Knight, 2nd Variant (3.5e Class)
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Those who are allowed to shoot are those who are prepared to be shot.
-Lelouch Vi Brittania
Making a Knight
First prepare to die at the hands of Chuck E. Cheese everywhere.
Starting Gold: 6d4 × 10 gp.
Starting Age: Moderate, as Fighter.
|Level||Base Attack Bonus||Saving Throws||Special||Maneuvers Known||Maneuvers Readied||Stances Known|
|1st||+1||+2||+0||+2||Defensive Reflexes (Ex), Knight's Steed (Ex), Shield Block +1||4||2||1|
|2nd||+2||+3||+0||+3||Combat Expertise, Mounted Combat||4||2||1|
|3rd||+3||+3||+1||+3||Bulwark of Defense (Ex), Mettle (Ex)||4||2||1|
|4th||+4||+4||+1||+4||Shield Block +2, Strength from Pain (Ex)||5||2||1|
|5th||+5||+4||+1||+4||Armor Mastery (Ex), Saddleback||5||2||1|
|6th||+6/+1||+5||+2||+5||Vigilant Defender (Ex), Resistance from Pain (Ex)||5||3||1|
|7th||+7/+2||+5||+2||+5||Shield Ally (Ex)||6||3||1|
|8th||+8/+3||+6||+2||+6||Shield Block +3, Elusion from Pain (Ex), Trample||6||3||2|
|9th||+9/+4||+6||+3||+6||Checking Strike (Ex), Hazing Deflection (Ex)||6||3||2|
|10th||+10/+5||+7||+3||+7||Telling Blow (Ex), Speed from Pain (Ex)||7||3||2|
|12th||+12/+7/+2||+8||+4||+8||Shield Block +4||7||4||2|
|13th||+13/+8/+3||+8||+4||+8||Impetuous Endurance (Ex)||8||4||2|
|14th||+14/+9/+4||+9||+4||+9||Improved Shield Ally (Ex), Ride-By Attack||8||4||2|
|16th||+16/+11/+6/+1||+10||+5||+10||Shield Block +5, Greater Hazing Deflection (Ex)||9||5||3|
|20th||+20/+15/+10/+5||+12||+6||+12||Loyal Beyond Death (Ex), Shield Block +6||10||5||3|
Class Skills (4+ Int modifier per level, x4 at 1st level): Climb, Diplomacy, Handle Animal, Heal, Intimidate, Jump, Knowledge (Nobility and Royalty), Listen, Ride, Sense Motive, Spot
Maneuvers: You begin your career with knowledge of five martial maneuvers. The disciplines available to you are Devoted Spirit, Stone Dragon, and White Raven. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Knights is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on Table: The Knight. You must meet a maneuver’s prerequisite to learn it. (See Table 3–1, page 39, Tome of Battle, to determine the highest level maneuvers you can learn. Upon reaching 4th level, and at every even-numbered Knight level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to Knights. At xth, yth, and zth level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Defensive Reflexes (Ex): The Knight's watchful glare enables him to make an additional number of attacks of opportunity each round equal to 1/4 his Knight level + 1. This feature can be used in place of Combat Reflexes to qualify for a feat, prestige class, or other special ability.
Shield Block (Ex): Gives a bonus to the Knight's shield bonus to AC when carrying a shield.
Mettle (Ex): The Knight can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Knight does not gain the benefit of mettle.
Bonus Feat: The Knight can take any feat for which he would normally qualify for.
Strength from Pain (Ex): Each time the Knight takes damage from an opponent or non-allied source, he gains a stacking +1 bonus on attack and damage rolls for 1 minute, up to a maximum total bonus equal to 1/2 his character level. Taking damage during the duration of Attack by Pain renews the duration for another minute.
Resistance from Pain (Ex): Each time the Knight takes damage from an opponent or non-allied source, he gains a stacking +1 bonus to all saves for 1 minute, up to a maximum total bonus equal to 1/3 his character level. Taking damage during the duration of Alacrity by Pain renews the duration for another minute.
Elusion from Pain (Ex): Each time the Knight takes damage from an opponent or non-allied source, he gains a stacking +1 dodge bonus to AC for 1 minute, up to a maximum total bonus equal to 1/4 his character level. Taking damage during the duration of Avoidance by Pain renews the duration for another minute.
Speed from Pain (Ex): Each time the Knight takes damage from an opponent or non-allied source, he gains a stacking +10 ft. enhancement bonus to all forms of movement for 1 minute, up to a maximum total bonus equal to 2 times his character level. Taking damage during the duration of Acceleration by Pain renews the duration for another minute.
Bulwark of Defense (Ex): When you reach 3rd level, an opponent in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.
Armor Mastery (Ex): Enables full movement speed in in heavy and medium armor.
Vigilant Defender (Ex): Any opponent you threaten that takes any sort of movement, including a 5-foot step, provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten. Your opponents also cannot use the withdraw action to treat the square they start in as no longer threatened by you, nor can they make use of the Tumble skill to avoid attacks of opportunity. Any movement method which ignores attacks of opportunity is negated and movement provokes attacks normally.
Checking Strike (Ex): As a standard action, a Knight can strike with their weapon in such a way that the enemy becomes checked and slowed (as the slow spell). On successful strike roll damage normally, but do not apply it. The Knight can use a standard action on the following turn to maintain the check and slow effects, but he cannot attack or utilize the arm(s) and weapon with which he initiated the Checking Strike during his remaining move action. The Knight gains cover from the opponent so long as the strike is maintained, and the opponent is considered checked and slowed so long as the strike is maintained. The Knight can continue to move even after maintaining or initiating a Checking Strike, and can move the enemy alongside himself an amount equal to his movement speed so long as he remains adjacent to the enemy or keeps the enemy within his threat range. A Knight can only maintain 1 Checking Strike at a time. An opponent can opt to escape a Knight's Checking strike on their turn as a swift action, but they automatically receive the damage rolled from the strike upon escape in addition to provoking an attack of opportunity. A successful Strength or Escape Artist check of DC equal to the Knight's class level + damage rolled from the attackallows the opponent to escape the Checking Strike unharmed and without provoking an attack of opportunity. A Knight can choose to end the check if he does not maintain it, and deal the damage rolled. While maintaining a checking strike, a Knight cannot utilize any immediate or swift actions or make other attacks of opportunity.
Telling Blow (Ex): When an opponent declares an attack with a melee or spell-like weapon, the Knight can opt to allow the attack to automatically hit him. Before he suffers damage from the attack, he may make an attack of opportunity to the attacker. If the opponent is not within the Knight's reach, he may use an immediate action to charge the opponent and make the attack of opportunity (charge modifiers apply to this special attack of opportunity).
Shield Ally (Ex): As an immediate action, the Knight can opt to move to an ally and absorb absorb 1/2 of the damage from an attack or spell-like weapon. The Knight can move a number of feet equal to their move speed to shield an ally, so that the ally is adjacent to the Knight or within the Knight's threat range. Cannot be used to absorb spell effects, but it can be used to halve spell-like weapon damage.
Improved Shield Ally (Ex): Functions as Shield Ally, but the Knight can now take all of a chosen ally's damage that is inflicted upon them by an attack, and the Knight can continue to take half of the damage from all attacks directed against the chosen ally until the Knight's next turn, so long as the ally remains adjacent to the Knight or within his threat range. If the Knight does not or cannot take a turn and instead falls unconscious or dies, he may continue to stand and block 1/2 of the damage so long as the ally remains adjacent to him and his body is intact, for a number of rounds equal to his Knight level + Con modifier. His body also provides cover to allies until his next turn when Shield Ally is used. The Knight can also use Improved Shield Ally to absorb a spell's effect.
Impetuous Endurance (Ex): Reroll any saving throw on a roll of 1.
Hazing Deflection (Ex): Constantly provides concealment (20% miss chance) so long as the Knight has a shield equipped or attending him. When Shield Ally is used, the attacker who attacked the Knight's ally must apply miss chance, if applicable, to the attack or spell with which they originally struck the chosen ally with. While Hazing Deflection is active, any enemy that misses the Knight becomes dazzled for a number of rounds equal to 1/2 his Knight level, and he may make an attack of opportunity against the opponent that missed him. If the opponent is not within the Knight's reach, he may use an immediate action to charge the opponent and make the attack of opportunity (charge modifiers apply to this special attack of opportunity).
Greater Hazing Deflection (Ex): Functions as Hazing Deflection, but instead grants total concealment (50% miss chance). All allies adjacent to the Knight and within his threat range gain 20% concealment. While Hazing Deflection is active, any enemy that misses the Knight becomes dazzled for a number of rounds equal to 1/2 his Knight level, and he may make an attack of opportunity against the opponent that missed him. If the opponent is not within the Knight's reach, he may use an immediate action to charge the opponent and make the attack of opportunity (charge modifiers apply to this special attack of opportunity). Any enemy that misses one of the Knight's allies affected by Greater Hazing Deflection due to concealment becomes dazzled for a number of rounds equal to 1/2 his Knight class levels.
Loyal Beyond Death (Ex): If the Knight is reduced to 0 or fewer hit points by an effect that otherwise leaves his body intact, he can continue continue to act for a number of rounds equal to his Knight level + Con modifier.
The Knight's Steed
At 5th level the Knight gains the use of a powerful steed... blah blah blah.
|Knight Level||Bonus HD||Natural Armor Adj.||Strength/Dexterity Adj.|