Knight RO Class (3.5e Prestige Class)

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Knight RO Class
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Status: Playable
Editing: Constructive edits welcome

Knight[edit]

I have risen to Knighthood, my goal is to protect my allies with all my strength.
—Sotamaru, Human Knight, Oath.

Becoming a Knight[edit]

Strength and Constitution are very important for a Knight. Those that undertook the training in Swordsman can enter in to Knighthood. A Knight is usually head of the towns guard unit.

Entry Requirements
Alignment: Any Alignment.
Base Attack Bonus: +5
Race: Human
Skills: Knowledge Local(8 Ranks),Ride(8 Ranks),Search(8 Ranks)
Patron: Kord
Special: You must have taken Swordsman as a Base Class or you could have received training from a Knight of Legend(aka Knight 20th level)and he can grant you 1 level in Knight as long as you meet the other requirements.

Table: The Knight

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Spear Mastery,Riding
2nd +2 +3 +1 +0 Charge Attack, Pierce,One Hand Quicken
3rd +3 +4 +1 +0 Spear Boomerang
4th +4 +5 +2 +0 Auto Counter
5th +5 +6 +3 +1 Two Hand Quicken
6th +6 +7 +4 +2 Cavalry Mastery
7th +7 +8 +5 +3 Brandish Spear
8th +8 +9 +5 +4 Spear Stab
9th +9 +10 +5 +5 Bowling Bash
10th +10 +10 +5 +5 Knight Mastery

Class Skills (6 + Int modifier per level)
Balance(DEX)Climb(STR)Gather Information(CHA)Intimidate(CHA)Jump(STR)Knowledge Local(WIS)Ride(DEX)Search(WIS)Survival(WIS)Spot(Wis)

Table: The Epic Knight
Level Special
11th Bonus Feat
12th Bonus Feat
13th Epic Sword
14th Bonus Feat
15th
16th Epic Spear
17th
18th Bonus Feat
19th
20th Knight of Legend

Class Features[edit]

Riding:During your training as a Knight you have become an expert at riding a mount, thus no ride check is needed for any circumstance.

Spear Mastery:As a Knight you have been trained in the art of wielding a Spear. As a result you add 1D6 to your total damage with a spear weapon.

Charge Attack:The distance between you and your foe mean nothing to you. You see it as a mere step. You charge in a straight line as if you are running so add it to your speed accordingly. You may only travel in a straight line and may not move otherwise, if you reach a target during your charge you may make an attack roll if successful add 1d4 to your total damage for every 15 feet you ran to them.

One Hand Quicken:You have learned to quicken your attack with One Handed Weaponry, granting you one additional attack with a One Handed Weapon.

Pierce:A spear technique, that will allow you to attack from up to 15ft away. Make an attack roll, on a success full attack add extra damage accordingly:Small creature=1D6:Medium creature=2D6:Large creature 3D6, anything larger will be 4D6. If you should miss the attack your target is granted an attack of opportunity.

Spear Boomerang:A spear technique that gives your spear a 30ft reach.

Auto Counter:Your training has allowed you to read your opponents very well. Take up a counter stance you may hold that stance for up to 3 rounds. Once you are attacked the stance ends but when you are attacked your opponent stops and you are granted the attack instead of him.

Two Hand Quicken:You have mastered the Two Handed weaponry allowing you to swing with great speed. Grants you an extra attack with all Two Handed weapons.

Cavalry Mastery:You are now the master of mounted combat. Just the sight of you on horseback riding into battle strikes fear into your enemies and boosts the morale of your troops. While mounted your weapon is considered to have the keen enchantment and your critical is boosted by one :IE: X2 becomes X3 and so on.

Brandish Spear:A mounted spear technique, it grants you attacks against all enemy creatures in a 15ft radius.

Spear Stab:A forceful spear technique. Make a attack roll if successful you will do normal damage(disregard critical hits)and your target will be knocked back 30ft.

Bowling Bash:A sword technique, you have combined the effects of Bash and Magnum Break you forge a new skill. Make and attack roll(see the Bash skill for percentile rolls.)if success and you deal damage, all creatures in a 15ft dome excluding allies are pushed back 10ft and receive 1D6 fire damage.

Knight Mastery:You have mastered your training and are feared by your enemies and loved by the people. You receive +10 damage reduction, +1D6 to your damage. While you are mounted your critical range is boosted by 2.:IE: 19-20 is now 17-20.

Bonus Feat:You may select any feat as long as you meet the requirements.

Epic Sword:You are now the undisputed master of the sword. You have no equal, with all sword based slashing weapons you are granted 1D6 of extra damage, this includes one hand or two hand.

Epic Spear:You are now the undisputed master of the spear. You have no equal, with all spear based weapons you are granted 1D6 of extra damage.

Knight of Legend:Now you have reached the real top. Your feats and deeds reach all corners of the world. Where ever you go bards sing of your accomplishments. You may now pass down your skills and knowledge to a new generation, by spending experience(200XP per ECL of your student)you may allow PRC to take levels in Knight without the needed training in Swordsman. The trainee that gains the class Knight in this way even if they reach the next level, may only gain another level in Knight by spending time training with you to advance. Time needed is a full days worth about 12 hours.

Campaign Information[edit]

Playing a Knight[edit]

This section is not complete, and needs to be finished. Edit this Page

Combat: For those who choose the path of the Knight know that when you do, your main job is on the front lines. Bringing down any that oppose your group.

Knights in the World[edit]

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I swear on my honor, you will fall well before I do.

A Knight again is usually head of the town guard, some may want to spread their wisdom and knowledge of combat and some may even become mercenaries.

NPC Reactions: NPCs always go out of their way to say hello to a passing Knight.

Knight Lore[edit]

You may edit the Knights Lore to best fit your campaign.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Knights in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

As a Prc they are normally main attackers of the group, NPCs will be town guards. Patrolling the streets or taking up some drink in the local tavern.

Adaptation: You can use the Knight in your campaign as you see fit. Note however that they are not normally evil.



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