Knight


Skilled horseman, valiant warrior, chivalrous courtier, a member of the nobility. It is little wonder that many boys, and not a few girls, dream of some day becoming a knight. However to become a knight is not easy: it requires the mastery of many skills and a good and loyal heart. Fighters and paladins will often seek to be knights, as in some cases will rangers and bards, others generally will not, though there are exceptions. While knights are normally human men, anyone who shows courage in performing a great service may become one.
Normally knighthood is bestowed by a feudal ruler (of at least baronial rank), as both a reward, an acknowledgment of the individuals character, and as a way of excepting the new knight into the lords service--becoming a knight often entails swearing fealty to the one granting knighthood. Sometimes a knight joins an order of knights. Some orders are quite prestigious, having both stricter requirements then the normal knighthood described here, and offering greater rewards.
To be knighted is usually part of a multi-day ritual they will feature heavy praying and various ordeals. Once the ceremony is completed, the new knight can take the title of 'Sir' and display his own coat of arms. They can also begin their first knight level. In some cases a character will be knighted, but will not meet the skill and other requirements to be a knight, or will not be able to become a knight right away. In these cases the potential knight has a year and a day to gain the necessary requirements and begin their knight level.

Requirements
To qualify to become a Knight, a character must fulfill all the following criteria:
Region: Britannia (Albion, Cymru, Kingdom of Caledonia), Gallia, Iberia, Magyaria, Rumania, Western Empire
Alignment: Lawful Good, Lawful Neutral, Neutral, Neutral Good
Feats: Mounted Combat, Ride by Attack
Skills: Knowledge (nobility and royalty) 4 ranks, Knowledge (warfare) 4 ranks, Ride 9 ranks
Weapons and Armor: Proficiency with Lance

Hit Die: d10
Class Skills: The Knight's class skills (and the key ability for each skill) are Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Nobility and Royalty) (Int), Knowledge (Warfare) (Int), Ride (Dex).

Skill Points at Each Additional Level: 2+Int Modifier

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+0

+0

Status, Knight's Weapon, Code

2nd

+2

+3

+0

+0

Bonus Feat

3rd

+3

+3

+1

+1

Knight's Weapon

4th

+4

+4

+1

+1

Bonus Feat

5th

+5

+4

+1

+1

Knight's Weapon: Two Handed

6th

+6

+5

+2

+2

Bonus Feat

7th

+7

+5

+2

+2

Knight's Weapon: Weapon of Choice

8th

+8

+6

+2

+2

Bonus Feat

9th

+9

+6

+3

+3

Knight's Weapon: Weapon of Choice

10th

+10

+7

+3

+3

Status (+4), Bonus Feat

Weapon and Armor Proficiency: Knights are proficient with all armor and shields. They are also proficient with simple and martial weapons.

Status: The Knight receives +2 prestige bonus to diplomacy and intimidate checks and to his leadership score if he has the Leadership feat. He is also known as a knight, and should be addressed as “sir”. At level 10, these bonuses are increased to +4, and the knight gains the title of “lord” if he does not already have a title of equal or greater rank.

Code: The knight must follow the Code of Chivalry. If they fail to do so, they loose their bonuses to Diplomacy, Intimidate, and Leadership that comes from Status and cannot take additional levels in Knight until an atonement is completed, as per the spell.

The Code of Chivalry
The knight must show courage, never refusing a challenge from an equal, never taking unfair advantage in battle, and only retreating under the greatest duress. The knight must respect and obey the authority of his Church, Lord, Sovereign, and Order (if he has one). He must show mercy, act with justice and protect the weak and defenseless. He must not lie, and must honor alls oaths and commitments. He must be courteous, and have a noble and generous temperament. He must always resist evil and champion the good.

Knight’s Weapon: At 1st and each odd level thereafter (3rd, 5th, 7th, and 9th)the Knight can take Weapon Focus, or Improved Critical with the heavy flail, lance, or longsword Starting at 5th level they can instead take one of these feats with the bastard sword, bec de corbin [great pick] or great sword. At 7th and 9th level they can instead take Weapon Specialization, Greater Weapon Focus, or Greater Weapon Specialization with a “Knights Weapon”. They must meet the prerequisites for the feat, but can treat their levels in Knight as levels in Fighter when determining eligibility.

Bonus Feat: Upon reaching 2nd level the knight gains a bonus feat, and gains additional bonus feats at 4th, 6th, 8th, and 10th levels. The Knight can choose one of the following feats, given that they meet the prerequisites for it: Armor Focus (medium, heavy, or shield), Display of Prowess, Greater Amor Focus (medium or heavy), Knockdown, Leadership, Lionhearted, Spirited Charge, Trample, or Weapon vs. Armor.

Paladins as Knights: When determining their eligibility for their special mount, and that mount’s properties, a Paladin adds their Knight levels to their Paladin’s levels. A Paladin can also take levels in Knight, and then continue taking levels in Paladin.