one he cares for. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target. If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight’ challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight’ challenge ability in this manner per day. The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

Armor Training (Ex) At 4th level a knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum – reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a knight can also move at his normal speed while wearing medium armor. At 9th level, a knight can move at his normal speed while wearing heavy armor.

Vigilant Defender (Ex) Starting at 5th level, you stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect. If an opponent attempts to use the Acrobatics skill to move through your threatened area or your space without provoking attacks of opportunity, the Acrobatic check DC to avoid your attacks of opportunity increases by an amount equal to your class level.

Shield Ally (Ex) Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

Rallying Cry (Ex) At 7th level, the Knight may utter a powerful shout as a swift action by expending one point from his reserve. This shout gives all allies who hear the cry a +1 morale bonus to their attack rolls, and saves against fear spells and effects until the knight's next turn. A knight does not gain this benefit, it only rallies his allies. At 11th level the morale bonus increases to +2, to +3 at 15th level and +4 at 19th level.

Call to Battle (Ex) Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.

As a swift action, you can expend one use of your knight’ challenge ability to grant an ally another save against a fear effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save, he gains the benefit for a successful save against the attack or spell. This ability reflects your talent to inspire your allies in the face of a daunting foe. For example, Lidda fails her save against a lich’ fear spell. On his next action, Sir Agrivail uses his call to battle ability to grant Lidda another save. If she succeeds, she immediately
shrugs off the effect of the fear spell.

Champion (Ex) At 9th level the knight can use her prowess to protect an ally that is within one of her threatened squares. She may grant that ally half of her Armor Class bonus at the expense of her own (this effect lasts a round, unless the knight chooses to continue the protection).

Greater Shield Focus (Ex) At 10th level the Knight gains Greater Shield Focus as a bonus feat.

Daunting Challenge (Ex) Starting at 12th level, you can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes. As a swift action, you can expend one use of your knight’ challenge ability to issue a daunting challenge. This ability affects all creatures within 100 feet of you that have a CR less than your character level minus 2. Targets must be able to hear you, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + 1/2 your class level + your Cha modifier) or become shaken. Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day.

Improved Shield Ally (Ex) At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

Bond of Loyalty (Ex)  Starting at 16th level, the knight’ devotion to honorable combat and his loyalty to his companions grants him additional resistance against compulsion. The knight can expend a use of his knight’ challenge ability as a free action to make an additional saving throw against a mind-affecting spell or ability, even if an opponent is controlling or influencing your actions. This ability can only be used once per round.

Impetuous Endurance (Ex) Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.

Superior Shield Focus (Ex) At 19th level the Knight increases the AC bonus granted by any shield he uses by 1. This bonus stacks with the bonuses from Shield Focus and Greater Shield Focus.

Loyal Beyond Death (Ex) At 20th level, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight’ challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is –0 or lower. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight’ challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than –0 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight’ challenge ability.

I'd love to see this on the Pathfinder Database!


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