Knight Protector

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Requirements

Alignment: Lawful neutral or lawful good

Skills: Diplomacy (6 ranks), Knowledge (Nobility and Royalty) (4 ranks), Ride (6 ranks).

Feats: Heavy Armor Proficiency, Cleave, Great Cleave, Mounted Combat, Power Attack.

Base Attack Bonus: +5

Summary

The few, the proud, the knight protectors are martial characters dedicated to restoring the ideals of knightly chivalry before they fade forever. The protectors see moral decay everywhere they look in the world around them, brought on by a lapse in ethical behavior. Like paladins, knight protectors adhere to a rigid code of behavior that embraces such values as honor, honesty, chivalry, and courage. Unlike paladins, the first duty of knight protectors is to this code and the ideals for which it stands, rather than to a deity or a holy order. A protector is expected to display these ideals in all aspects of his behavior and throughout all his actions and deeds, however arduous they may be.

Many knight protectors come from backgrounds of honor and loyalty, such as other orders of chivalry or the service of a powerful master. Paladins and ex-paladins are the most common knight protectors, and clerics of lawful deities (such as St. Cuthbert or Heironeous) as well as fighters seeking a higher ideal often find much to appreciate in the knight protector’s code of conduct. Members of most other classes, particularly spellcasters, lack either the interest or the dedication to pursue this path.

NPC knight protectors are often found wandering alone, looking for worthy people to protect or idealistic lords to serve. What little bond or organization exists between knight protectors is extremely strong—whether a knight protector was once a baron, a lowly liegeman, or a samurai, each feels a kinship to his compatriots and a longing for better days.

Role: Tank DPS

Characteristics: Defensively oriented knights that defend allies and buffing them

Source: Complete Warrior

Game Rule Information

The Knight Protector has the following game statistics.

Abilities: Dexterity for being able to gain extra attacks, and Charisma to be able to strike at your foes.

Alignment: Lawful Good or Lawful Neutral

Hit Die: d10

Starting Gold: N/A

Class Skills

The Knight Protector's class skills are Diplomacy (Cha), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Listen (Wis), Ride (Dex), Search (Int) and Spot (Wis).

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Knight Protector.

Weapon and Armor Proficiency: A Knight Protector is proficient with whatever they were already proficient with prior to taking levels in this class and tower shields

Defensive Stance Ex: At the start of any turn when a knight protector is within 5 feet of an ally who has fewer Hit ice than he does, the knight protector can transfer up to 2 points of Armor Class to the ally (making his own Armor Class worse by the same number). The maximum number of points he can transfer increases by 1 for every three levels beyond 1st.

Shining Beacon Su: A knight protector is the physical and spiritual embodiment of high ideals. All his allies gain a +4 morale bonus on saves against fear effects when they stand within 10 feet of the character. If the knight protector is paralyzed, unconscious, or otherwise rendered helpless, his allies lose this bonus.

Best Effort Ex: The daunting nature of the knight protector's goals often requires special focus of effort. Beginning at 2nd level, a knight protector gains a bonus on any one skill check he makes, once per day. The character must declare that he is using this ability before he makes the skill check. This bonus increases by 1 for every three levels beyond 2nd.

Iron Will Ex: At 2nd level, a knight protector gains Iron Will as a bonus feat.

Supreme Cleave Ex: Beginning at 3rd level, a knight protector can take a 5-foot step between attacks when using the Cleave or Great Cleave feat.

No Mercy Ex: At 6th level, a knight protector gains the ability to make one extra attack of opportunity per round (as if he had the Combat Reflexes feat and a Dexterity modifier of +1). At 9th level and higher, the character can make as many as two extra attacks of opportunity per round. This benefit stacks with the benefit of the Combat Reflexes feat.

Retributive Attack Su: If an ally of a 10th-level knight protector is rendered helpless or unconscious, the character an make a retributive attack against the creature that felled his ally. When making a retributive attack, the knight protector adds his Charisma bonus (if any) to his attack roll and deals an extra 10 points of damage on a successful hit.

A knight protector can make a number of retributive attacks per day equal to his Charisma bonus (minimum one), but never more than one per round. He may make more than one retributive attack against the same foe.

Multiclass Note: A paladin or samurai who becomes a knight protector may continue advancing in his original class.

Table 1-1: Knight Protector Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +1 +0 +0 +2 Defensive stance +2, shining beacon
2nd +2 +0 +0 +3 Best effort +2, iron will
3rd +3 +1 +1 +3 Supreme cleave
4th +4 +1 +1 +4 Defensive stance +3
5th +5 +1 +1 +4 Best effort +3
6th +6/+1 +2 +2 +5 No mercy +1
7th +7/+2 +2 +2 +5 Defensive stance +4
8th +8/+3 +2 +2 +6 Best effort +4
9th +9/+4 +3 +3 +6 No mercy +2
10th +10/+5 +3 +3 +7 Defensive stance +5, retributive attack