I've been working on a new core class, Warrior-Knight, based off the Fighter with some elements of the old Cavalier class. It's designed to address a few problems with the Fighter class used in this role, and encourage adherence to a chivalric code. What do you think of it in mechanical balance terms? Weaker or stronger than Fighter?
edit: _current_ (and likely final) version is as follows:
Warrior-Knight Character Class
BAB: 1/1 Good Saves: Fort
Hit Die: d10
Class Skills: Climb, Handle Animal, Heal, Intimidate, Jump, Swim, Diplomacy, Ride, Spot, and Knowledge (nobility & royalty).
Skill Points/Level: 4 + Int
Weapon & Armour Proficiency: all armour & shields, all simple & martial melee weapons. Knights are also proficient in the short bow (typically used to hunt deer), but do not receive proficiency in any other missile weapons.
Starting Equipment: assigned by GM, usually chainmail or chain shirt, lance, any sword, any 1 of: mace, warhammer, military pick or morningstar; light warhorse; plus 2d6 gp cash. Mundane equipment like torches is usually freely available.
Code of Honour: all true Knights are constrained by their Chivalric Code to live and die with Honour. Those who violate their Code and do not atone may not advance further in the Knight class, and lose the Brave & Iron Willed class benefits.
Level/Abilities
1st - Heals Well (Ex): once after each battle in which he has been wounded, a Warrior-Knight who has 1 or more hp remaining and who receives within 1 hour a successful DC 15 heal check, taking 10 minutes, from himself or from another, can restore hp equal to [his class level + his CON bonus] (min 1 hp). This cannot restore more hp than were lost in that battle. Retries on failed rolls are allowed, but hp can be restored only once per battle, and only to knights with positive hp totals.
1st - Brave (Ex): Knights save at +4 vs Fear effects. This is a morale bonus.
2nd - Missile defense (Ex): a Knight using a shield, and not flatfooted, gets a +2 AC cover bonus vs all missile attacks.
4th - Strong Willed (Ex): a Knight gains +2 bonus to Will saves. This stacks with the Iron Will feat.
A Knight who uses a missile weapon in battle other than in extremis* or otherwise violates his Code always loses the benefits of the Brave & Strong Willed abilities for 1 week or longer, per DM's discretion. Using a bow for hunting harmless game animals such as deer (where there is no threat to the knight's life), rather than in battle, is not a Code violation. Dangerous game animals such as wild boar must be hunted with melee weapons such as the boar lance.
*Knights are allowed to use missile weapons in battle against varlets they absolutely _can't reach_ - say a flying Wizard - but use is discouraged as unmanly.
5th+: Fighter Bonus feats: a Knight of 5th level and higher gains bonus feats from the Fighter feat list every two levels, at following levels: 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th.
For the purpose of gaining Fighter-only Feats, a Warrior-Knight counts as a Fighter 3 levels below their Knight level, ie they are eligible for Weapon Specialisation at 7th level, for Greater Weapon Specialisation at 15th level, and for Epic Fighter feats at 24th level.
Multiclassing: a Knight must usually be noble-born and trained from a young age, so this class may normally only be taken at 1st level. Multiclassing out if this class is at the GM's discretion; typical classes that might be combined with Warrior Knight include Fighter, Paladin, and possibly Ranger. Some GMs may wish to allow Knight-Clerics. The activities of Knight-Rogues and Knight-Wizards or Knight-Sorcerers will typically violate the Knight's Code.
edit: _current_ (and likely final) version is as follows:
Warrior-Knight Character Class
BAB: 1/1 Good Saves: Fort
Hit Die: d10
Class Skills: Climb, Handle Animal, Heal, Intimidate, Jump, Swim, Diplomacy, Ride, Spot, and Knowledge (nobility & royalty).
Skill Points/Level: 4 + Int
Weapon & Armour Proficiency: all armour & shields, all simple & martial melee weapons. Knights are also proficient in the short bow (typically used to hunt deer), but do not receive proficiency in any other missile weapons.
Starting Equipment: assigned by GM, usually chainmail or chain shirt, lance, any sword, any 1 of: mace, warhammer, military pick or morningstar; light warhorse; plus 2d6 gp cash. Mundane equipment like torches is usually freely available.
Code of Honour: all true Knights are constrained by their Chivalric Code to live and die with Honour. Those who violate their Code and do not atone may not advance further in the Knight class, and lose the Brave & Iron Willed class benefits.
Level/Abilities
1st - Heals Well (Ex): once after each battle in which he has been wounded, a Warrior-Knight who has 1 or more hp remaining and who receives within 1 hour a successful DC 15 heal check, taking 10 minutes, from himself or from another, can restore hp equal to [his class level + his CON bonus] (min 1 hp). This cannot restore more hp than were lost in that battle. Retries on failed rolls are allowed, but hp can be restored only once per battle, and only to knights with positive hp totals.
1st - Brave (Ex): Knights save at +4 vs Fear effects. This is a morale bonus.
2nd - Missile defense (Ex): a Knight using a shield, and not flatfooted, gets a +2 AC cover bonus vs all missile attacks.
4th - Strong Willed (Ex): a Knight gains +2 bonus to Will saves. This stacks with the Iron Will feat.
A Knight who uses a missile weapon in battle other than in extremis* or otherwise violates his Code always loses the benefits of the Brave & Strong Willed abilities for 1 week or longer, per DM's discretion. Using a bow for hunting harmless game animals such as deer (where there is no threat to the knight's life), rather than in battle, is not a Code violation. Dangerous game animals such as wild boar must be hunted with melee weapons such as the boar lance.
*Knights are allowed to use missile weapons in battle against varlets they absolutely _can't reach_ - say a flying Wizard - but use is discouraged as unmanly.
5th+: Fighter Bonus feats: a Knight of 5th level and higher gains bonus feats from the Fighter feat list every two levels, at following levels: 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th.
For the purpose of gaining Fighter-only Feats, a Warrior-Knight counts as a Fighter 3 levels below their Knight level, ie they are eligible for Weapon Specialisation at 7th level, for Greater Weapon Specialisation at 15th level, and for Epic Fighter feats at 24th level.
Multiclassing: a Knight must usually be noble-born and trained from a young age, so this class may normally only be taken at 1st level. Multiclassing out if this class is at the GM's discretion; typical classes that might be combined with Warrior Knight include Fighter, Paladin, and possibly Ranger. Some GMs may wish to allow Knight-Clerics. The activities of Knight-Rogues and Knight-Wizards or Knight-Sorcerers will typically violate the Knight's Code.
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