Knights are proud warriors, wielding their codes of honor just as keenly as their weapons. They focus on taunting and challenging foes, reveling in honor duels and never backing down from a fair fight. Against the right foes, knights can use their overbearing presence to protect their allies in ways no other warrior can match - though any who strive to knighthood should be advised that a knight never stoops to dirty tricks.
As iconic knights in shining armor, cavaliers should always lead the charge from horseback. A cavalier's mount grows in power, and the cavalier's challenges can shatter enemy formations. While they tend to have limited options for approaching a fight, the options they have are feared for good reason.
d12 Hit Die (12 + Con HP at 1st level, 7 + Con HP thereafter)
4 + Int skill points (x4 at 1st level)
Class Skills: Climb(Str), Diplomacy(Cha), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge(Military)(Int), Knowledge(Nobility and Royalty)(Int), Ride(Dex), Swim(Str)
Weapon and Armor Proficiency: Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields, including tower shields.
Level | BAB | Fort | Ref | Will | Features | Steed HD | Steed AC | Steed Str |
---|---|---|---|---|---|---|---|---|
1 | 1 | 2 | 0 | 2 | Knight's Challenge, Knight's Code, Mounted Combat, Fighting Challenge +1 | - | - | - |
2 | 2 | 3 | 0 | 3 | Ride-By Attack, Loyal Steed | +1 | +1 | +0 |
3 | 3 | 3 | 1 | 3 | Bulwark of Defense | +1 | +1 | +0 |
4 | 4 | 4 | 1 | 4 | Test of Mettle, Gleaming Assault | +1 | +2 | +0 |
5 | 5 | 4 | 1 | 4 | Fighting Challenge +2 | +2 | +2 | +0 |
6 | 6/1 | 5 | 2 | 5 | Shield Ally | +2 | +3 | +1 |
7 | 7/2 | 5 | 2 | 5 | Weapon Focus (Lance) | +2 | +3 | +1 |
8 | 8/3 | 6 | 2 | 6 | Call to Battle, Daunting Challenge | +3 | +4 | +1 |
9 | 9/4 | 6 | 3 | 6 | Fighting Challenge +3 | +3 | +4 | +1 |
10 | 10/5 | 7 | 3 | 7 | Weapon Specialization (Lance) | +3 | +5 | +2 |
11 | 11/6/1 | 7 | 3 | 7 | Improved Bulwark of Defense | +4 | +5 | +2 |
12 | 12/7/2 | 8 | 4 | 8 | Bonds of Loyalty | +4 | +6 | +2 |
13 | 13/8/3 | 8 | 4 | 8 | Fighting Challenge +4 | +4 | +6 | +2 |
14 | 14/9/4 | 9 | 4 | 9 | Improved Shield Ally | +5 | +7 | +3 |
15 | 15/10/5 | 9 | 5 | 9 | Unstoppable Charge | +5 | +7 | +3 |
16 | 16/11/6/1 | 10 | 5 | 10 | Overbearing Presence | +5 | +8 | +3 |
17 | 17/12/7/2 | 10 | 5 | 10 | Fighting Challenge +5 | +6 | +8 | +3 |
18 | 18/13/8/3 | 11 | 6 | 11 | Greater Weapon Focus (Lance) | +6 | +9 | +4 |
19 | 19/14/9/4 | 11 | 6 | 11 | Impetuous Endurance | +6 | +9 | +4 |
20 | 20/15/10/5 | 12 | 6 | 12 | Loyal Beyond Death | +7 | +10 | +4 |
In battle, a knight can use his force of personality to challenge his enemies or rally his allies. The knight does not need to share a language with those he targets with this ability, but any targets must have a language of some sort and an Intelligence score of at least 5 to understand the knight's tone, body language, and intent well enough to be affected. Targets must also be able to either hear or see the knight.
A knight may use this ability a number of times per day equal to 1/2 his class level + his Charisma bonus (minimum once per day).
Several challenges refer to worthy opponents. A worthy opponent is one who is a reasonable threat to the knight, as such opponents can be more easily manipulated into fighting. As a rule of thumb, a worthy opponent is any enemy whose Challenge Rating is at least equal to the knight's level minus 2. However, certain enemies who would not normally fit this definition may be considered worthy anyway - generally those who are abnormally aggressive or arrogant. A knight may make a Sense Motive check (DC 15, or opposed by a bluff check) to determine if an enemy qualifies as a worthy opponent.
As the knight increases in level, he gains the following challenges to use:
As a free action, the knight may challenge a single worthy opponent. The knight gains a +1 morale bonus to saving throws, attack rolls, damage rolls, and armor class against the challenged target. However, if the knight is slain or knocked unconscious by the target, the knight loses an additional use of Knight's Challenge.
This challenge lasts for a number of rounds equal to 5 + the knight's Charisma bonus. The knight cannot challenge a second target in a fight if his first target is still fighting.
At 5th level and every 4 levels thereafter, the morale bonus increases by 1.
Starting at 4th level, the knight can shout a challenge to all worthy opponents within 100 feet as a swift action. All affected targets must make a Will save (DC 10 + 1/2 the knight's class level + the knight's Cha modifier). Targets that fail this save are forced to attack the knight with their ranged or melee attacks in preference to other available targets. If a challenged foe attacks with an area of effect attack, the knight must be included in the attack.
An opponent compelled in this manner is not put into a mindless rage and does not have to move to attack if doing so would provoke attacks of opportunity from creatures other than the knight. If anyone other than the knight attacks a challenged opponent, the Test of Mettle ends for that opponent.
If the knight is reduced to 0 or fewer hit points by an opponent under the effects of Test of Mettle, his usage of Knight's Challenge is refunded from the confidence of having successfully proved his willingness to fight overwhelming odds.
This challenge lasts a number of rounds equal to 5 + the knight's Charisma bonus. A creature can only be targeted by this ability once per day.
Starting at 4th level, the cavalier's charge is strengthened by his overwhelming presence on the battlefield. The cavalier may expend a use of Knight's Challenge during a mounted charge. This ability must be declared before the attack roll is made, and the attack must target an opponent that is an eligible target for Knight's Challenge. If the attack hits, the cavalier may add his Charisma modifier (if any) to his damage roll.
Starting at 8th level, a knight can rally his allies against a fear effect as a swift action. All allies within 100 feet gain a number of temporary hit points equal to the knight's Charisma bonus for one minute, and any allies who are suffering from a fear effect may attempt another saving throw against it, adding the knight's Charisma bonus to the saving throw. On a successful save, the ally immediately gains the benefits of a successful save against the fear effect.
Starting at 8th level, the knight can shout a challenge against all enemies within 100 feet as a swift action. Affected targets must make a Will saving throw against fear (DC 10 + 1/2 the knight's class level + the knight's Cha modifier) or be shaken for 2d4 minutes. For every 5 ranks in Intimidate the knight possesses, the DC increases by 2.
Starting at 12th level, the knight's loyalty to his allies becomes so great that he can shrug off magical compulsion effects. As a free action once per turn, the knight may spend one of his uses of Knight's Challenge to attempt a will saving throw against an enchantment, compulsion, or fear effect. On a successful saving throw, the effect ends. This ability may be used even when the knight has no control over his own actions.
Starting at 16th level, a knight's very presence wards away lesser foes. As a swift action, the knight may shout a challenge against all opponents who are either not worthy or are under a fear effect. Such opponents are immediately forced to move at least 10 feet away from the knight if possible and cannot voluntarily move closer to the knight for 1 round. This movement happens immediately on the knight's turn, does not provoke attacks of opportunity, and does not count against the creature's maximum movement per turn.
Starting at 20th level, the knight's honor and loyalty allows him to persevere through lethal damage. If the knight is disabled, knocked unconscious, or killed by damage or a death effect, he may spend one of his uses of Knight's Challenge as a free action to keep fighting as normal for 1 round. The knight may continue to act as normal as long as he has Knight's Challenge uses remaining, even if his hit points go below -10. If the knight's health is above -10 after this ability's duration expires, he does not die, even if his health dropped below -10 while using it.
This does not protect the knight from effects that completely destroy the body, such as the Disintegrate spell.
A knight lives by a code of honor that grants him the confidence and integrity to issue his challenges. The knight cannot perform any of the following actions without breaking his code:
If the knight breaks his code, he loses one of his daily uses of Knight's Challenge. If he has no more uses of Knight's Challenge remaining, he instead suffers a -1 penalty to saving throws, skill checks, attack rolls, and damage rolls for the rest of the day.
At 1st level, the cavalier gains Mounted Combat as a bonus feat, even if he does not meet the prerequisites.
At 2nd level, the cavalier gains Ride-By Attack as a bonus feat, even if he does not meet the prerequisites.
Starting at 2nd level, the cavalier gains a special bond with the mount that he chooses as his loyal steed. By spending 1 hour per day caring for his loyal steed, he strengthens it. The mount's hit dice, natural armor, and Strength increase by the values given on the table above so long as the mount remains in the cavalier's service. Additionally, the cavalier gains a +2 bonus on Ride checks while riding his loyal steed, and the steed gains a +2 morale bonus on saving throws against fear.
The cavalier may only have one loyal steed at a time. He may only select a new one if the previous mount dies or is released from service. The chosen mount must be a trained animal at least one size category larger than the cavalier, and it must be an otherwise typical example of its kind.
When the mount gains hit dice, it is eligible to receive new skills and feats as normal.
Starting at 3rd level, any opponent who begins his turn within a space threatened by the knight treats all spaces threated by the knight as difficult terrain. Difficult terrain requires two spaces of movement to leave and prevents 5 foot shifts.
Starting at 6th level, as an immediate action the knight can opt to absorb part of the damage dealt to an adjacent ally from an attack. Each time this ally takes damage from a physical attack before the knight's next turn, the knight may take half of the damage onto himself. This can only be used to redirect damage from melee attacks and physical projectiles, such as swords and arrows, and cannot redirect damage from spells.
The knight must be holding a shield to use this ability.
At 7th level, the cavalier gains Weapon Focus with the lance as a bonus feat, even if he does not meet the prerequisites.
At 10th level, the cavalier gains Weapon Specialization with the lance as a bonus feat, even if he does not meet the prerequisites.
At 11th level, the knight's Bulwark of Defense ability improves. The spaces the knight threatens are treated as difficult terrain for all opponents, not just those who began their turns within a threatened space. Additionally, opponents attempting to use the Tumble skill to move past the knight without provoking an attack of opportunity add 1/2 the knight's level to the DC for the tumble check.
At 14th level, the knight's Shield Ally ability improves. It can be used to absorb all of the damage from a physical attack, or half of the damage from a single-target spell that requires a touch attack.
Starting at 15th level, any time the cavalier uses Knight's Challenge and performs a mounted charge on the same turn, he may attempt to overrun any number of targets in the path of his charge without using an action and his mount gains a +8 morale bonus to Strength checks to move past a blocking opponent.
At 18th level, the cavalier gains Greater Weapon Focus with the lance as a bonus feat, even if he does not meet the prerequisites.
Starting at 19th level, whenever the knight rolls a natural 1 on a saving throw, he may roll again. The knight must take the new result, even if it is a 1.
Guardians are stalwart shields for their teams, using their challenges to protect and inspire others. They have unmatched defenses, but they lack some of the attack power that other knights possess.
d12 Hit Die (12 + Con HP at 1st level, 7 + Con HP thereafter)
4 + Int skill points (x4 at 1st level)
Class Skills: Climb(Str), Diplomacy(Cha), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge(Military)(Int), Knowledge(Nobility and Royalty)(Int), Ride(Dex), Swim(Str)
Weapon and Armor Proficiency: Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields, including tower shields.
Level | BAB | Fort | Ref | Will | Features |
---|---|---|---|---|---|
1 | 1 | 2 | 2 | 2 | Knight's Challenge, Knight's Code, Honor Guard +1 |
2 | 2 | 3 | 3 | 3 | Bonus Feat, Armor Mastery (medium) |
3 | 3 | 3 | 3 | 3 | Bulwark of Defense |
4 | 4 | 4 | 4 | 4 | Test of Mettle, Protect My Charge |
5 | 5 | 4 | 4 | 4 | Honor Guard +2 |
6 | 6/1 | 5 | 5 | 5 | Shield Ally |
7 | 7/2 | 5 | 5 | 5 | Armor Mastery (heavy) |
8 | 8/3 | 6 | 6 | 6 | Call to Battle, Daunting Challenge |
9 | 9/4 | 6 | 6 | 6 | Honor Guard +3 |
10 | 10/5 | 7 | 7 | 7 | Bonus Feat |
11 | 11/6/1 | 7 | 7 | 7 | Improved Bulwark of Defense |
12 | 12/7/2 | 8 | 8 | 8 | Bonds of Loyalty |
13 | 13/8/3 | 8 | 8 | 8 | Honor Guard +4 |
14 | 14/9/4 | 9 | 9 | 9 | Improved Shield Ally |
15 | 15/10/5 | 9 | 9 | 9 | Knightly Resilience, Impetuous Endurance |
16 | 16/11/6/1 | 10 | 10 | 10 | Overbearing Presence |
17 | 17/12/7/2 | 10 | 10 | 10 | Honor Guard +5 |
18 | 18/13/8/3 | 11 | 11 | 11 | Bonus Feat |
19 | 19/14/9/4 | 11 | 11 | 11 | Greater Shield Ally |
20 | 20/15/10/5 | 12 | 12 | 12 | Loyal Beyond Death |
In battle, a knight can use his force of personality to challenge his enemies or rally his allies. The knight does not need to share a language with those he targets with this ability, but any targets must have a language of some sort and an Intelligence score of at least 5 to understand the knight's tone, body language, and intent well enough to be affected. Targets must also be able to either hear or see the knight.
A knight may use this ability a number of times per day equal to 1/2 his class level + his Charisma bonus (minimum once per day).
Several challenges refer to worthy opponents. A worthy opponent is one who is a reasonable threat to the knight, as such opponents can be more easily manipulated into fighting. As a rule of thumb, a worthy opponent is any enemy whose Challenge Rating is at least equal to the knight's level minus 2. However, certain enemies who would not normally fit this definition may be considered worthy anyway - generally those who are abnormally aggressive or arrogant. A knight may make a Sense Motive check (DC 15, or opposed by a bluff check) to determine if an enemy qualifies as a worthy opponent.
As the knight increases in level, he gains the following challenges to use:
The guardian can use a challenge to declare his guardianship of an ally. As a free action on his turn, the knight may select an ally within 10 feet. The ally gains a +1 morale bonus to saving throws and armor class and DR 1/- while within 10 feet of the knight. However, if the ally is slain or knocked unconscious while this challenge is in effect, the knight loses an additional use of Knight's Challenge.
This challenge lasts for a number of rounds equal to 5 + the knight's Charisma bonus and does not end if the knight is killed or knocked unconscious. The knight cannot declare protection of two allies at once. The knight cannot target himself with this ability.
At 5th level and every 4 levels thereafter, the morale bonus and damage reduction increases by 1.
Starting at 4th level, the knight can shout a challenge to all worthy opponents within 100 feet as a swift action. All affected targets must make a Will save (DC 10 + 1/2 the knight's class level + the knight's Cha modifier). Targets that fail this save are forced to attack the knight with their ranged or melee attacks in preference to other available targets. If a challenged foe attacks with an area of effect attack, the knight must be included in the attack.
An opponent compelled in this manner is not put into a mindless rage and does not have to move to attack if doing so would provoke attacks of opportunity from creatures other than the knight. If anyone other than the knight attacks a challenged opponent, the Test of Mettle ends for that opponent.
If the knight is reduced to 0 or fewer hit points by an opponent under the effects of Test of Mettle, his usage of Knight's Challenge is refunded from the confidence of having successfully proved his willingness to fight overwhelming odds.
This challenge lasts a number of rounds equal to 5 + the knight's Charisma bonus. A creature can only be targeted by this ability once per day.
Starting at 4th level, the guardian can further inspire those he has chosen to protect. As a swift action, the guardian can grant a number of temporary hit points equal to his guardian level to an ally under the effects of Honor Guard. These temporary hit points last until the end of Honor Guard's duration. The ally does not have to be within 10 feet of the guardian to be targeted by this ability or to benefit from it.
These temporary hit points can stack with the temporary hit points granted by Call to Battle. When this happens, all of the ally's temporary hit points persist for the longer of the two durations.
Starting at 8th level, a knight can rally his allies against a fear effect as a swift action. All allies within 100 feet gain a number of temporary hit points equal to the knight's Charisma bonus for one minute, and any allies who are suffering from a fear effect may attempt another saving throw against it, adding the knight's Charisma bonus to the saving throw. On a successful save, the ally immediately gains the benefits of a successful save against the fear effect.
Starting at 8th level, the knight can shout a challenge against all enemies within 100 feet as a swift action. Affected targets must make a Will saving throw against fear (DC 10 + 1/2 the knight's class level + the knight's Cha modifier) or be shaken for 2d4 minutes. For every 5 ranks in Intimidate the knight possesses, the DC increases by 2.
Starting at 12th level, the knight's loyalty to his allies becomes so great that he can shrug off magical compulsion effects. As a free action once per turn, the knight may spend one of his uses of Knight's Challenge to attempt a will saving throw against an enchantment, compulsion, or fear effect. On a successful saving throw, the effect ends. This ability may be used even when the knight has no control over his own actions.
Starting at 16th level, a knight's very presence wards away lesser foes. As a swift action, the knight may shout a challenge against all opponents who are either not worthy or are under a fear effect. Such opponents are immediately forced to move at least 10 feet away from the knight if possible and cannot voluntarily move closer to the knight for 1 round. This movement happens immediately on the knight's turn, does not provoke attacks of opportunity, and does not count against the creature's maximum movement per turn.
Starting at 20th level, the knight's honor and loyalty allows him to persevere through lethal damage. If the knight is disabled, knocked unconscious, or killed by damage or a death effect, he may spend one of his uses of Knight's Challenge as a free action to keep fighting as normal for 1 round. The knight may continue to act as normal as long as he has Knight's Challenge uses remaining, even if his hit points go below -10. If the knight's health is above -10 after this ability's duration expires, he does not die, even if his health dropped below -10 while using it.
This does not protect the knight from effects that completely destroy the body, such as the Disintegrate spell.
A knight lives by a code of honor that grants him the confidence and integrity to issue his challenges. The knight cannot perform any of the following actions without breaking his code:
If the knight breaks his code, he loses one of his daily uses of Knight's Challenge. If he has no more uses of Knight's Challenge remaining, he instead suffers a -1 penalty to saving throws, skill checks, attack rolls, and damage rolls for the rest of the day.
At 2nd level, and again at 10th level and 18th level, the knight may select a bonus feat from the feats noted as fighter bonus feats. The knight must meet the prerequisites for the feat as normal.
Starting at 2nd level, the knight no longer suffers a movement speed penalty from wearing medium armor. If the knight already has this ability from another source, such as by being a dwarf, he instead treats the armor check penalty of medium armor as being 1 lower.
At 7th level, the knight no longer suffers a movement speed penalty from wearing heavy armor. If the knight already has this ability from another source, he instead treats the armor check penalty of heavy armor as being 1 lower.
Starting at 3rd level, any opponent who begins his turn within a space threatened by the knight treats all spaces threated by the knight as difficult terrain. Difficult terrain requires two spaces of movement to leave and prevents 5 foot shifts.
Starting at 6th level, as an immediate action the knight can opt to absorb part of the damage dealt to an adjacent ally from an attack. Each time this ally takes damage from a physical attack before the knight's next turn, the knight may take half of the damage onto himself. This can only be used to redirect damage from melee attacks and physical projectiles, such as swords and arrows, and cannot redirect damage from spells.
The knight must be holding a shield to use this ability.
At 11th level, the knight's Bulwark of Defense ability improves. The spaces the knight threatens are treated as difficult terrain for all opponents, not just those who began their turns within a threatened space. Additionally, opponents attempting to use the Tumble skill to move past the knight without provoking an attack of opportunity add 1/2 the knight's level to the DC for the tumble check.
At 14th level, the knight's Shield Ally ability improves. It can be used to absorb all of the damage from a physical attack, or half of the damage from a single-target spell that requires a touch attack.
At 15th level, a knight gains one of Great Fortitude, Iron Will, or Lightning Reflexes as a bonus feat. If the knight already has all of these feats, he instead gains a +2 bonus on all saving throws.
Starting at 15th level, whenever the knight rolls a natural 1 on a saving throw, he may roll again. The knight must take the new result, even if it is a 1.
At 19th level, the knight's Shield Ally ability improves further. It can be used to absorb half or all of the damage of any damaging effect that requires a touch attack or a reflex save.
Where most knights strive to lofty ideals of fair play and chivalry, knights errant believe that idealism can do more harm than good in a fight. While still noble and honest, they refuse to let their personal honor codes get in the way of saving lives. A knight errant's abilities are not as focused as those of other knights, but a lack of restrictions grants the knight errant a far greater degree of flexibility.
d12 Hit Die (12 + Con HP at 1st level, 7 + Con HP thereafter)
4 + Int skill points (x4 at 1st level)
Class Skills: Climb(Str), Diplomacy(Cha), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge(Military)(Int), Knowledge(Nobility and Royalty)(Int), Ride(Dex), Swim(Str)
Weapon and Armor Proficiency: Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields, including tower shields.
Level | BAB | Fort | Ref | Will | Features |
---|---|---|---|---|---|
1 | 1 | 2 | 0 | 2 | Knight's Challenge, Fighting Challenge +1 |
2 | 2 | 3 | 0 | 3 | Bonus Feat, Armor Mastery (medium) |
3 | 3 | 3 | 1 | 3 | Bulwark of Defense |
4 | 4 | 4 | 1 | 4 | Test of Mettle |
5 | 5 | 4 | 1 | 4 | Fighting Challenge +2 |
6 | 6/1 | 5 | 2 | 5 | Shield Ally |
7 | 7/2 | 5 | 2 | 5 | Armor Mastery (heavy) |
8 | 8/3 | 6 | 2 | 6 | Call to Battle, Daunting Challenge |
9 | 9/4 | 6 | 3 | 6 | Fighting Challenge +3 |
10 | 10/5 | 7 | 3 | 7 | Bonus Feat |
11 | 11/6/1 | 7 | 3 | 7 | Improved Bulwark of Defense |
12 | 12/7/2 | 8 | 4 | 8 | Bonds of Loyalty |
13 | 13/8/3 | 8 | 4 | 8 | Fighting Challenge +4 |
14 | 14/9/4 | 9 | 4 | 9 | Improved Shield Ally |
15 | 15/10/5 | 9 | 5 | 9 | Knightly Resilience |
16 | 16/11/6/1 | 10 | 5 | 10 | Overbearing Presence |
17 | 17/12/7/2 | 10 | 5 | 10 | Fighting Challenge +5 |
18 | 18/13/8/3 | 11 | 6 | 11 | Bonus Feat |
19 | 19/14/9/4 | 11 | 6 | 11 | Impetuous Endurance |
20 | 20/15/10/5 | 12 | 6 | 12 | Loyal Beyond Death |
In battle, a knight can use his force of personality to challenge his enemies or rally his allies. The knight does not need to share a language with those he targets with this ability, but any targets must have a language of some sort and an Intelligence score of at least 5 to understand the knight's tone, body language, and intent well enough to be affected. Targets must also be able to either hear or see the knight.
A knight may use this ability a number of times per day equal to 1/2 his class level + his Charisma bonus (minimum once per day).
Several challenges refer to worthy opponents. A worthy opponent is one who is a reasonable threat to the knight, as such opponents can be more easily manipulated into fighting. As a rule of thumb, a worthy opponent is any enemy whose Challenge Rating is at least equal to the knight's level minus 2. However, certain enemies who would not normally fit this definition may be considered worthy anyway - generally those who are abnormally aggressive or arrogant. A knight may make a Sense Motive check (DC 15, or opposed by a bluff check) to determine if an enemy qualifies as a worthy opponent.
As the knight increases in level, he gains the following challenges to use:
As a free action, the knight may challenge a single worthy opponent. The knight gains a +1 morale bonus to saving throws, attack rolls, damage rolls, and armor class against the challenged target. However, if the knight is slain or knocked unconscious by the target, the knight loses an additional use of Knight's Challenge.
This challenge lasts for a number of rounds equal to 5 + the knight's Charisma bonus. The knight cannot challenge a second target in a fight if his first target is still fighting.
At 5th level and every 4 levels thereafter, the morale bonus increases by 1.
Starting at 4th level, the knight can shout a challenge to all worthy opponents within 100 feet as a swift action. All affected targets must make a Will save (DC 10 + 1/2 the knight's class level + the knight's Cha modifier). Targets that fail this save are forced to attack the knight with their ranged or melee attacks in preference to other available targets. If a challenged foe attacks with an area of effect attack, the knight must be included in the attack.
An opponent compelled in this manner is not put into a mindless rage and does not have to move to attack if doing so would provoke attacks of opportunity from creatures other than the knight. If anyone other than the knight attacks a challenged opponent, the Test of Mettle ends for that opponent.
If the knight is reduced to 0 or fewer hit points by an opponent under the effects of Test of Mettle, his usage of Knight's Challenge is refunded from the confidence of having successfully proved his willingness to fight overwhelming odds.
This challenge lasts a number of rounds equal to 5 + the knight's Charisma bonus. A creature can only be targeted by this ability once per day.
Starting at 8th level, a knight can rally his allies against a fear effect as a swift action. All allies within 100 feet gain a number of temporary hit points equal to the knight's Charisma bonus for one minute, and any allies who are suffering from a fear effect may attempt another saving throw against it, adding the knight's Charisma bonus to the saving throw. On a successful save, the ally immediately gains the benefits of a successful save against the fear effect.
Starting at 8th level, the knight can shout a challenge against all enemies within 100 feet as a swift action. Affected targets must make a Will saving throw against fear (DC 10 + 1/2 the knight's class level + the knight's Cha modifier) or be shaken for 2d4 minutes. For every 5 ranks in Intimidate the knight possesses, the DC increases by 2.
Starting at 12th level, the knight's loyalty to his allies becomes so great that he can shrug off magical compulsion effects. As a free action once per turn, the knight may spend one of his uses of Knight's Challenge to attempt a will saving throw against an enchantment, compulsion, or fear effect. On a successful saving throw, the effect ends. This ability may be used even when the knight has no control over his own actions.
Starting at 16th level, a knight's very presence wards away lesser foes. As a swift action, the knight may shout a challenge against all opponents who are either not worthy or are under a fear effect. Such opponents are immediately forced to move at least 10 feet away from the knight if possible and cannot voluntarily move closer to the knight for 1 round. This movement happens immediately on the knight's turn, does not provoke attacks of opportunity, and does not count against the creature's maximum movement per turn.
Starting at 20th level, the knight's honor and loyalty allows him to persevere through lethal damage. If the knight is disabled, knocked unconscious, or killed by damage or a death effect, he may spend one of his uses of Knight's Challenge as a free action to keep fighting as normal for 1 round. The knight may continue to act as normal as long as he has Knight's Challenge uses remaining, even if his hit points go below -10. If the knight's health is above -10 after this ability's duration expires, he does not die, even if his health dropped below -10 while using it.
This does not protect the knight from effects that completely destroy the body, such as the Disintegrate spell.
At 2nd level, and again at 10th level and 18th level, the knight may select a bonus feat from the feats noted as fighter bonus feats. The knight must meet the prerequisites for the feat as normal.
Starting at 2nd level, the knight no longer suffers a movement speed penalty from wearing medium armor. If the knight already has this ability from another source, such as by being a dwarf, he instead treats the armor check penalty of medium armor as being 1 lower.
At 7th level, the knight no longer suffers a movement speed penalty from wearing heavy armor. If the knight already has this ability from another source, he instead treats the armor check penalty of heavy armor as being 1 lower.
Starting at 3rd level, any opponent who begins his turn within a space threatened by the knight treats all spaces threated by the knight as difficult terrain. Difficult terrain requires two spaces of movement to leave and prevents 5 foot shifts.
Starting at 6th level, as an immediate action the knight can opt to absorb part of the damage dealt to an adjacent ally from an attack. Each time this ally takes damage from a physical attack before the knight's next turn, the knight may take half of the damage onto himself. This can only be used to redirect damage from melee attacks and physical projectiles, such as swords and arrows, and cannot redirect damage from spells.
The knight must be holding a shield to use this ability.
At 11th level, the knight's Bulwark of Defense ability improves. The spaces the knight threatens are treated as difficult terrain for all opponents, not just those who began their turns within a threatened space. Additionally, opponents attempting to use the Tumble skill to move past the knight without provoking an attack of opportunity add 1/2 the knight's level to the DC for the tumble check.
At 14th level, the knight's Shield Ally ability improves. It can be used to absorb all of the damage from a physical attack, or half of the damage from a single-target spell that requires a touch attack.
At 15th level, a knight gains one of Great Fortitude, Iron Will, or Lightning Reflexes as a bonus feat. If the knight already has all of these feats, he instead gains a +2 bonus on all saving throws.
Starting at 19th level, whenever the knight rolls a natural 1 on a saving throw, he may roll again. The knight must take the new result, even if it is a 1.
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