New 20-Level Classes: Royal Knight, Scout

Arkhandus

First Post
These are two classes I'm going to be using sometime soon in one of my campaigns, a setting without divine magic. No clerics, druids, paladins, or rangers, and no monks either because the Godswar ravaged the world's divine energy (and thus that of all souls) so terribly that no mortal has enough power anymore to harness ki techniques. This leaves bards and two new classes, the ecomancer and verdant knight, as the only healers, using inefficient arcane magic, and most people don't trust them well because their motives and powers are inscrutable (the detect alignment spells are only on the spell lists of divine casters, remember? so none of that in this setting).

The arcane magic used to heal only recently developed and is terribly inefficient compared to what divine casters used before, so things are definitely bleaker and more dangerous (though somewhat less so from the utter lack of outsiders, like fiends, in the world now). Warriors are now more prominent in their power, and they have been quick to consolidate that power, reigning in mages and ensuring that arcane spellcasters won't fill the power vacuum of dominance once held by clergies. Many small kingdoms and empires have sprung up, and the varieties of warrior vary a bit more now that magic-users don't fulfill every role needed.

The following two classes can be used in most any campaign, and are balanced against the Fighter and Rogue. They will, however, be more prevalent and appropriate if Paladins and Rangers are absent; if those two core classes are around then my two would be more of a minority. Here are the Royal Knight, an aristocratic warrior, and the Scout, a talented spy and hunter.

ROYAL KNIGHT
Class__Base_____________Fort__Ref__Will____Special
Level__Attack___________Save_Save_Save___Abilities
1_____+1_______________+2___+0___+2____Support, Noble Bearing
_______________________________________(social skill modifiers)
2_____+2_______________+3___+0___+3
3_____+3_______________+3___+1___+3
4_____+4_______________+4___+1___+4____Bonus Feat
5_____+5_______________+4___+1___+4____Noble Duelist,
_______________________________________Greater Support
6_____+6/+1____________+5___+2___+5
7_____+7/+2____________+5___+2___+5____Noble Bearing
_______________________________________(+1 Initiative, two skills)
8_____+8/+3____________+6___+2___+6____Bonus Feat
9_____+9/+4____________+6___+3___+6____Noble Bearing
_______________________________________(+4 brave, +2 leadership)
10____+10/+5___________+7___+3___+7____Greater Support
11____+11/+6/+1________+7___+3___+7
12____+12/+7/+2________+8___+4___+8____Bonus Feat
13____+13/+8/+3________+8___+4___+8
14____+14/+9/+4________+9___+4___+9____Noble Bearing
_______________________________________(+1 Initiative, two skills)
15____+15/+10/+5_______+9___+5___+9____Greater Support
16____+16/+11/+6/+1____+10__+5___+10____Bonus Feat
17____+17/+12/+7/+2____+10__+5___+10
18____+17/+12/+7/+2____+11__+6___+11
19____+17/+12/+7/+2____+11__+6___+11
20____+20/+15/+10/+5___+12__+6___+12____Bonus Feat, Greater Support

Hit Dice: d8.
Alignment: Any lawful.
Skill Points At Each Level: 4 + Intelligence modifier.
Class Skills: Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility & Royalty) (Int), Knowledge (War) (Int), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Swim (Str).
Starting Gold: 10d4 x 10.

(Note: If using 3.5, the Royal Knight's proficiency in all shields does include tower shields, just like a Fighter, and the Royal Knight's Perform class skill is limited to Perform - Dance, and they gain access to Fighter feats like Greater Weapon Focus and Greater Weapon Specialization at the same levels as a Fighter.)

Weapon And Armor Proficiency: Royal Knights are proficient in all simple weapons, all martial weapons, all armors, and all shields.

Support: Royal Knights serve a lord or organization of some sort, and can expect some degree of support from their superiors. A Royal Knight on any mission given or approved by their lord or organization can expect to be given enough food and drink to last them for as long as their superiors think the mission will take, as well as enough pack mules, porters, teamsters, or whatever else is needed to carry those supplies. Royal Knights can usually expect free room and board for themselves, and possibly their traveling companions, at any military building or complex under the control of their lord or organization. A Royal Knight can also expect to be given a suitable steed to carry them in their journeys free of cost, as well as a bit, bridle, and saddle, and when on a mission for their lord or organization, they can also expect to be given enough supplies for their steed to last the expected duration of their mission. Lastly, a Royal Knight receives a free noble's outfit or courtier's outfit, as appropriate for their initial rank or the prestige of their family, and they can usually expect to receive a monthly stipend of between 5 and 10 gold pieces from either their family, lord, or organization.

Noble Bearing: Royal Knights at 1st-level onward get a +2 bonus on Diplomacy and Sense Motive skill checks, but conversely suffer a -2 penalty on Bluff and Intimidate skill checks. In addition, at every seventh Royal Knight class level, the character gains a +1 bonus to Initiative and on each of two skills chosen from the following --- Diplomacy, Knowledge (History), Knowledge (Nobility & Royalty), Knowledge (War), Ride, and Sense Motive. The Royal Knight cannot choose any given skill for this benefit twice in a row, so for instance, if a Royal Knight chooses Diplomacy and Ride at 7th-level, they cannot choose either of those again at 14th-level, so they might instead choose Knowledge (History) and Sense Motive. After reaching 9th-level, they also gain a +4 bonus on saves and checks against fear and intimidation, as well as a +2 bonus to their Leadership score (if and when applicable).

Bonus Feats: A Royal Knight gains bonus feats similar to a Fighter, and chooses from the same list of bonus feats. However, a Royal Knight only gains a bonus feat at levels 4, 8, 12, 16, and 20 in this class.

Weapon Specialization: A Royal Knight of 4th-level or higher can take the Weapon Specialization feat at any time as one of their feats from normal level progression, or as one of their bonus feats from this class, just as a Fighter can. Weapon Specialization grants a +2 bonus on damage with a single weapon, natural weapon, or unarmed strike, and this bonus damage is multiplied normally on a critical hit. The Royal Knight must have Weapon Focus in the chosen weapon, natural weapon, or unarmed strike, as a prerequisite for gaining Weapon Specialization in it. For ranged weapons, the Weapon Specialization damage bonus only applies against targets within 30 feet.

Noble Duelist: Royal Knights of 5th-level and above are skilled in dueling and jousting, and are quite confident in their abilities at duels and jousts. When fighting or competing with a single opponent, with no other opponents or allies battling within the Royal Knight's sight or hearing, and no enemies currently battling the Knight or threatening to attack him for the duration of the duel or competition, the Royal Knight gains a few benefits from his skill in jousting and dueling. The Knight recieves a +3 competence bonus on attack rolls and Initiative in these circumstances, and may choose at any time during such battles or competitions to deal subdual damage with his weapon or weapons without suffering the standard -4 attack roll penalty.

Greater Support: As a Royal Knight advances in rank and experience, he can expect greater rewards and support from his lord or organization. After every five levels gained in this class, the character is likely, although not necessarily certain, to receive some sort of improvement in the degree of support they have. Each time, their lord or organization may reward them with a magic item, rare mount, monument, plot of land, manor house, tower, keep, castle, or some other reward which their superiors believe is appropriate for the Royal Knight's accomplishments and service. This sometimes includes or consists of a noble title that brings with it some amount of prestige or political influence. Occasionally, these improvements in support merely come in the form of superior food, drink, resources, favors, gear, henchmen, or something similar.

Code Of Conduct: Royal Knights must follow a code of conduct determined by their lord or organization.

Ex-Knights: A Royal Knight who becomes unlawful in alignment loses the benefits of their Noble Bearing class ability, and is no longer able to gain levels in the Royal Knight class. These penalties cease only if the Royal Knight returns to a lawful alignment and is given a pardon for their chaotic behavior, by the leader of the nation or organization they serve. Alternatively, the penalties will cease if the Royal Knight returns to lawful alignment and joins a different nation or appropriate organization, as long as they grant the Royal Knight a similar or greater position. Either way, the penalties are lifted after one month if the Royal Knight is still acting lawfully and loyally during that time. Royal Knights who disobey their code of conduct will be persecuted by their lord or organization, and the exact punishments are dependent upon the laws and leadership of that group or individual. However, regardless of how the Royal Knight is punished, those who violate their code of conduct lose the Support and Greater Support benefits and are no longer able to gain levels as a Royal Knight. The benefits they have already received from Support or Greater Support may or may not be taken away, but the Royal Knight will always cease gaining further benefits from these abilities once they've violated their code of conduct. The penalties for violating the code of conduct are only lifted if and when the the Royal Knight is pardoned by the organization or ruler they serve, or if the Royal Knight joins another nation or appropriate organization that will provide a similar or greater position and the benefits of Support, and if the Royal Knight is of sufficient level, Greater Support as well.

Epic Royal Knights: If using epic-level material, a Royal Knight's epic progression is a bonus feat at every 3rd epic level (23rd, 26th, 29th, 32nd, 35th, 38th, etc.) chosen from the same list as the epic Fighter's, and a continuation of the Initiative and skill bonuses from Noble Bearing (at 21st, 28th, 35th, etc.), as well as the regular increases to Greater Support (at 25th, 30th, 35th, 40th, etc.).

SCOUT
Class__Base_________Fort__Ref__Will____Special
Level__Attack_______Save_Save_Save___Abilities
1_____+0___________+0___+2___+0____Traps, Surprise Strike +1,
____________________________________Expert Tracker (feat),
____________________________________Keen Observation (feat),
____________________________________Fast Movement (+5 ft.)
2_____+1___________+0___+3___+0____Uncanny Dodge (Retain Dex to AC,
____________________________________+2 vs traps)
3_____+2___________+1___+3___+1____Keen Observation +1
4_____+3___________+1___+4___+1____Expert Tracker +1
5_____+3___________+1___+4___+1____Surprise Strike +2
6_____+4___________+2___+5___+2____Uncanny Dodge (Rarely Flanked,
____________________________________+3 vs traps)
7_____+5___________+2___+5___+2____Fast Movement (+10 ft.)
8_____+6/+1________+2___+6___+2____Expert Tracker +2
9_____+6/+1________+3___+6___+3____Surprise Strike +3, Superior Memory
10____+7/+2________+3___+7___+3____Keen Observation +2,
____________________________________Uncanny Dodge (+4 vs traps)
11____+8/+3________+3___+7___+3____An Eye For Detail
12____+9/+4________+4___+8___+4____Expert Tracker +3
13____+9/+4________+4___+8___+4____Surprise Strike +4,
____________________________________Fast Movement (+15 ft.)
14____+10/+5_______+4___+9___+4____Uncanny Dodge (+5 vs traps)
15____+11/+6/+1____+5___+9___+5____Cunning Stealth
16____+12/+7/+2____+5__+10___+5____Expert Tracker +4
17____+12/+7/+2____+5__+10___+5____Surprise Strike +5,
____________________________________Keen Observation +3
18____+13/+8/+3____+6__+11___+6____Uncanny Dodge (+6 vs traps)
19____+14/+9/+4____+6__+11___+6____Fast Movement (+20 ft.)
20____+15/+10/+5___+6__+12___+6____Expert Tracker +5 (swift tracking)

Hit Dice: d8.
Alignment: Any.
Skill Points At Each Level: 6 + Intelligence modifier.
Class Skills: Animal Empathy (Cha), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Wilderness Lore (Wis), Use Rope (Dex).
Starting Gold: 4d4 x 10.

(Note: If using 3.5, the only changes for the Scout are to remove class skills like Intuit Direction and Wilderness Lore, and replace them with Survival, while changing Animal Empathy into a class feature like the Ranger)

Weapon And Armor Proficiency: Scouts are proficient in all simple weapons, all martial weapons, and all light armors.

Traps: A Scout can find and disarm traps just like a Rogue can, including magical traps.

Surprise Strike: The Scout is skilled at striking foes who are surprised or off-balance. Thus, the Scout gains a +1 competence bonus on weapon, natural weapon, and unarmed strike attacks and damage against any foe who is currently denied a Dexterity bonus to AC (if any) against the Scout's attacks. The bonus damage is multiplied normally on a critical hit. This bonus is improved by +1 per four additional levels of Scout, at 5th, 9th, 13th, and 17th.

Expert Tracker: Scouts gain the Track feat for free at 1st-level, and when using that feat, they gain a bonus on their Wilderness Lore checks for tracking equal to one-quarter their class level, rounded down. Additionally, a 20th-level Scout no longer suffers a penalty on Wilderness Lore checks for moving at their full speed when trying to find or follow tracks.

Keen Observation: A Scout gains the Alertness feat for free at 1st-level. Additionally, at 3rd-level, a Scout recieves an extra +1 bonus on all Listen, Search, Sense Motive, and Spot checks. This skill bonus increases to +2 at 10th-level, and +3 at 17th-level.

Fast Movement (Ex): Scouts develop greater than average speed for their race, as they need such great speed to escape enemies on the battlefield, deliver messages between commanders, and track down fleeing criminals who have a head start on the Scout. At 1st-level, a Scout gets a +5 bonus to his Speed when wearing no armor or light armor, and carrying no more than a light load. This bonus increases to +10 at 7th-level, +15 at 13th-level, and +20 at 19th-level.

Uncanny Dodge (Ex): At 2nd-level, a Scout gains the extraordinary ability to notice and evade attacks that most people wouldn't even see coming. A 2nd-level Scout retains their Dexterity bonus to AC, if any, even when caught flat-footed or when attacked by an invisible foe. They develop even keener skills of dodging by 6th-level, at which time they can no longer be flanked except by Rogues at least 6 levels higher than themselves. Thus, after 6th-level, a Rogue can no longer flank the Scout in order to Sneak Attack them unless they are at least 6 levels higher than the Scout. In addition to these abilities, the Scout is capable of detecting and avoiding attacks by traps with greater skill than normal. This gives them a +2 bonus on Reflex saves versus traps, and a +2 dodge bonus to AC versus attacks by traps, after reaching 2nd-level in this class. These bonuses increase by +1 at 6th-level, and increase by +1 again every four Scout levels beyond that. For purposes of determining Uncanny Dodge benefits, count levels in other classes and prestige classes that grant Uncanny Dodge towards the character's Scout level, since Scouts have superior Uncanny Dodge development.

Superior Memory (Ex): At 9th-level, a Scout acquires superior memory capacity and can recall information more rapidly and clearly. By spending a full round per page (or equivalent) examining some writing or other inscription, they can memorize up to 100 words of it at any given time (or the equivalent in complexity and size of markings and patterns) per point of Intelligence score they possess, or roughly one page of writing and/or illustration per three points of Intelligence. The Scout remembers this clearly and perfectly, for up to one hour per point of Intelligence, and after that time can recall it perfectly with a DC 15 Intelligence check, which they cannot take 10 or take 20 on. Failing the check means they cannot remember at the moment, and can try again in one hour or more, but with a +1 to the DC for each failed attempt to recall the same information and a further +1 to the DC for each full day that has passed since the period of easy perfect-recall expired. Each additional retry must be at least an hour later than the most recent attempt to recall the information.

The above applies to memorizing writing and other inscriptions or art, but the Scout can memorize spoken words and the like as well, in the same manner, and it counts towards the same limit. A half-minute's worth (five rounds) of noises or speech that the Scout does not understand counts as a page worth of information for purposes of the aforementioned limits. Likewise, the Scout can remember olfactory and tactile sensations, in order to try and identify them later or something, but exactly how effective and efficient this is depends entirely on the DM, due to the generally unique nature or circumstance of such sensations and experiences.

In addition to the benefits noted above, Superior Memory has the following additional boons for the Scout. They gain a +1 competence bonus on all Knowledge skill checks. They can also occasionally remember an odd fact, detail, clue, or the like that they had previously forgotten about or overlooked, which requires a minute of concentration (requiring a Concentration check if appropriate). After their minute of concentration, if it was successful, then they make an Intelligence check against DC 15, which they cannot take 10 or take 20 on. A successful Intelligence check means that the Scout's player can ask the DM to remind them of a previous hint, clue, fact, or detail that is appropriate, or to provide a new clue or hint, but it must be reasonable given the situation and based on the Scout's memory of prior events. The DM is not obligated to always provide an answer, and may inform the player that the Scout does not remember anything interesting or unusual, but the DM should at least consider giving a hint or reminder. After seeing at least a page worth of writing by a particular person, taking at least a full round studying it, the Scout can later identify and mimic that person's particular handwriting style perfectly for one day afterward. This grants a +2 circumstance bonus on Decipher Script checks regarding anything written by that individual, and a +8 circumstance bonus on Forgery checks for purposes of identifying or mimicking the individual's particular style of writing. After a full day has passed, they can still gain these benefits later regarding that person by making a DC 15 Intelligence check, which if successful grants the benefits for a day once more. A failed check for this cannot be attempted again for a week, and each failed attempt regarding a particular person's writing adds +1 to the DC, for subsequent checks regarding that person, until the Scout can examine another suitable piece of the person's own writing again. The Scout cannot take 10 or take 20 on this check either.

An Eye For Detail (Ex): At 11th-level, Scouts become so great at finding clues and noticing details that they acquire superior skills of observation. A Scout of 11th-level or higher can always take 10 on Appraise, Listen, Search, Sense Motive, and Spot checks, without taking any longer than for a normal check and despite any distractions. They are henceforth always considered to be actively searching with the Search skill, without any need to spend actions doing so, and without being limited in movement or other capabilities while searching.

Cunning Stealth (Ex): By 15th-level, Scouts develop extraordinary talent at stealth, and they can sneak around with ease. When using the Hide or Move Silently skills, a Scout may move at their normal speed without suffering a penalty to those skills. Scouts of 15th-level and above also gain a competence bonus on Hide and Move Silently checks equal to their Intelligence or Wisdom modifier, if positive, whichever is higher.

Epic Scouts: If using epic-level material, a Scout's epic progression is a bonus feat at every 6th epic level (26th, 32nd, 38th, 44th, etc.) chosen from the same lists as the epic Ranger and epic Rogue (except for any epic feats requiring particular Ranger or Rogue class abilities that the Scout does not get automatically), and a continuation of certain Scout class abilities. Surprise Strike continues to increase its bonus by +1 at 21st-level and every fourth beyond that (25th, 29th, 33rd, 37th, etc.), while Expert Tracker continues to grant a further +1 bonus for every four epic levels (24th, 28th, 32nd, 36th, 40th, etc.). The bonus from Keen Observation continues to improve by +1 at 24th-level and every seven epic levels beyond that (31st, 38th, 45th, etc.), and Fast Movement grants another +5 feet to Speed at 25th-level and every sixth epic level afterwards (31st, 37th, 43rd, 49th, etc.). Uncanny Dodge also improves its bonus against traps by +1 at 22nd-level and every four epic levels following that (26th, 30th, 34th, 38th, etc.).
 
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I quite like the Royal Knight.
Seems pretty balanced to me and certainly gives the DM a good route in to the party for plot hooks.

Not so sure about the Scout. Looks too much to me like a Rogue with more hit points and fewer skill points. And that is a lot of skills to choose from with only 4 points per level. I'd be inclined to lose some of them but, for a Hunter/Spy I can't see which ones I'd lose.
Hmm, probably need playtesting to see.

Nice ideas.
 

Thanks for your feedback! The Royal Knight does indeed give DMs authority on what exactly the character gets for their Support and Greater Support benefits (nice job Sir George, here's a few copper to get yourself a drink! you deserve it!). {:^)

As for the Scout, you must've seen the 4 x (6 + Intelligence modifier) and thought that the 4 was their base skill points per level; that's just the standard notice that their skill points are quadrupled at the 1st character level. I removed that line from both classes for clarity now. Scouts get a base of 6 skill points per level, as they are a bit more focused on survival and combat than the Rogue.

Edit note: I missed a few class skills earlier for the Scout, and have since added them, as my computer time was previously cut short as I was just starting on posting the Scout; my own text document of the material has only a few things missing, like the charts and certain class skills, thus the mistake.
 
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