Knight, Orion (3.5e Class)
World of Orion |
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Player Info |
World Reference |
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DM Info |
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Knight
From the greatest kings to ever walk the earth to the humblest peasents to roam the streets, each one relies on the service of the knight. Knights are the strongest of soldiers and leaders in the battle. They fight with great bravery and courage, however also apear in courts and at feasts. They are the masters of the battlefield but also of the nobles politics. Knights are in all of the great stories of old, they are always the hero come to save the day, but what happens when they are evil? Knights are the champions of a cause and the strict followers of their lord. It is a knight who comes to save the princess, but it was a knight too that locked her up.
Making a Knight
A knights strongest point is at the front lines of a battlefield. They strike with tremendous force and always have their shield ready to ward off attacks. Knights are the defenders on a battlefield. Working with their party members to take the front of the enemies attacks and allow their allies to destroy them from behind. Knights blend perfectly with classes such as the hunter or higher level mystic blades who have chosen to focus more so on their magical art rather than that of the blade.
Abilities: Knights rely an incredible amount on their constitustion and strength. They utilize it in every battle situation and need them to survive. Knights, being the ones who take much of an enemies attacks, must, probably even above strength have good constitution. After that comes charisma. Knights often find themselves in the midst of political battles just as dangerous as the ones they fight with a sword. Charisma is a great aid in these such situations and therefore is vital for a knight to have. After that point every other attribute is secondary, dexterity, intelligence and wisdom all taking the back seat as they are not used much. Dexterity can be useful to increase their armor class but is generally negated by the amount of armor knights wear. Intelligence and Wisdom can be useful in the royal courts and affairs, however take second place to charisma.
Races: Charons fit the most easily into the role of the knight. They have the cities to defend and most 'civilized' culture making them a good fit in the game. Many other races simply don't have the appropriate culture or dicipline to become a knight. However strictly looking at game statistics Kreinos make very good knights having such an immense constitution score and some strength bonuses they can easily utilize the knights most powerful abilities on the battlefield. However with the large hits that Kreinos take to charisma they do not do as well on the knights other battlefields in the noble houses making them not fit as well as they could into the class. Okeanos enjoy their freedom of movement and often do not have the straitforward mind set needed to become a knight. They also have an inborn frailty making them fit poorly into this class.
Alignment: Any lawful.
Starting Gold: 5d6 × 10 gp (175 gp)
Starting Age: Moderate, as fighter
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +0 | Courtly Knowledge | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +0 | Bonus feat | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +1 | Inspire Courage +1, Iron Will | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +1 | Bonus feat | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +1 | Supreme Cleave, Die Hard | ||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +2 | |||||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +2 | Still Mind | ||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +2 | Bonus feat | ||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +3 | Inspire Courage +2, Crucial Strike | ||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +3 | Die Hard +2 | ||||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +3 | |||||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +4 | Bonus feat | ||||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +4 | Devastating Strike | ||||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +4 | |||||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +5 | Inspire Courage +3, Die Hard +4 | ||||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Bonus feat | ||||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Strike of Judgement | ||||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Diamond Soul | ||||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +6 | |||||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Bonus feat, Die Hard +8, Final Strike | ||||||||||||||||||||||||||||||||||||
Class Skills (2 + Int ×4) |
Class Features
All of the following are class features of the Knight.
Weapon and Armor Proficiency: A Knight is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus feat: Every four levels a knight gains a bonus feat. A knight also gains an additional Bonus feat at 1st level. At each such opportunity she can choose a combat oriented feat drawn from the fighters list of bonus feats only. The knight must still meet all prerequisites for the bonus feat including base attack bonus minimums. (See chapter 5 of the players handbook for descriptions of feats and their prerequisites.). These bonus feats are in addition to the feat that a character of any class gets every three levels ( as given on Table 3-2: Experience and Level Dependent Benefits, page 22 of the players handbook). A knight is not limited to the list of fighter feats when choosing these feats.
Courtly Knowledge: A knight adds her class level to her knowledge (nobility and royalty) checks as a competence bonus.
Inspire Courage: This ability, gained at 3rd level, has the same effect as the bard ability of the same name. The knight makes an inspiration speech, bolstering her allies against fear and improving their combat abilities. To be effected the ally must be able to hear the knight speak. The effect lasts for as long as the ally hears the knight speak and for 5 rounds thereafter. While speaking the night can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). An effected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 9th level and every six knight levels thereafter, this bonus increases by 1 ( +2 at 9th, +3 at 15th, +4 at 21st, etc.). Inspire courage is a mind-effecting ability.
Iron Will: At 3rd level a knight gains iron will as a bonus feat.
Supreme Cleave: Beginning at 5th level a knight can take a 5-foot step between attacks when using the cleave or great cleave feats.
Die Hard: At 5th level a knight gains die hard as a bonus feat even if she does not meet the requisites. However in addition to this, every 5 levels thereafter a knight will gain an additional amount of hit points that they may stay conscious to. As this number increases the amount of negative hit points you can have before dying increases with it.
Still Mind: A knight of 7th level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-effecting attacks.
Crucial Strike: When in direly grave times and it seems all hope is loss there's no one better to turn things around than a knight. When under 1/3 of your maximum health or an ally is unconscious or dead you may make an attack that is an automatic critical strike.
Devastating Strike: Whenever a knight is using a slashing or piercing weapon he may add 1d6 of bleed damage per round to a target he has stricken. This bleed damage will not heal until magically healed. Potions will not heal this.
Strike of Judgement: At 17th level this ability is gained. While fighting any opponents of the opposite alignment as the knight, she will be able to make a powerful strike upon them, judging their souls as to what they truly are. When making a strike of judgement a knight will gain a bonus to damage of +1d6 per level of her opponent. This ability can be used as many times each day as the knight wills, it simply can’t be used more than once on each individual.
Diamond Soul: At 18th level a knight gains spell resistance equal to her current knight level +10. In order to affect the knight with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level; see spell resistance, page 177 of the players handbook.).
Final Strike: At 20th level a knight gains the final strike ability. The knight focuses all of her energy into a single powerful strike on her opponent. When a final strike is used you make an attack roll as always, if it hits the knights opponent will be forced to make a fortitude save (DC 10 + ½ Knights current level or dm discretion). If the fortitude save fails the strike will overcome her opponent and kill it instantly. If the fortitude save is made successfully it is simply rolled as a normal attack, still doing damage as if the knight had attack normally. This ability can be used as many times per day as the knight wills, however for 5 rounds after the attack she will have a -2 on attack and damage rolls due to the exertion of energy required to use this ability. The knight must also wait for 5 rounds to make another Final Strike.
Ex-Knights
Any knight who becomes non-lawful or violates the code of conduct retains all knight abilities however she may never again advance as a knight, even if she becomes lawful again.
Epic Knight
Level | Special |
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21st | Inspire Courage +7 |
22nd | Bonus feat |
23rd | |
24th | Inspire Courage +8, Bonus feat |
25th | Die Hard +16 |
26th | Bonus feat |
27th | Inspire Courage +9 |
28th | Bonus feat |
29th | |
30th | Inspire Courage +10, Die Hard +32, Bonus feat |
Inspire Courage: Inspire courage continues to acumulate and function as normal after 20th level.
Die Hard: Die Hard continues to acumulate and function as normal after 20th level. However once 30th level is obtained Die Hard no longer advances anymore.
Bonus Feats: The epic Knight gains a bonus feat (selected from the list of epic Knight bonus feats) every 2 levels after 20th.
Epic Knight Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy, Exotic Weapon Proficiency..
Charon Knight Starting Package
Armor: Scale Mail (+4 AC, armor check penalty -3, speed 20 ft., 30 lb.), Large Steel Shield (+2 AC, armor check penalty -2, 15 lb.)
Weapons: Longbow (1d8, crit 20/x3, range inc. 100 ft., 3 lb, Piercing), Longsword (1d8, crit 19-20/x2, 4 lb., One-handed, Slashing)
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
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Bluff | 4 | Cha | — |
Diplomacy | 4 | Cha | — |
Intimidate | 4 | Cha | — |
Listen | 4 | Wis | — |
Ride | 4 | Dex | — |
Sense Motive | 4 | Wis | — |
Spot | 4 | Wis | — |
Survival | 4 | Wis | — |
Feat: Skill Focus (Diplomacy).
Bonus Feats: Toughness.
Gear: Backpack, Bedroll, Waterskin, Flint & Steel, 3×Torches, Sewing Needle, Belt Pouch, Sack, Traveler's Outfit.
Gold: 3d4 gp.
Playing a Knight
Religion: Knights are often one of two extreme's when it comes to religion. On one side of things knights are zealots of their religion, making sure all who they encounter follow them in their belief systems, whatever those may be. On the other side of things knights will think of religion as the hope of the hopeless. True strength comes from oneself on the feild of battle and therefore many do not practice any religion.
Other Classes: Knights work well in groups and fighting with other classes whether they be front line warriors and conscripts in the knights army, or hunters and beastfighters who adventure with the knight as equals. Knights absorb damage and allow for others to optimize their fighting style. In this way knights are one of the few classes who work very well with almost any class except for other knights.
Combat: In combat a knight is at the front line fighting off the enemies with everything she has. They act as barriers and tanks allowing for other party members to utilize best their abilities without being crushed by enemy blows. However knights in an army can also often be found neer the back as commanders. They can direct armies and be very good tactitions.
Advancement: Almost all knights strictly cohere to the class that they start with. This is because there are no other classes in the world of Orion that fit them well, knights being the only class of their type. If a knight is found branching off it will likely be to a beastfighter that can easily utilize their powerful martial abilities without the need to concentrate on dexterity or spells.
Knights in the World
“ | My honor is my life. | ” |
—Septim, Charon Knight |
Knights fit into the world as the elite soldiers for a greta king or the specialist troops in the service of a noble. However they are also often found as nobles themselves, being adept in the difficult games of polotics that nobles play and many owning land themselves as rewards for their heroism. Most knights currently in the world of Orion exist as soldiers in the returning armies of yotstrung. Championing the causes of the elitest nation and acting as powerful fighters in their service.
Daily Life: A Knight will most days not be found out saving the world and adventuring off on some distant land. More commonly knights are found in a city, playing the deadly games that entertwine all the kingdoms. However knights in the armies of Yotstrung do not enjoy the same luxeries. Yotstrung has a lot to do to reclaim the world they once sat at the head of and that keeps many of the knights busy. Knights in the service of youtstrung are the ones who actually do go out adventuring in foreign lands and fighting in great battles that will shape the future of the very world itself.
Notables: Septim is a knight in the service of the king of Yotstrung who has come to great renown. His many exploits in battle have earned him a much deserved reputation and great plots of land. Some say he is currently devising a scheme to overthrow the king of yotstrung and take the throne for himself. Septim is a knight level 20.
Organizations: Knights usually stand apart from each other, fighting battles with other men. This is because knights cannot best utilize their abilities fighting side by side to each other. However when knights do congregate it is a sight to be seen. Hundreds of the most powerful and diciplined fighters in the land standing together under a single banner. When you see that sight marching towards you, you may stand and gawk in awe, but you will quickly relize that their is no hope of survival.
NPC Reactions: Knights are often viewed with reverence by others. They are seen as the elite, the deciplined gaurdians of all things that the world stands for. They are greated by peasents with open arms and smiles. Shop owners will smile when they have a knight shopping at their store. Knights are respected and loved, being charismatic and powerful fighters everybody wants to be one. However the more edjucated will often see through the looks of a knight and know. They will know that what the knight really stands for is not justice, but the lord he serves under. They will know that through the facade knights put up, behind the mask is the same schemeing deceptive politician that you see everyday in the streets and hate. The only difference is that this one can kill you faster.
Knight Lore
Characters with ranks in Knowledge (Nobility) can research Knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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5 | Knights are glowing beacons of hope and power on the battlefield. |
10 | Many Knights spend more time fighting political wars rather than ones with a sword. |
15 | Knights, while they may be well liked, are often schemeing and planning their own plots for domination in secret. |
20 | Information on a specific knight. |
Knights in the Game
Knights fit into the world as the elite soldiers for a greta king or the specialist troops in the service of a noble. However they are also often found as nobles themselves, being adept in the difficult games of polotics that nobles play and many owning land themselves as rewards for their heroism. Most knights currently in the world of Orion exist as soldiers in the returning armies of yotstrung. Championing the causes of the elitest nation and acting as powerful fighters in their service.
Adaptation: If you wish to adapt the knight for another world their are a few adjustments that can be easily made. One of which is changing him from a knight to simply a variation on the fighter and removing the lawful requirement. Another idea for adaption is to possibly take away his courtly abilities and make him completely a martial class. Knights are generic and fun to play, being easily adapted into almost any campaign world.
Sample Encounter: Everybody in the great hall sat fidgeting, waiting for the arrival that they all dreaded. Quickly, it happened. The door to the hall burst open and the great and honorable king of yotstrung marched swiftly into the room and came to sit on his throne. The meeting went down hill from there. The king was drawing up plans that were clearly impossible to complete without the loss of thousands of good men in battle to take small areas. However nobody dared to oppose him. If anybody challenged his athority they would be swiftly put to death. But then something unexpected happened. Septim stood and looking directly at the king said "You are a fool! This cannot be accomplished, now shut your bloody mouth and let me draw the plans!". The king for a second was stunned, then just as he was about to call his gaurds on the knight, he noticed the relieved faces of all those around him and knew it would be pointless. Then, just as swiftly as he entered, he left. He lef to draw another set of plans, this time to kill the knight who he so feared. The only other man who stood in his way of ultimate victory. The one man who could undermine his athority.
EL N/A: An encounter level and sample enemy is not needed for this encounter because it was non-combatative.
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