Knight Merger Test

Knight Base Class

A knight is a proud, skilled melee combatant who fights in the name of honor and chivalry. A knight relies on more than a sharp sword and a stout suit of armor to defeat her foes. Her drive, determination, and fighting spirit allow her to control the battlefield in ways that others cannot match. A knight can challenge an opponent to a duel, calling upon the foe's pride and ego to force his hand. The knight's talent with heavy armor, shields, and defensive tactics grant her the ability to disrupt her foe's plans.

Only the most talented rogues and monks can slip past a knight's defenses to strike at her allies. An adventuring group with wizards, sorcerers, and other lightly armored members thrives with the assistance of a knight. While the knight keeps enemies occupied, her allies can use their talents and abilities without fear of attack or harassment.

Knights are masters of defense, able to shrug off attacks that would destroy lesser combatants, and even increase the survivability of those around them. A knight choose from several specializations. Armor, shields, or heavy weapons. With large hit point totals, special defense-related talents, and an aptitude for shields, knights can carry the fight forward under the most difficult circumstances. The best knights often find themselves the main thing standing between victory and the death of a group of adventurers.

Alignment: Any Lawful.

Class Features

HD: d12
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial.
Armor proficiency: All armor and shields (excluding tower shields).

Class Skills: Appraise, Bluff, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Spot, Survival, Taunt, and Tumble
Skill Points: 4 + Int modifier

Level 1: Knight's Challenge, Battle Fervor +1, Demoralize Opponent, Specialization
Level 2: Evasion, Armiger Talent
Level 3: Exotic Weapon Proficiency
Level 4: Deflect Arrows, Mocking Challenge
Level 5: Armiger Talent
Level 6: Safeguard 1/day
Level 7: Battle Fervor +2
Level 8: Armiger Talent, Call to Battle
Level 9: Greater Heavy Armor Optimization, Greater Medium Armor Optimization, Safeguard 2/day
Level 10: Bonus Feat
Level 11: Advanced Armiger Talent
Level 12: Safeguard 3/day, Daunting Challenge
Level 13: Battle Fervor +3
Level 14: Advanced Armiger Talent
Level 15: Epic Heavy Armor Optimization, Epic Medium Armor Optimization, Safeguard 4/day, Bonus Feat
Level 16: Indomitable Soul
Level 17: Advanced Armiger Talent, Epic Resilience
Level 18: Improved Evasion, Safeguard 5/day
Level 19: Battle Fervor +4
Level 20: Advanced Armiger Talent, Defensive Paragon, Bonus Feat
Level 21: Safeguard 6/day
Level 22:
Level 23: Advanced Armiger Talent, Epic Bonus Feat
Level 24: Safeguard 7/day
Level 25: Battle Fervor +5, Epic Deflection, Epic Bonus Feat
Level 26: Advanced Armiger Talent, Epic Bonus Feat
Level 27: Safeguard 8/day
Level 28:
Level 29: Advanced Armiger Talent, Epic Bonus Feat
Level 30: Battle Fervor +6, Safeguard 9/day, Epic Bonus Feat

A knight gains a bonus epic feat at levels 23, 26, and 29.

Specialization: At first level, a Knight chooses to specialize in shields or armor.

Shield Specialization provides the following benefits:
Level 1: Bulwark
Level 2: Shield Block +1
Level 3: Medium Armor Optimization
Level 4: Tower Shield Proficiency
Level 6: Rescue
Level 9: Greater Medium Armor Optimization
Level 11: Shield Block +2
Level 14: Improved Rescue
Level 15: Epic Medium Armor Optimization
Level 20: Shield Block +3
Level 29: Shield Block +4

Heavy Armor
Level 3: Heavy Armor Optimization
Level 4: Armored DR 1/-
Level 7: Armored DR 2/-
Level 9: Greater Heavy Armor Optimization
Level 10: Armored DR 3/-
Level 13: Armored DR 4/-
Level 15: Epic Heavy Armor Optimization
Level 16: Armored DR 5/-
Level 19: Armored DR 6/-
Level 22: Armored DR 7/-
Level 25: Armored DR 8/-
Level 28: Armored DR 9/-

Knight's Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. in battle, you use the force of your personality to challenge your enemies. You can call out foes or issue a general challenge that strikes fear into weak opponents. By playing on your enemies' ego, you can manipulate your foes.

You can use this ability a number of times per day equal to your class level. As you gain levels, you gain a number of options that consume uses of this ability.

Defensive Paragon: At 20th level, the armiger becomes a perfect paragon of defensive skill. The armiger is immune to all critical hits and sneak attacks.

Bulwark: The armiger knows how to protect not just himself, but also how to help protect his allies. An armiger grants a +4 Dodge AC bonus to any ally within a 10' radius.

Armored DR: At 4th level an armiger can use his armor to absorb some of the damage he suffers from physical attacks, and can prevent attacks from striking weak points in his armor. The armiger gains DR 1/— when wearing medium or heavy armor. This DR increases to 2/— at 7th level, 3/— at 10th level, 4/— at 13th level, 5/— at 16th level, 6/— at 19th level, 7/— at 22nd level, 8/— at 25th level, and 9/— at 28th level. An armiger in medium or heavy adamantine armor adds the value of his armored DR to the value of the armored DR total. For example, a 10th-level armiger (with armored DR 3/—) wearing an adamantine breastplate (with DR 2/—) combines the two values and has DR 5/—.

Safeguard: At 6th level, an armiger’s defensive instincts become so great that he can intercept attacks aimed at his allies. He may provide an ally with DR/- equal to his Armored DR ability for 1 minute. The armiger gains an addition use of this ability per day at 9th level, and again every 3 levels (to a maximum of 9/day at 30th level).

Battle Fervor: As an instant action, you can issue a challenge to your enemies, gaining a +1 bonus on Will saves, attack rolls, and damage rolls. The effect lasts for a number of rounds equal to 5 + your Constitution bonus (if any). This expends one use of your Knight's Challenge ability. This bonus does not stack with a bard's Inspire Courage.

At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4. At 25th level, it increases to +5. At 30th level, it increases to +6.

Call to Battle: Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on in its name. You become immune to fear.

As an instant action, you can expend one use of your Knight's Challenge ability to grant an ally a bonus against fear effects equal to your Constitution modifier as well as a number of temporary hit points equal to your knight level. If the ally's current hit point total is less than half his normal hit points, the number of temporary hit points granted to that character is doubled. The temporary hit points last for up to 1 minute per knight level. This ability does not stack with Adrenaline Boost.

Daunting Challenge: Starting at 12th level, a knight can issue a daunting challenge as an instant action. Like a test of mettle, this is a general challenge to all foes within 100 feet. Affected creatures must make a Will save (DC 10 + knight level + the knight's Constitution modifier). Creatures that fail this save are shaken. A shaken character takes a –2 penalty on attack rolls, ability checks, and saving throws.

*

Dreadful Wrath: Gives you a Frightful Presence. Player’s Guide to Faerun pg 38. (Or you can take Frightful Presence, which is very similar feat, from the Draconomicon).

Imperious Command: Drastically improves your ability to Demoralize. Drow of the Underdark pg. 50.

Pierce Magical Concealment: Allows you to ignore the miss chance from any spell or spell-like ability. I’ve found that this is pretty much a requirement for any melee build if you want a chance of hitting BBEG at high levels. Combine this feat with any Blink effect to impose a 50% miss chance on your enemies and deny them their Dex bonus, without suffering the 20% miss chance. Requires Mage Slayer and Blind Fight. Complete Arcane pg 81

Shield Slam: When you charge an enemy and attack with your Shield, you get a free Trip attack and your enemy must Save or be Dazed for 1 round.

Shock Trooper: Let’s you shift your Power Attack penalty to AC, and it gives you some very useful Bull Rush maneuvers as well. This feat is pretty much standard for any build with Power Attack. Be warned though – dumping your AC can quickly lead to death, especially for a Knight using Test of Mettle. Complete Warrior pg 112

Stone Power: You gain temporary hit points each turn in exchange for lowering your To-Hit. Very useful at low-mid levels, especially when combined with DR and/or regular and/or Fast Healing. Requires one Stone Dragon maneuver. Tome of Battle pg 33.

Hellreaver: Probably the best self healing tank out there. This PrC gets immunity to Fear, Mettle, and the ability to heal 10/20/30 hit points (depending on your level) to yourself or any Good ally within 10 feet every round of combat as a Swift action pretty much every round of combat (that you’re not using Test of Mettle or some other Immediate/Swift Action). Best ECL: 6-11. Fiendish Codex II.

*

Armiger Talent: As an armiger gains experience, he learns a number of talents that aid him in defending himself and his allies. He can take any feat he qualifies for or one of the following special feats.

ARMOR
Armor Training I - III: Armigers often learn to be more maneuverable while wearing armor. An armiger with this talent improves the armor check penalty (to a maximum of 0) and maximum Dexterity bonus to AC by +1 for any armor he is wearing. This talent may be taken more than once. Its effects stack.

SHIELD
Crossbow Brace: This talent allows an armiger to brace a crossbow on an equipped shield. Even when the armiger is using a shield that prevents his hand from being free, that stability of his bracing allows him to use his shield-arm to hold, fire, and reload a crossbow with which he is proficient. It also gives the armiger a +1 bonus to attack rolls made with a crossbow with which he is proficient. This bonus increases to +2 at 6th level, +3 at 12th level, and +4 at 18th level. The Armiger gains a shield enhance bonus equal to the total shield AC (base + enhance) of his last equipped shield while using a Light or Heavy Crossbow.

ARMOR
Resist: An armiger can learn to maximize his armor’s effectiveness against unusual attack types. The armiger gains resist 5 against acid, cold, electricity, fire, and sonic damage types. If the armiger is 10th level or higher, this resistance increases to 10.

ARMOR
Slam: An armiger with this talent throws himself bodily into foes, trusting his armor to protect him. The armiger gains a bonus to all knockdown checks This bonus is equal to his total armor bonus plus shield bonus, to a maximum of his class level. The Armiger is granted a special Armiger's Knockdown and Armiger's Improved Knockdown feat to replace the standard Knockdown and Improved Knockdown feats after level up that use these special rules.

SHIELD
Spear Brace: This armiger talent allows an armiger to brace a halberd or spear on an equipped shield, to aid in handling and fighting with it. His increased stability gives the armiger a +1 bonus to attack rolls made with a halberd or spear with which he is proficient. He gains this bonus only while he has a shield equipped. This bonus increases to +2 at 6th level, +3 at 12th level, and +4 at 18th level. Additionally, even when the armiger is using a shield that prevents his hand from being free, he can use his shield-arm to hold (and fight with) a halberd or spear with which he is proficient. The Armiger also gains Monkey Grip as a free bonus feat after choosing Spear Brace at level up.

SHIELD
Uncanny Block: With uncanny block, an armiger can interpose a shield between himself and danger before his senses would normally allow him to do so. He becomes Immune to Sneak Attacks.

Advanced Armiger Talents: Beginning at 11th level, an armiger’s selection of talents increases. Whenever an armiger gains an advanced armiger talent he may choose one of the following abilities, choose one of the armiger talents described earlier, or choose any normal feat he qualifies for. He gains additional advanced armiger talents every three levels.

SHIELD
Elemental Shield: Some armigers access mystic powers of protection as they become paragons of defensive techniques. With this talent, as a swift action an armiger with a shield equipped gains resistance 10 against acid, cold, electricity, fire, and sonic damage. This resistance lasts for one round per class level. This ability has a 3 minute cooldown. If the armiger also has the resist talent, that resistance stacks with the elemental shield.

ANY
Spellguard (Arcane): A few armigers seek to master all arts of protection, including spells normally reserved for wizards. With this talent, the armiger selects three 1st-level spells and one 2nd-level spell. These must be abjuration spells from the cleric or sorcerer/wizard spell lists. The armiger can cast each of these spells once per day, using his armiger level as his caster level. The armiger focuses these spells through his armor. Thus they ignore any somatic requirements, but the armiger can only cast them when wearing medium or heavy armor. The spells gained are Nightshield, Protection from Alignment, Shield, and Protection from Arrows.

ANY
Spellguard (Divine): A few armigers seek to master all arts of protection, including spells normally reserved for clerics. With this talent, the armiger selects two 1st-level spells and one 3rd-level spell. These must be abjuration spells from the cleric or sorcerer/wizard spell lists. The armiger can cast each of these spells once per day, using his armiger level as his caster level. The armiger focuses these spells through his armor. Thus they ignore any somatic requirements, but the armiger can only cast them when wearing medium or heavy armor. The spells gained are Entropic Shield, Shield of Faith, and Shield of Warding.

ANY
Spellguard (Epic): A few armigers seek to master all arts of protection, including spells normally reserved for clerics and wizards. With this talent, the armiger selects one fourth level spell and one fifth level spell. These must be abjuration spells from the cleric or sorcerer/wizard spell lists. The armiger can cast each of these spells once per day, using his armiger level as his caster level. The armiger focuses these spells through his armor. Thus they ignore any somatic requirements, but the armiger can only cast them when wearing medium or heavy armor. The spells gained are Freedom of Movement and Spell Resistance. The Armiger must have at least 20 levels to take this ability.

*

Starting at 12th level, a knight can issue a daunting challenge as an instant action. Like a test of mettle, this is a general challenge to all foes within 100 feet. Affected creatures must make a Will save (DC 10 + knight level + the knight's Constitution modifier). Creatures that fail this save are shaken. A shaken character takes a –2 penalty on attack rolls, ability checks, and saving throws.

***

Shield Block: Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. You gain DR/- equal to your base shield AC plus your Shield Block value (+1 at level 2), your Shield enhance value, and the bonus from any Shield Specialization feats.

This shield bonus increases to +2 at 11th level, +3 at 20th level, and +4 at 29th level.

For example: A level 20 Knight (+3 Shield Block) using a heavy shield +4 who has the Greater Shield Specialization feat has DR 11/- against physical attacks.

***

Rescue: Blocks 50% of damage dealt to allies, the knight takes the other half.

***

Improved Rescue: Blocks 100% of damage dealt to allies, knight takes 80% of that damage.

***

Possible New Feats:
[list]
[*]Martial Study: Crusader's Strike (You gain +1 Vampiric damage)
[*]Martial Stance: Martial Spirit (You gain +2 Vampiric damage)
[*]Intimidating Presence (You gain a bonus to Intimidate checks equal to your Con bonus)
[*]Shield Ward (- all Shield AC, +Deflection AC, stacks with other item based deflection AC, also provides Knockdown immunity)
[*]Hero's Call (Call to Battle temp HP always doubled, tripled if the target is below 50%; Battle Fervor provides 2 pts of Regen)
[*]Inspiring Presence (your Battle Fervor and Call to Battle now affects allies within 30')
[*]Battlefield Charge (your Call to Battle now grants Haste for the duration)
[*]Improved Fervor (your Battle Fervor bonus increases by +1, requires 16 Con)
[*]Epic Improved Fervor (your Battle Fervor bonus increases by +2, this replaces Improved Fervor, requires 20 Con, 22 Knight)
[*]Extra Knight's Challenge I-III (+3 uses each)
[*]Lasting Challenge I-III (+5 rounds to the duration per feat), Affects all feats that expend a challenge
[*]Shield Bash (Damaging knockdown attempt, deals d6 + Enhance bonus + Str mod blunt melee touch attack, one attempt per BAB granted attack until one succeeds, 6s knockdown)
[*]Shield Specialization (+1 Shield AC, stacks, requires Knight 2)
[*]Greater Shield Specialization (+2 Shield AC, stacks, replaces Shield Spec, requires Knight 11)
[*]Epic Shield Specialization (+3 Shield AC, stacks, replaces Greater Shield Spec, requires Knight 20)
[*]Heroic Deflection (Parrying Shield grants 5% concealment vs Ranged per point of shield AC, 50% max)
[*]Shieldmate (allies within 30' gain +1 shield AC, +2 if using a tower shield, expends a challenge use, lasts 10+Cha rounds)
[*]Improved Shieldmate (+1 Shieldmate bonus, grants Evasion)
[*]Epic Shieldmate (+2 Shieldmate bonus, replaces Improved, also grants Reflex save bonus equal to AC bonus)
[*]Rejuvenating Call (expends a challenge use to heal allies within 30' - value equal to knight level plus Con mod, double that if they are below 50% and you have the Hero's Call feat )
[*]Tower Shield Mastery (you gain a +2 AB bonus when using a tower shield and your Heroic Deflection ability adds 10%, capping at 60% instead of 50%, requires 16 Con)
[/list]

Stage II (post release)
[list]
[*]Agile Shield Fighter (Requires Shield Bash, Shield Spec. Provides +1d6 blunt damage on attacks, requires 14 Dex)
[*]Epic Shield Block I (Adds 3 points to your damage reduction granted by Shield Block)
[*]Epic Shield Block II (Adds 6 points to your damage reduction granted by Shield Block, replaces Epic Shield Block I)
[*]Spell Ward (gain SR 5 + character level + total shield AC, expends a challenge use, lasts 10+Con rounds)
[*]Dreadful Wrath
[/list]
[/spoiler]

My original Knight write-up had Mocking Blow which I may still do, but it depends on how the AI reacts to it. I'm not sure it's a good idea letting players have access to an ability that will force NPCs to attack them (even limiting it to hostiles only).

[spoiler="Mocking Blow"]
- <b>Mocking Challenge:</b> Starting at 4th level, you can shout a challenge to all enemies, calling out for them to face you in combat. As a swift action, you can expend one use of your Knight's Challenge ability to cause all your enemies (except for players) within 100' to make Will saves (DC 10 + 1/2 your Knight level + your Con modifier). Creatures that fail this save are forced to attack you.
[/spoiler]

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