I wanted to make a knight class as an alternative to the paladin. I used the knight class from mongoose publishing as a basis, and made some slight changeS. I was wondering if anyone could leave some feedback on whether or not it is balanced, and if there are any changes that you would suggest.
The knight’s class skills and the key ability for each are Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Perform (Cha), Ride (Dex), and Survival (Wis).
Skill Points at 1st Level (2 + Int modifier) x4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
Weapon and Armour Proficiency:
A knight is proficient with all simple and martial weapons, light, medium, heavy and extra-heavy armor, and shields. Note that armor check penalties apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble. Also Swim checks suffer a –1 penalty for every five pounds of equipment carried.
Accoutrements: A 1st level knight begins play with a suit of three-quarter plate, heavy warhorse, light horse, shortsword, battleaxe, heavy mace, and bastard sword. These items are a gift from the knight’s liege, and are expected to be well cared for. In addition, a knight will not settle for less than the finest of goods, no matter if they are perishable foods or clothing. Any goods a knight purchases will be 150% of the base cost, including masterwork items. A knight must always wear the highest quality armor available to him, disregarding even magical bonus. For example, a knight will always choose to wear a suit of full plate over a suit of chainmail +4.
Code of Chivalry: A squire wishing to attain knighthood must undergo certain rituals, the most prominent of which being the oath one takes before being knighted. Every knight takes such an oath, all swearing to uphold the code of chivalry.
A Gentle Knight Should
Be honorable
Serve thy liege
Uphold the law
Be honest and forthright
Protect the defenseless
Be generous to those in need and kind to stranger
Be merciful, accept surrender when it is offered
Protect and serve his god and the followers of his god
Live for justice and die for glory
A Gentle Knight Shall Not
Be deceitful or unfair
Fight for monetary reward
Give unnecessary offence
Be revengeful
A knight who breaks the Code of Chivalry loses the benefits of his Accoutrements, Leadership, Strength of Heart, Courageous Stand, Unfailing Devotion, Reckless Courage, and Legendary Warrior class abilities. To amend such a breach of conduct the knight will typically have to go questing, on a pilgrimage, or some similar penance. Knights that have breached the code in an extreme way, such as the purposeful slaying of the innocent, or deceitful lying to one’s liege, may not continue gaining levels in the knight class.
Military Service: As a knight is appointed to his position by a feudal lord, he is not free to do as he wishes but must hold fealty to that lord. In the case of war and other calamities, the liege might call for the knight to serve him in battle. This process could be continuous or only in times of need, depending on the knight and the circumstances. Knights without families might serve as a Lord guard or merely as a representative, upholding the laws and decrees of the liege.
Born in the Saddle: The training of a knight is a long and difficult process, beginning while the child is still young and continuing until they reach maturity. They undergo many stages of their training, from simple weapon skills to becoming a squire. For most knights, horsemanship is a skill that is begun not long after one learns to walk. By the time a knight-in-training is knighted they have become master horsemen. At 2nd level, a knight gains a +1 competence bonus to all ride checks, melee attacks, and damage rolls while on horseback.
At 9th level these bonuses increase to +2, and at 16th level to +3.
Horse Sense: Knights spend much of their lives riding, racing, and caring for their horses. They rely on them to carry the knight into battle, and to maneuver with them through the fight. Knights develop a strong relationship with their horses, and are able to sense when something is wrong. Along with that, they are able to look at a group of horses and pick out which one is the strongest, fastest, toughest, and so on. A knight can spend a minute examining a group of horses, at the end of which then make a Handle Animal check DC 15 and discern the number of hit dice and hit points. If the Handle Animal check result is higher than 20, the knight will also be able to tell what the horse’s ability scores are.
Strength of Heart: A knight’s sense of honor and duty are strong, many times being the only things that will carry him through an ordeal. In situations where other warriors might flee in terror, a heady knight will stand and fight, even if its to the death. A knight receives as +2 morale bonus to all saving throws made against fear effects (magic or non-magical).
Bonus Feat: A knight is always continuing his training, especially in the arts of war. A knight that loses his edge will not be able to survive the demands of the lifestyle. At 5th level and every five levels thereafter, a knight gains a bonus feat chosen from the list below.
Knight Bonus Feats: Animal Affinity, Cleave, Diehard, Endurance, Exotic Weapon Proficiency, Great Cleave, Great Fortitude, Inspired Leadership, Iron Will, Mounted Combat, Power Attack, Self-Sufficient, Ride-By Attack, Toughness, Trample, Spirited Charge, Weapon Focus, Weapon Specialization (knightly weapon only).
Leadership: A knight gains this feat for three.
A Life in the Harness: By the time a knight reaches 7th level, they have learned the ins and outs of wearing extra heavy armor, and are experienced enough to wear it for longer periods of time. A knight is allowed to now wear extra heavy armor for two rounds per point of constitution before succumbing to fatigue.
At 13th level this changes to three turns per point of constitution, and at 19th level to four turns per point of constitution.
Courageous Stand: As a knight gains combat experience, they fear the physical world less and less. As they gain experience leading men into combat they learn how to best urge them on and how to keep them from breaking when the battle turns against them. At 8th level the knight receives a +4 morale bonus toward fear effects (magical and non-magical). Any allies within a 15’ radius of the Cavalier gain a +2 morale bonus on saves against fear effects. Granting this morale bonus is a supernatural ability.
Reckless Prowess: At 12th level the knight can cause uncertainty in any enemies nearby. Through sheer battle prowess and skill, the knight can make any enemy think twice about engaging him in combat. Any opponent with less hit dice than the knight’s character levels that comes within 15 feet of the knight must make a Will save (DC 12 + Cha modifier) or become shaken. This condition lasts as long as the creature is within 15 feet of the knight. If the creature moves farther from 15 feet from the knight, they are still shaken for 1 round per class level of the knight. Causing this morale penalty is a supernatural ability.
Unfailing Devotion: At 17th level the knight becomes immune to fear. He is so adept at keeping his men together that the bonus his allies receive from Courageous Stand are now doubled. Any allies within 30’ now receive a +4 morale bonus to any saving throws against fear (magical or non-magical). Granting these bonuses is a supernatural ability.
Legendary Prowess: At 20th level the knights ability to inspire fear is legendary. Any opponent with less hit dice than the knight’s character levels that comes within 30 feet of the knight must make a Will save (DC 14 + Cha modifier) or become shaken. This condition lasts as long as the creature is within 30 feet of the knight. If the creature moves farther than 30 feet from the knight, they are still shaken for 2 rounds per class level of the knight. Causing this morale penalty is a supernatural ability.
The Knight
Class Level Bab Fort Ref Will Special
1 +1 +2 +0 +0 Accoutrements, Code of Chivalry, Military Service
2 +2 +3 +0 +0 Born in the saddle +1
3 +3 +3 +1 +1 Horse Sense
4 +4 +4 +1 +1 Strength of Heart
5 +5 +4 +1 +1 Bonus Feat
6 +6/+1 +5 +2 +2 Leadership
7 +7/+2 +5 +2 +2 A Life in the Harness x2
8 +8/+3 +6 +2 +2 Courageous Stand
9 +9/+4 +6 +3 +3 Born in the Saddle +2
10 +10/+5 +7 +3 +3 Bonus Feat
11 +11/... +7 +3 +3
12 +12/... +8 +4 +4 Reckless Prowess
13 +13/... +8 +4 +4 A Life in the Harness x3
14 +14/... +9 +4 +4
15 +15/... +9 +5 +5 Bonus Feat
16 +16/... +10 +5 +5 Born in the Saddle +3
17 +17/... +10 +5 +5 Unfailing Devotion
18 +18/... +11 +6 +6
19 +19/... +11 +6 +6 A Life in the Harness x4
20 +20/... +12 +6 +6 Bonus Feat, Legendary Prowess
The knight’s class skills and the key ability for each are Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Perform (Cha), Ride (Dex), and Survival (Wis).
Skill Points at 1st Level (2 + Int modifier) x4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
Weapon and Armour Proficiency:
A knight is proficient with all simple and martial weapons, light, medium, heavy and extra-heavy armor, and shields. Note that armor check penalties apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble. Also Swim checks suffer a –1 penalty for every five pounds of equipment carried.
Accoutrements: A 1st level knight begins play with a suit of three-quarter plate, heavy warhorse, light horse, shortsword, battleaxe, heavy mace, and bastard sword. These items are a gift from the knight’s liege, and are expected to be well cared for. In addition, a knight will not settle for less than the finest of goods, no matter if they are perishable foods or clothing. Any goods a knight purchases will be 150% of the base cost, including masterwork items. A knight must always wear the highest quality armor available to him, disregarding even magical bonus. For example, a knight will always choose to wear a suit of full plate over a suit of chainmail +4.
Code of Chivalry: A squire wishing to attain knighthood must undergo certain rituals, the most prominent of which being the oath one takes before being knighted. Every knight takes such an oath, all swearing to uphold the code of chivalry.
A Gentle Knight Should
Be honorable
Serve thy liege
Uphold the law
Be honest and forthright
Protect the defenseless
Be generous to those in need and kind to stranger
Be merciful, accept surrender when it is offered
Protect and serve his god and the followers of his god
Live for justice and die for glory
A Gentle Knight Shall Not
Be deceitful or unfair
Fight for monetary reward
Give unnecessary offence
Be revengeful
A knight who breaks the Code of Chivalry loses the benefits of his Accoutrements, Leadership, Strength of Heart, Courageous Stand, Unfailing Devotion, Reckless Courage, and Legendary Warrior class abilities. To amend such a breach of conduct the knight will typically have to go questing, on a pilgrimage, or some similar penance. Knights that have breached the code in an extreme way, such as the purposeful slaying of the innocent, or deceitful lying to one’s liege, may not continue gaining levels in the knight class.
Military Service: As a knight is appointed to his position by a feudal lord, he is not free to do as he wishes but must hold fealty to that lord. In the case of war and other calamities, the liege might call for the knight to serve him in battle. This process could be continuous or only in times of need, depending on the knight and the circumstances. Knights without families might serve as a Lord guard or merely as a representative, upholding the laws and decrees of the liege.
Born in the Saddle: The training of a knight is a long and difficult process, beginning while the child is still young and continuing until they reach maturity. They undergo many stages of their training, from simple weapon skills to becoming a squire. For most knights, horsemanship is a skill that is begun not long after one learns to walk. By the time a knight-in-training is knighted they have become master horsemen. At 2nd level, a knight gains a +1 competence bonus to all ride checks, melee attacks, and damage rolls while on horseback.
At 9th level these bonuses increase to +2, and at 16th level to +3.
Horse Sense: Knights spend much of their lives riding, racing, and caring for their horses. They rely on them to carry the knight into battle, and to maneuver with them through the fight. Knights develop a strong relationship with their horses, and are able to sense when something is wrong. Along with that, they are able to look at a group of horses and pick out which one is the strongest, fastest, toughest, and so on. A knight can spend a minute examining a group of horses, at the end of which then make a Handle Animal check DC 15 and discern the number of hit dice and hit points. If the Handle Animal check result is higher than 20, the knight will also be able to tell what the horse’s ability scores are.
Strength of Heart: A knight’s sense of honor and duty are strong, many times being the only things that will carry him through an ordeal. In situations where other warriors might flee in terror, a heady knight will stand and fight, even if its to the death. A knight receives as +2 morale bonus to all saving throws made against fear effects (magic or non-magical).
Bonus Feat: A knight is always continuing his training, especially in the arts of war. A knight that loses his edge will not be able to survive the demands of the lifestyle. At 5th level and every five levels thereafter, a knight gains a bonus feat chosen from the list below.
Knight Bonus Feats: Animal Affinity, Cleave, Diehard, Endurance, Exotic Weapon Proficiency, Great Cleave, Great Fortitude, Inspired Leadership, Iron Will, Mounted Combat, Power Attack, Self-Sufficient, Ride-By Attack, Toughness, Trample, Spirited Charge, Weapon Focus, Weapon Specialization (knightly weapon only).
Leadership: A knight gains this feat for three.
A Life in the Harness: By the time a knight reaches 7th level, they have learned the ins and outs of wearing extra heavy armor, and are experienced enough to wear it for longer periods of time. A knight is allowed to now wear extra heavy armor for two rounds per point of constitution before succumbing to fatigue.
At 13th level this changes to three turns per point of constitution, and at 19th level to four turns per point of constitution.
Courageous Stand: As a knight gains combat experience, they fear the physical world less and less. As they gain experience leading men into combat they learn how to best urge them on and how to keep them from breaking when the battle turns against them. At 8th level the knight receives a +4 morale bonus toward fear effects (magical and non-magical). Any allies within a 15’ radius of the Cavalier gain a +2 morale bonus on saves against fear effects. Granting this morale bonus is a supernatural ability.
Reckless Prowess: At 12th level the knight can cause uncertainty in any enemies nearby. Through sheer battle prowess and skill, the knight can make any enemy think twice about engaging him in combat. Any opponent with less hit dice than the knight’s character levels that comes within 15 feet of the knight must make a Will save (DC 12 + Cha modifier) or become shaken. This condition lasts as long as the creature is within 15 feet of the knight. If the creature moves farther from 15 feet from the knight, they are still shaken for 1 round per class level of the knight. Causing this morale penalty is a supernatural ability.
Unfailing Devotion: At 17th level the knight becomes immune to fear. He is so adept at keeping his men together that the bonus his allies receive from Courageous Stand are now doubled. Any allies within 30’ now receive a +4 morale bonus to any saving throws against fear (magical or non-magical). Granting these bonuses is a supernatural ability.
Legendary Prowess: At 20th level the knights ability to inspire fear is legendary. Any opponent with less hit dice than the knight’s character levels that comes within 30 feet of the knight must make a Will save (DC 14 + Cha modifier) or become shaken. This condition lasts as long as the creature is within 30 feet of the knight. If the creature moves farther than 30 feet from the knight, they are still shaken for 2 rounds per class level of the knight. Causing this morale penalty is a supernatural ability.
The Knight
Class Level Bab Fort Ref Will Special
1 +1 +2 +0 +0 Accoutrements, Code of Chivalry, Military Service
2 +2 +3 +0 +0 Born in the saddle +1
3 +3 +3 +1 +1 Horse Sense
4 +4 +4 +1 +1 Strength of Heart
5 +5 +4 +1 +1 Bonus Feat
6 +6/+1 +5 +2 +2 Leadership
7 +7/+2 +5 +2 +2 A Life in the Harness x2
8 +8/+3 +6 +2 +2 Courageous Stand
9 +9/+4 +6 +3 +3 Born in the Saddle +2
10 +10/+5 +7 +3 +3 Bonus Feat
11 +11/... +7 +3 +3
12 +12/... +8 +4 +4 Reckless Prowess
13 +13/... +8 +4 +4 A Life in the Harness x3
14 +14/... +9 +4 +4
15 +15/... +9 +5 +5 Bonus Feat
16 +16/... +10 +5 +5 Born in the Saddle +3
17 +17/... +10 +5 +5 Unfailing Devotion
18 +18/... +11 +6 +6
19 +19/... +11 +6 +6 A Life in the Harness x4
20 +20/... +12 +6 +6 Bonus Feat, Legendary Prowess