Thanks everyone for feedback. Here's a revised version. I'm determined to keep the 4 skill points/level and the virtual feats at 1-3, but I've nerfed Heals Well & Missile Defence; and made the bonus feats 1/3 levels from 4th, bringing wpn spc & GWS forward 1 level to 7th & 15th. Is this now too weak vs Fighter at higher levels?
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 do not receive proficiency in any 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 own 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.
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.
3rd - Iron Willed (Ex): a Knight gains +2 to Will saves. This stacks with the Iron Will feat.
A Knight who uses a missile weapon other than in extremis* or otherwise violates his Code always loses the benefits of the Brave & Iron Willed abilities for 1 week or longer, per DM's discretion.
*Knights are allowed to use missile weapons against varlets they absolutely _can't reach_ - say a flying Wizard - but use is discouraged as unmanly.
4th+: Fighter Bonus feats: a Knight of 4th level and higher gains bonus feats from the Fighter feat list at following levels: 4th, 7th, 10th, 13th, 17th, 20th). For the purpose of gaining Fighter-only Feats, a Warrior-Knight counts as a Fighter 3 levels below their Knight level, eg they are eligible for Weapon Specialisation at 7th level, for Greater Weapon Specialisation at 15th level, and for Epic Fighter feats at 24th level.
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 do not receive proficiency in any 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 own 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.
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.
3rd - Iron Willed (Ex): a Knight gains +2 to Will saves. This stacks with the Iron Will feat.
A Knight who uses a missile weapon other than in extremis* or otherwise violates his Code always loses the benefits of the Brave & Iron Willed abilities for 1 week or longer, per DM's discretion.
*Knights are allowed to use missile weapons against varlets they absolutely _can't reach_ - say a flying Wizard - but use is discouraged as unmanly.
4th+: Fighter Bonus feats: a Knight of 4th level and higher gains bonus feats from the Fighter feat list at following levels: 4th, 7th, 10th, 13th, 17th, 20th). For the purpose of gaining Fighter-only Feats, a Warrior-Knight counts as a Fighter 3 levels below their Knight level, eg they are eligible for Weapon Specialisation at 7th level, for Greater Weapon Specialisation at 15th level, and for Epic Fighter feats at 24th level.