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Table 1: The Knight Class Features: Weapon and Armour Proficiency: A Knight is proficient with all simple and martial weapons, all armours, all shields, and one exotic weapon (chosen at first level). Knighthood: A Knight must not accept undue assistance from allies, even in combat. A Knight must refuse bonuses from Aid Another actions in combat. A Knight must refrain from the use of poisons of any kind. A Knight may not voluntarily change shape, whether he is impersonating a specific creature or not. A Knight may not steal. A Knight may not attack a foe during any surprise round in combat. Beginning at 3rd level a Knight gains a +2 circumstance bonus on all Charisma based skill checks. This bonus increases by +2 at level 7 and every additional 4 levels thereafter. The Knight also gains half this bonus to his leadership score (+1 at 3rd level and every 4 levels thereafter). If a Knight ever violates the code of Knighthood by performing one of the above actions, he loses all uses of his Knight Challenge ability for the encounter(s) in which he violates the oath and loses these skill and leadership bonuses for the duration of the transgression and 24 hours thereafter. Knight's Challenge: A Knight can issue a challenge at foes during combat. The Knight begins play with 1 use of his Knight's Challenge per encounter and gains additional uses as indicated on the above table, until 9th level when the Knight gains the ability to use his Knight's Challenges at will. Using a Knight's Challenge is a swift action unless otherwise indicated and lasts 3+Cha modifier rounds (or until the foe drops unconscious) unless otherwise indicated. A Knight must have line of sight to a foe in order to issue a Knight's Challenge. The foe Level BAB Fort Ref Will Class Features 1 +1 +2 +0 +2 Knighthood (Code), Knight’s Challenge (1/Encounter), Knightly Proclamation 2 +2 +3 +0 +3 Knight’s Path (Shield Training) 3 +3 +3 +1 +3 Knighthood (+2), Knight’s Challenge (2/Encounter), Loyalty (Fear) 4 +4 +4 +1 +4 Fighting Challenge, Armour Mastery 5 +5 +4 +1 +4 Knight’s Challenge (3/Encounter), Knight’s Path (Special Mount), Bonds of Loyalty (Fear) 6 +6/+1 +5 +2 +5 Bulwark of Defence, Guardian of the Weak 7 +7/+2 +5 +2 +5 Knighthood (+4), Knight’s Challenge (4/Encounter), Loyalty (Charm), Test of Mettle 8 +8/+3 +6 +2 +6 Knight’s Path (Shield Mastery) 9 +9/+4 +6 +3 +6 Knight’s Challenge (At-Will), Bonds of Loyalty (Charm) 10 +10/+5 +7 +3 +7 Call to Battle, Impetuous Endurance, Defender of the Weak 11 +11/+6/+1 +7 +3 +7 Knighthood (+6), Knight’s Path (Improved Mount), Loyalty (Compulsion) 12 +12/+7/+2 +8 +4 +8 Daunting Presence 13 +13/+8/+3 +8 +4 +8 Bonds of Loyalty (Compulsion), Impetuous Combatant 14 +14/+9/+4 +9 +4 +9 Knight’s Path (Shielded Combatant), Protector of the Weak 15 +15/+10/+5 +9 +5 +9 Knighthood (+8), Loyalty (Mind-Affecting) 16 +16/+11/+6/+1 +10 +5 +10 Loyal Beyond Death 17 +17/+12/+7/+2 +10 +5 +10 Knight’s Path (Mounted Master), Bonds of Loyalty (Mind-Affecting) 18 +18/+13/+8/+3 +11 +6 +11 Saviour of the Weak 19 +19/+14/+9/+4 +11 +6 +11 Knighthood (+10), Knight Lord 20 +20/+15/+10/+5 +12 +6 +12 Master of the Knight’s Path, Legendary Knight

D&D 3.5e Knight Fix

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A change to Knights in D&D 3.5e to make them a more versatile class which is more on par with casters.

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Table 1: The Knight

Class Features:

Weapon and Armour Proficiency: A Knight is proficient with all simple and martial weapons, all armours, all

shields, and one exotic weapon (chosen at first level).

Knighthood: A Knight must not accept undue assistance from allies, even in combat. A Knight must refuse

bonuses from Aid Another actions in combat. A Knight must refrain from the use of poisons of any kind. A

Knight may not voluntarily change shape, whether he is impersonating a specific creature or not. A Knight may

not steal. A Knight may not attack a foe during any surprise round in combat. Beginning at 3rd level a Knight

gains a +2 circumstance bonus on all Charisma based skill checks. This bonus increases by +2 at level 7 and

every additional 4 levels thereafter. The Knight also gains half this bonus to his leadership score (+1 at 3rd

level and every 4 levels thereafter). If a Knight ever violates the code of Knighthood by performing one of the

above actions, he loses all uses of his Knight Challenge ability for the encounter(s) in which he violates the oath

and loses these skill and leadership bonuses for the duration of the transgression and 24 hours thereafter.

Knight's Challenge: A Knight can issue a challenge at foes during combat. The Knight begins play with 1 use of

his Knight's Challenge per encounter and gains additional uses as indicated on the above table, until 9th level

when the Knight gains the ability to use his Knight's Challenges at will. Using a Knight's Challenge is a swift

action unless otherwise indicated and lasts 3+Cha modifier rounds (or until the foe drops unconscious) unless

otherwise indicated. A Knight must have line of sight to a foe in order to issue a Knight's Challenge. The foe

Level BAB Fort Ref Will Class Features

1 +1 +2 +0 +2 Knighthood (Code), Knight’s Challenge

(1/Encounter), Knightly Proclamation

2 +2 +3 +0 +3 Knight’s Path (Shield Training)

3 +3 +3 +1 +3 Knighthood (+2), Knight’s Challenge (2/Encounter),

Loyalty (Fear)

4 +4 +4 +1 +4 Fighting Challenge, Armour Mastery

5 +5 +4 +1 +4 Knight’s Challenge (3/Encounter), Knight’s Path

(Special Mount), Bonds of Loyalty (Fear)

6 +6/+1 +5 +2 +5 Bulwark of Defence, Guardian of the Weak

7 +7/+2 +5 +2 +5 Knighthood (+4), Knight’s Challenge (4/Encounter),

Loyalty (Charm), Test of Mettle

8 +8/+3 +6 +2 +6 Knight’s Path (Shield Mastery)

9 +9/+4 +6 +3 +6 Knight’s Challenge (At-Will), Bonds of Loyalty

(Charm)

10 +10/+5 +7 +3 +7 Call to Battle, Impetuous Endurance, Defender of

the Weak

11 +11/+6/+1 +7 +3 +7 Knighthood (+6), Knight’s Path (Improved Mount),

Loyalty (Compulsion)

12 +12/+7/+2 +8 +4 +8 Daunting Presence

13 +13/+8/+3 +8 +4 +8 Bonds of Loyalty (Compulsion), Impetuous

Combatant

14 +14/+9/+4 +9 +4 +9 Knight’s Path (Shielded Combatant), Protector of

the Weak

15 +15/+10/+5 +9 +5 +9 Knighthood (+8), Loyalty (Mind-Affecting)

16 +16/+11/+6/+1 +10 +5 +10 Loyal Beyond Death

17 +17/+12/+7/+2 +10 +5 +10 Knight’s Path (Mounted Master), Bonds of Loyalty

(Mind-Affecting)

18 +18/+13/+8/+3 +11 +6 +11 Saviour of the Weak

19 +19/+14/+9/+4 +11 +6 +11 Knighthood (+10), Knight Lord

20 +20/+15/+10/+5 +12 +6 +12 Master of the Knight’s Path, Legendary Knight

must have a challenge rating of at least one half of the Knight's character level (rounded up) in order for the

Knight's Challenge to be effective. A Knight's Challenge is effective against any foe with an Intelligence score.

Uses of the Knight's Challenge are indicated below.

Knightly Proclamation (Ex): [Knight's Challenge] A Proclamation may be used against only one foe at a time. A

Knight gains a +1 bonus on saving throws against the target of the Knight's Knightly Proclamation. This bonus

increases to +2 at knight level 8 and every 4 levels thereafter to a maximum of +5 at level 20.

Knight's Path (Ex): Beginning at second level, the Knight begins to follow the true path of the warrior. Studying

the arts of shielded combat and mounted combat yields many results to the Knight over the course of his

career.

• At second level, A Knight excels with the use of a shield. He gains the Shield Ward feat as a bonus feat.

• At 5th level, studying mounted combat yields many results. The Knight gains the service of a special

Knight Mount (see below) along with the benefits of the Mounted Combat and Mounted Mobility feats.

• Upon reaching 8th level, a Knight has mastered the use of his shield. He now adds his shield bonus to

his reflex saves. In addition, a Knight gains DR/- while he wields a shield. The DR gained is equal to bonus

provided to his Armour Class by his shield. This DR stacks with DR from another source. At 11th level and

every three levels afterwards, the DR increases by 2 (to a maximum at level 20).

• When a Knight reaches level 11, his training with his mount reaches a pinnacle. The Knight's mount

gains a 20' circumstance bonus to its move speed. The Mount also becomes immune to fatigue, and the Knight

establishes a Mind Link with his mount. (The Mind Link is a supernatural ability).

• By 14th level, a Knight is a master of combat, able to deftly fight with both his weapon and shield. A

Knight's shield bash damage increases by 1 step. In addition, a Knight may fight as if possessed the Two

Weapon Fighting feat tree if he fights with a shield in his off-hand. A Knight takes only a -2 penalty on attack

rolls, regardless of if the shield is a light or heavy shield.

• At 17th level, the Knight has mastered all manner of mounted combat. As long as his mount does not

exceed its speed, he may take a full attack action at any point(s) during the mount's move. This ability is similar

in effect to the Spring Attack feat tree, but functions only while mounted. Furthermore, a Knight no longer

provokes Attacks of Opportunities for movement while mounted.

Loyalty (Ex): A Knight is so loyal to his cause (whether it be a purpose, lord, or law) that it alters his very being.

He gains immunity to fear at level 3. At level 7, the Knight gains immunity to charm effects. At level 11, the

immunity extends to all compulsion based effects. Finally, at 15th level, the Knight is so loyal that he is

immune to any mind-affecting effect. The Knight may willingly choose to be affected by a mind-affecting

ability/effect at the time it is used on him, although once that choice is made, it cannot be altered (thus he

may be affected by the morale bonuses of a bard, for example).

Fighting Challenge (Ex): [Knight's Challenge] This challenge may be issued against only one foe at a time. All

attacks made against the target of the Knight's Fighting Challenge are smite attacks. They get + Cha to attack

and + Knight level to damage.

Armour Mastery (Ex): A Knight's movement speed is no longer hindered by any armour he wears.

Furthermore, a Knight reduces the ACP on Balance, Climb, Jump, and Swim by his Strength modifier (maximum

reduction = Knight level).

Bonds of Loyalty (Su): [Knight's Challenge] The Knight may use his Knight's Challenge to grant a single ally

within 100' his Loyalty of the level indicated on the table. Thus at level 5, he may share his Loyalty (fear) aura

only. This ability lasts for only 1 round.

Bulwark of Defence (Ex): As long as he is conscious, any movement through a Knight's threatened area

provokes an Attack of Opportunity including withdrawing and 5-foot steps. When this ability interacts with the

Knight's Path (Mounted Master) ability, the ability belonging to the highest level Knight takes precedence.

Guardian of the Weak (Ex): A Knight may, once per round, after an adjacent ally has been struck, but before

damage is rolled, choose to absorb 1/2 of the damage that would be dealt to the ally (rounded up).

Test of Mettle (Ex): [Knight's Challenge] All enemies within 100' of the Knight with LoS to the Knight must

make a will save (DC 10 + Knight level + Cha) or be forced to attack the Knight over all others. All attacks/spells

must be targeted at the Knight or centred on the Knight. For the purpose of this ability, any action that would

end an invisibility spell is considered an attack.

Call to Battle (Ex): [Knight's Challenge] The Knight grants an ally a second save against an ongoing effect (such

as fear, petrifaction, domination, etc).

Impetuous Endurance (Ex): A Knight's fighting spirit enables him to push his body beyond the normal limits of

endurance. He no longer automatically fails a saving throw on a roll of 1.

Defender of the Weak (Ex): All allies in a Knight's threaten range gain the benefits of cover (+4 AC, +2 reflex

saves)

Daunting Presence (Ex): A Knight gains Frightful Presence (as a true dragon's ability). This is not a fear effect.

This is not a mind-affecting effect. A Knight is immune to the Daunting Presence of another Knight of his Knight

level or lower.

Impetuous Combatant (Ex): A Knight's fighting spirit enables him to push his body beyond the normal limits of

combat prowess. He no longer automatically fails an attack roll on a roll of 1.

Protector of the Weak (Ex): A Knight may, once per round, after an adjacent ally has been struck, but before

damage is rolled, choose to absorb the damage that would be dealt to the ally. This is in addition to the

Guardian of the Weak's ability.

Loyal Beyond Death (Su): Once per encounter, when an effect would reduce the Knight to 0 Hit points or

below, he may continue to function. His loyalty to the cause, even beyond death keeps him fighting this battle.

This ability is similar to Deathless Frenzy, except the Knight is in complete control, unlike in a frenzy. This ability

occurs automatically and lasts for 3 + Cha rounds, after which, if a Knight has not been healed, he may still die.

Saviour of the Weak (Su): As a free action, during his round, a Knight may designate any number of allies in his

threaten range as targets of this ability. The Knight automatically absorbs 1/2 of the damage dealt to any of

the targets, so long as they remain within his threaten range. This effect is similar to a Shield Other spell,

except the damage remains the same as with the initial attack. (For instance, if it was a fire spell, it will be fire

damage and the Knight's resistances, if any will apply. If it came from a weapon, the Knight's DR will apply)

Knight Lord (Ex): A Knight's fame and force of personality are so strong, they even influence his combat

prowess. A Knight adds his Charisma modifier as an insight bonus to attack rolls, damage rolls and his Armour

Class.

Master of the Knight's Path (Ex): A Knight has mastered shield combat and mounted combat. He may use his

Knight's Path (Mounted Master) ability in combination with a charge, assuming his targets are all in a straight

line (or all his attacks are against a single foe). This allows effects like Spirited Charge to function with the

ability. Furthermore, a Knight blocks LoE from any foe outside his threat range to any ally within his threat

range as long as he wields a shield. This LoE block works to hinder foes only. An ally does not have LoE blocked

for its abilities.

Legendary Knight (Su): Legendary Knights fight entire armies by themselves. A Legendary Knight walks into

battle tired and beaten, but leaves refreshed and reborn, after defeating worthy foes. When in combat with a

foe whose CR is equal to 1/2 the Knight's level (rounded down) or greater, a Legendary Knight gains certain

abilities. He gains Fast Healing equal to his Charisma Modifier. He also becomes immune to death effects,

necromancy spells, and ability damage and drain. Furthermore, he may automatically resist combat

manoeuvres made against him if he so desires (grapples, bull rushes, trips, etc).

Knightly Mount

A Knight's first mount is always a Heavy Warhorse (or a Warpony for a Small Knight).

Table 2: The Knightly Mount

Level Bonus HD Natural Armour Str/Con Special

5-6 +2 +2 +1 Evasion

7-9 +4 +4 +2 Share Saving Throws

10-12 +6 +6 +3 Share Loyalty

13-15 +8 +8 +4 Improved Speed

16-18 +10 +10 +5 Improved Evasion

19-20 +12 +12 +6 Legendary Mount

Evasion: As the ability. See the Rogue class.

Share Saving Throws: A Knight's Mount uses its own base saving throw or the Knight's, whichever is better.

Share Loyalty: A Knight's Mount shares the Loyalty class feature of its Knight as long as the Knight is riding it.

Improved Speed: The Mount's speed increases by 10 feet.

Improved Evasion: As the ability.

Legendary Mount: As long as the Knight is riding it, the Mount is immune to death effects, necromancy spells,

and ability damage and drain. Also, as long as the Knight is conscious and and riding it, the mount is under the

effect of a continual Delay Death effect.

A Knight gains access to advanced mounts at the same rate as a Paladin (DMG 204).