Knight, Variant (3.5e Class)
From D&D Wiki
Knights are essentially an offshoot of fighters trained from powerful families. Knights are superior to fighters because they use their riches to train from birth and to have more weapons than fighters. Knights are a one man army, equipped from head to toe to defend their power, glory and honor. But that’s not what makes them one of the superior warrior classes. Knights are better trained with more weapons and better trained at using the weapons they have than fighters ever can be. Theirs is the blood descended from saints and warrior priests; knightly orders were formed to build a perfect society and recreate a lost and forgotten great empire (Only Known as the Ancient Empire). The first knights were recruited from tribal heathen fighters. These knights were warrior clerics that split into Priests and Knights. Knights recreated an art of war and their code of honor from a belief in gods who wanted them to fight good and just wars. These wars, according to the gods' commands, could only be crusades against the Heathens and Heretics. Eventually most Knights were given the grace of the gods and reverted from their once-spiritual services by becoming a barbaric and power mongering breed of warrior despots.
Making a Knight
Knights are excellent defenders that protect a Priest or a serf player and they are flexible enough to be designed by players to counter many different monsters. Their specialty is usually to fight other human targets. They are, however, primarily defenseless against archers, rangers and rogues and rely totally on the party to compensate.
Abilities: Knights focus on strength for most of their defensive feats and their aggressive feats. They need high charisma to effectively rule so this is another one of their more important abilities. Third comes constitution, the Knight reduces the need for which (and associated hit points) with strength based AC boost. Even a small amount of Dexterity over 11 is always useful to help dodge enemy attacks while in armor.
Knights follow a code of honor, known as chivalry, that comes from the gods and from their society. They feel obliged to command and control all lesser classes because their deities have given them power. They are divinely chosen dictators and warriors who lead crusades to spread their faith and kingdoms. A knight will only kill another knight or noble with a sword and will not harm a proper surrenderer. It is even said they treat their proper captives quite well. Good Knights tend to be more benevolent while evil knights are often looking for excuses to kill; although both will execute civilians that have surrendered too late or improperly. A good knight must still believe that all deviants and other pagan cultures are evil and will not hesitate to strike down any such civilian bystanders without feeling anything about it. Good knights may wipe out entire heathen villages to take their food because it is honorable, and will offer quick and clean deaths, but evil knights kill more than they have to and often in sadistic ways. All knights, even evil ones, are genuinely compassionate to others of their own culture and religion. Good knights want to convert through force but will try peaceful methods first. Evil knights just want to kill them all in horrible ways but no knight, not even a good knight, can allow a witch or heretic to live. They follow rules of good conduct, protecting the weak and killing heretics of any other alignments or religion or those guilty of foul and/or improper behavior. They fulfill their duties, keep their word, protect their servants, never backstab, and always prefer trials by combat or ordeal (straight-out torture and/or brutal tests of strength). Physical power is a sign of justice and righteousness that must lord over the lesser. Knights set themselves up as feudal landlords where they are jury, judge and executioners. Most Knights only believe in any one god and define the rest as demons (chaotic), fiends (neutral) or devils (lawful). Knights are quick to kill other humanoids or creatures if they do not obey or fail the Knights' standards of what a good person is like.
Starting Gold: Knights do not use money. 2D8 Serfs.
Starting Age: "Simple"
|1st||+1||+2||+0||+0||Born by the Sword|
|2nd||+2||+3||+0||+0||Grace of Knights,Wars Rider|
|3rd||+3||+3||+1||+1||Knights sword and axe|
|4th||+4||+4||+1||+1||Knights Armor, enslave|
|5th||+5||+4||+1||+1||Martial Arts of Weapons, Title|
|6th||+6/+1||+5||+2||+2||Blood and Honour|
|7th||+7/+2||+5||+2||+2||Longsword Martial Maneuver|
|11th||+11/+6/+1||+7||+3||+3||Born by the Sword II|
|12th||+12/+7/+2||+8||+4||+4||Knights Grace II|
|13th||+13/+8/+3||+8||+4||+4||Knights unique proficiency|
|16th||+16/+11/+6/+1||+10||+5||+5||Blood and Honour II|
Class Skills ( 2 + Int modifier per level, ×4 at 1st level)
Weapon and Armour Proficiency: Knights are proficient in all martial weapons and heavy armor, with special emphasis on long swords, great swords, shorts words, spear, axes, great axes, and the bastard sword.
Grace of Knights (Ex): Templars are born and breed to be one with their armor and move dexterously with the heaviest of armors. System: You get back dexterity penalties from armor. You get back ac STR bonus + 2. Each extra time you take this feat, you gain +1.
Born By The Sword (Ex): The Knight is born and raised to be trained with all weapons Common fighters rarely get used to. System: The Knight against 2 strength for requirement only for any weapon.
- He makes +2 damage with swords
- initiative bonus equal + 4 with swords.
Born By The Sword II (Ex): The Knight is born and raised to be trained with all weapons common fighters rarely get used to. System: The Knight against levels in Knight Strength for requirement only for any weapon.
- He makes + levels in Knight damage with swords
- initiative bonus equal + strength.
Grace of Knights II (Ex): Templars are born and breed to be one with their armour and move dexerrously with the heaviest of armours. System: You get back dexterity penalties from armour. You get back AC = level + 2. Does not stack with "Grace of Knights".
Saintly Ressurection (Ex): If you died an honorable death, your political connections resurrect you. You have gained the reputation enough to warrant the higher lords to finance an resurrection of your person. As such they have decided that because you died a noble and honourable death you where a saint and an resurrection would not be heretical.
Your hero is rewarded for service to his Lord with another Title. The New Title is better than the last but the player can loose these title and continue advance from a lower title than the lost title. The new titles are also not always as powerful as they could be.
You are given a gift for your services. A unique armour adjusted just for you.
- AC 8
- dex penalty :0
You are given a gift for your services. An unique sword. Damage 2d8+2 (18-20x2).
- War's Rider
- System: knights levels + bonus to ride.
- Blood and Honour
beginning at 6th level and advances
The Knight have a glorious blood thirst for winning honour wherever there is something to kill. This rage is based on honour, not just temperament. Whenever seeming defeat threatens the knights pride he gains the strength to fight harder! Whatever the odds he will not fear them.
- strength increases by Knight Levels / 2.
- con increases by Knight Levels / 2
- cannot use: hide, move silently.
- condition: The Knights fights with a sword and a shield
- condition: The Knight does not flee, nor hide,
- condition: The Knights Honour is danger or...
- condition: The Knight attacks an superior adversary or
- condition: The enemy uses backstab, surprise attack, stealth attack, ranged attacks, spellcasting.
- Knights sword and axe.
- +2 Damage on parry with axe and swords.
- Swords destroy pikes and lances.
- +2 initiative with swords and Axes
- Virtue of the Sword
Once a turn you may chose to impale a target on your sword.
The target makes a ref save 10 + the Knights levels or get immobilised for 1d4turns. If he succeeds you swing and cut him from top to toe with +4 damage.
The Knight turns and saws his sword through him for 1d6 extra damage each turn. When the target stops being immobilised his torso explodes for 2d6 because the Knights rips his sword free.
- Martial Arts of Weapons.
- +2 initiative,
- +2 BaB
- The target must move back if hit, or will be pushed back 2 yards.
- you get a free attack of opportunity against attackers from the front
who moves within 1 yard for axes and swords.
- The target must move back if hit, or will be pushed back 2 yards.
- you get a free attack of opportunity against attackers from the front
who moves within 3 yard if you have an longswords, bastardswords..
- Axe,mace or morning star against rapier, longsword, shortsword, dagger.
- Sword, Longsword, Bastard sword against shortsword, dagger.
- Bastardsword, longsword against spear, lance, halberd.
- any weapon against unarmed.
- Longsword Martial Manoeuvre
You can trust the sword and impale the enemy on the sword. If you fail the attack just becomes a swing from top to toe cutting him for extra damage as the sword swing from right to left is a rear attack giving extra BaB. Then jag the sword out of him until it rips loose with an explosion of flesh. Many heroes survive this for just a few hit points but the sword immobilise him and all his AC and when you free the sword the weakling is chocked and you gain a attack of opportunity.
- + 2 initiative
- + 2 extra yards for move and attack.
- condition: Longsword.
- if you roll 15 or more on the Attack check you impale the target if you hit.
- Rear Swing and Impale , the attack makes 1d10+8, instead of the swords regular damage.
- if you roll less than 15 on the Attack check you swing at his head and rear and BaB increase +2 .
- the impaled target looses his actions, and all his AC for 1D4 turn.
- the impaled target may break free each turn after the first with a fortitude check:18.
- the attacker can only jag or saw the target for as long as he is impaled.
- the attacker can free the target but looses his sword.
You make more damage against low lever targets. The less experience they are worth the easier they die.
- + 6 damage.
- + 2 BaB
- Condition: Slaughterer I target is level 1, Slaughterer II target is level 2.
You are merciless, thoughtless in your blows, quick to kill and you love all the faces of damage, smashed eyes, internal organs. This is what it means to be brutal. You make more random damage; sometimes you do more and sometimes less but you gain a great deal of speed and readiness. Most of the damage you deal is mental, targets notice that you fight to maim them for life not just remove them from the battlefield.
- + 4 Initiative
- each extra attack taken, attack of opportunity or
- each 2 D6 becomes 1D12
- each 3 D3 becomes 1d20
- each 1D8 becomes 1d12
- each 2 D8 becomes 1d20
- each 2 D10 becomes 1d20
- condition :EITHER OR against un-armoured, leather armour, stuffed armour, light armour,
condition :EITHER OR against a non Knight target with 1 total character level lower.
You have learned from being part of tyrannical elite, how to achieve and craft authority from very little and how to achieve domination over other human beings. You can command and control total strangers to be obedient with appearance at best. Sometimes arbitrary violence is needed, you have learned how to make human beings more obedient the more damage they take. You can enslave any person of a lower social rank, robbing them of their pride and quickly dominate them with force and good deal of empathic understanding.
- Killing a random person will make each witness roll a will save
or become enslaved.
- anyone threatened by the Knight will have to make the check.
- anyone defeated by the Knight have to make the check.
- anyone that is in the same party and is a peasant have to make the check.
- DC:10 + the Knights charisma.
- Any npc or pc with a total character level that is to low to challenge
the Knight, becomes enslaved in one turn by talking to or seeing the Knight.
- condition: the target must either be to low level to challenge the Knight or
a non Knight of lower rank and social status.
- condition: Enslave only works as long as the Knight uses swear words, threatens, insults the targets, is cruel and iron fisted or the Enslaved character will become an un-enslaved character.
The more people fear you they love you or at least it is true only for you. Your society no matter if it’s your vassal state that you rule as long as your overlord allows you to or something more stable, is efficient and cruel. The more violent and cruel you are the better everything works because the serfs and sometimes other types of vassals have learned to adjust. You are a tyrant, punishments are severe and everyone acts the same, thinks the same and no one reads or writes. If you would ever be kind, the people would stop loving you and instead remember all your past cruelty. Everyone would think you have become weak and even those that where loyal before you become a tyrant will rebel against you.
- Tyrant for the Greater Good.
Its now official, your murderous rule is now for all purposes justified because the society functions efficiently and automatically fulfill the “greater good”. You can murder and kill with an extra clean conscience. Your servitors are extra adjusted and enthusiastic.
- Tyrant by the Grace of gods/God
The gods, even the compassionate ones, have blessed the benevolent but oppressive dictatorship of the knights. It is now part of the natural order of the universe, in retrospect, they would never have become tyrants if the gods hadn't placed them there; gods and priests now mark deviants (those who disagree with the knights' rule) as “evil” and the gods occasionally bless their rule with luck or curse their enemies. Crusaders and fanatic occasionally visit knights' lands from nowhere to aid them if they need help. Of course, the gods are fickle and may demand very terrible things in return.
Once a Knight always a Knight. A Knights behaviour can not make him an non-Knight. But a King or even a Baron can accuse him of any disgrace. Such superior Lords either support or speak against the Knights honour. An Ex-Knight is known as a Disgraced Knight. He gains the feature disgrace.
The Knight have been disgraced. Vassals break their oaths to you and all your titles have been stripped of you. You have to retreat to your smallest fief and await an opportunity to restore your honour.
- no titles or features involving them works.
- no features involving honour works
- only voluntary serfs.
- No Knights will ally or associate with you.
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armour and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Knight
Religion:' Most Knights are Monotheists, most of them in turn worship the counterpart to Zarus, Bane or Hexor. Knights also organise in Knightly Orders that contain secret cults other than Zarus, Bane or Hextor that are worshipped by many Knights who they loosely organised. Knights usually ignore what the common priests say or think, and follow their own Priests of Knights for Knights, but may submit loyally to a few select Priests as vassals. Knights know very little of their own religions, for them it is only their religion and heretics and heathens. It's their religious duty to fight against heathens and heretics for their own faith, especially against other Knights. Their God or gods have given them the right to be nobles or kings by their grace. They seek gods as Zarus that glorify humanity, or, like Bane, justify iron fisted tyrants or crusades against deviants. Even polytheistic Knights believe their god is their own pure or real God Non-believers and adherents of all other "false" religions have to be exterminated.. Knights that have religions other than the major ones of humanity, tyranny or honour form secret cults. They strive in the savage lands.
”Knight in the Party” If another or several party member has another religion he will challenge him or them one by one in a duel to convert them to his religion. If they refuse they are dishonourable. Good knights can leave the party peacefully and good knights can never join a party that is not all the same religion and culture.
- The Knight will protect their weaker party members because
- they are his vassals in return for their services.
- Knights join a party of other Knights, Priests and other classes
- that are their servants or vassals from the peasant class.
- They can accept Priests and Knights as equals.
Combat: Knights seek glory and blood, meaning they try to kill all monsters for their experience. Knights are front fighters, protecting against melee dangers but require constant backup against ranged and magical attackers.
Advancement: Knights very rarely multicass. Knights can take levels in cleric, Sword Master, priest and monk. And in nothing else because they are dishonourable.
Knight in the World
|“||<-I could have killed you, but I spare you as my servant!->||”|
|—Eric,The Mercifull Human Knight|
The Knights number the most of the rulers and upper classes in the world. They rule farms and villages filled with a lesser civilisation serfs that feed and provide the Knights and his select few of peasant soldiers for no pay for the sake of their vassalage. Knights privet law over his serfs, who may rent the Knights houses, tools, bakeries and forests and animals. There are no money, and each Knights own a complete blacksmith and manufacture that produce all weapons, armours and luxury products. Knights travel the world as messengers and leave their lands to their Constables that controls them in their absence. All Knights spread feudalism wherever they go. Each Knight has vassals, the vassals offers they services to the Knight for protection and for the Knight to arrange food, law and even some civil services. Knights are tyrants but they often sponsor entertainment and simple welfare for the peasants because of their honour. Many thinks the lesser of Knights are the squires but all knights keeps a select force of peasants as professional soldieries to help him maintain his power. These militant retainers are not considered Knight, have no lands but all respect they are much like the Knights that are loyal too. Retainers are the only peasants that have a chance to become knighted because they are the Knights vassals, and can be promoted. Knights are not usually spoiled however, their vassalage to their Counts is just as hard and cruel as the serfdom they impose. Most knights does not have more serf and lands that a small farm minimal to feed them and their smithy, a simple village smithy with no luxury.
Daily Life: Knightst can be poor, with a fiefdom little more a glorified farm that provides a steady meal per day. Or they can live luxurious castles. Most of their lives are spend as hostages since childhood or they go out in war from tender ages as cannon fodder. Some spends their lives as messengers or simply entourage following a pilgrim, priest or traveling diplomat. A higher lord can summon a Knight to his castle or court and keep him as guest there against his will for as long he likes.
Notables: <-notable NPCs of this class->.
Organizations: Knights spread feudalism wherever they live. Knights plead vassalage to greater lord who is a vassal to a Lord who is vassal of a greater lord and so on. Depending on the Knights Title, their land transforms to Baronies, Counties, Etc of different rang and rights. Baronies are among the finest, a Barony may either refer to all the petty Knights fiefs in collective vassalage to the Baron or simply refer to very large fiefdom under one person. Knights distain cities, and refrain from ruling them if they can be country nobility. Most Knights organise in Chivalric Orders that are separate from but often equal in power to Kingdoms. The orders organise secret cults to obscure Gods and the Kingdoms usually worship the more popular Gods. Kingdoms and the Orders are usually fighting and organised to protect themselves from each other.
NPC Reactions: Npcs are often friendly, the Knight attempts to conquer or convert them. Npcs often see Knights as benevolent helpers from nowhere or as snobby elites.
Characters with ranks in Knowledge (Nobility) can research Knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Knights are glowing beacons of hope and power on the battlefield.|
|10||Many Knights spend more time fighting political wars rather than ones with a sword.|
|15||Knights, while they may be well liked, are often schemeing and planning their own plots for domination in secret.|
|20||Information on a specific knight.|
Knights in the Game
Knights fit into the world as the elite soldiers for a greta king or the specialist troops in the service of a noble. However they are also often found as nobles themselves, being adept in the difficult games of politics that nobles play and many owning land themselves as rewards for their heroism. Most knights currently in the world of Orion exist as soldiers in the returning armies of yotstrung. Championing the causes of the elitest nation and acting as powerful fighters in their service.
Adaptation: If you wish to adapt the knight for another world their are a few adjustments that can be easily made. One of which is changing him from a knight to simply a variation on the fighter and removing the lawful requirement. Another idea for adaption is to possibly take away his courtly abilities and make him completely a martial class. Knights are generic and fun to play, being easily adapted into almost any campaign world.
Sample Encounter: Everybody in the great hall sat fidgeting, waiting for the arrival that they all dreaded. Quickly, it happened. The door to the hall burst open and the great and honorable king of yotstrung marched swiftly into the room and came to sit on his throne. The meeting went down hill from there. The king was drawing up plans that were clearly impossible to complete without the loss of thousands of good men in battle to take small areas. However nobody dared to oppose him. If anybody challenged his athority they would be swiftly put to death. But then something unexpected happened. Septim stood and looking directly at the king said "You are a fool! This cannot be accomplished, now shut your bloody mouth and let me draw the plans!". The king for a second was stunned, then just as he was about to call his gaurds on the knight, he noticed the relieved faces of all those around him and knew it would be pointless. Then, just as swiftly as he entered, he left. He lef to draw another set of plans, this time to kill the knight who he so feared. The only other man who stood in his way of ultimate victory. The one man who could undermine his athority.