Knight Guardsman

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Heroic defenders. Knight Guardsmen were originally trained at the E’ilith Academy as the guardians of the Mages. Even today, a group of Knights continue to train and protect the Academy and its inhabitants. Not all Knights are trained at E’ilith though. Many are Hedge Knights, often self taught or in the employ of a classically trained Knight, while others may be trained to protect other important locations.

Knight Guardsman
Level BAB MAB Saves Features
1 1 0 F: 2 R: 0 W: 0 Discipline
2 2 1 F: 3 R: 0 W: 0 Bonus Feat
3 3 1 F: 3 R: 1 W: 1 Discipline
4 4 2 F: 4 R: 1 W: 1 Bonus Feat
5 5 2 F: 4 R: 1 W: 1 Discipline
6 6 3 F: 5 R: 2 W: 2 Bonus Feat
7 7 3 F: 5 R: 2 W: 2 Discipline
8 8 4 F: 6 R: 2 W: 2 Bonus Feat
9 9 4 F: 6 R: 3 W: 3 Discipline
10 10 5 F: 7 R: 3 W: 3 Bonus Feat
11 11 5 F: 7 R: 3 W: 3 Discipline
12 12 6 F: 8 R: 4 W: 4 Bonus Feat
13 13 6 F: 8 R: 4 W: 4 Discipline
14 14 7 F: 9 R: 4 W: 4 Bonus Feat
15 15 7 F: 9 R: 5 W: 5 Discipline
16 16 8 F: 10 R: 5 W: 5 Bonus Feat
17 17 8 F: 10 R: 5 W: 5 Discipline
18 18 9 F: 11 R: 6 W: 6 Bonus Feat
19 19 9 F: 11 R: 6 W: 6 Discipline
20 20 10 F: 12 R: 6 W: 6 Bonus Feat

Skills:
Knight Guardsmen gain 4 + Intelligence Modifier Skill Points at each level. At 1st level the number is quadrupled. Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nobility, Royalty, Religion), Profession, Ride, and Sense Motive.

Health and Mana Points:
The Knight Guardsman gains 1d10 + Constitution Modifier in Health points and 1d4 + Magic Modifier in Mana points. At first level these rolls are maximized.

Starting Feats:
Armor Proficiency (Heavy), Mounted Combat, Weapon Proficiency (Simple, One-Handed Martial),Shield Proficiency

Disciplines:
Armor Specialist Tree:

Armor Mastery – The Maximum Dexterity bonus of your armor improves by +1. You must be proficient with the armor you are wearing to gain this benefit. Prerequisites: Armored Defense

Armored Defense – When calculating your Armor Class, you may add a +1 miscellaneous bonus to your Armor Class for every three heroic levels. You must be proficient with the armor you are wearing to gain this benefit.

Improved Armored Defense – When calculating your Armor Class, you may add a +1 miscellaneous bonus to your Armor Class for every two heroic levels. You must be proficient with the armor you are wearing to gain this benefit. Prerequisites: Armored Defense

Juggernaut – Your armor does not reduce your speed or the distance you can move while running. You must be proficient with the armor you are wearing to gain this benefit. Prerequisites: Armored Defense

Second Skin – When wearing armor with which you are proficient, your armor bonus to your Armor Class increase by +1. Prerequisites: Armored Defense

Calvary Tree:

Charm Beast – The Knight Guardsmen may attempt to change the attitude of a single beast within a sight range of six squares by one step. This effect can be stacked until the Beast is friendly. Failing once prevents any future attempts on that creature for the rest of the day.

Tame Mount – The Knight Guardsman may attempt to make one beast that is friendly with him into his mount. A single Charisma check is needed to see if the beast will allow the Knight Guardsman to mount it. Once the beast has been mounted he becomes the chosen mount of the Knight Guardsman and will follow him wherever physically possible. The new mount will follow commands obediently until it is betrayed or has its attitude changed towards the Knight Guardsman. If a Knight Guardsman’s chosen mount dies he moves down two steps on the condition track. This is a persistent condition which cannot be lifted unless the mount has been properly buried or a new chosen mount has been attained.

Mounted Combat Mastery – The Knight Guardsman may re-roll any skill or attack roll made while mounted on his chosen mount. You must take the higher of the two rolls. This effect can only be used on one roll per turn.

Guardian Tree:

Special: The Knight Guardsman’s Shout attacks are made with his Charisma Modifier instead of any other ability score.

Battle Shout – Once per encounter as a standard action, the Knight Guardsman may attempt to rally his allies around him. All allies in a 6 square burst may attempt a Will save if they do not want the effects of the shout. All allies affected receive a bonus to their attack rolls and damage rolls equal the Knight Guardsman’s Charisma Modifier, for a number of rounds equal to 1 + ½ job level. Prerequisites: Commanding Presence

Challenging Shout – As a full round action, the Knight Guardsman may attempt to persuade all foes around him to focus on him. All enemies in a 6 square burst around the Knight Guardsman must succeed on a Will Save or be forced to focus on the Knight Guardsman until the end of their next turn. This is a Mind effecting. All bonuses to resist a Taunt transfer over to resist the Challenging Shout. Prerequisites: Commanding Presence, Taunt

Commanding Presence – The Knight Guardsman is immediately recognized for what he is on the battlefield or any encounter no matter how he tries to hide it.

Commanding Shout – As a standard action, the Knight Guardsman may attempt to rally his allies around him. All allies in a 6 square burst may attempt a Will save if they do not want the effects of the shout. All allies affected receive temporary hit points equal to the Knight Guardsman’s Charisma Modifier for a number of rounds equal to 1 + ½ job modifier. Prerequisites: Commanding Presence

Demoralizing Shout – As a standard action, the Knight Guardsman may try to intimidate the foes around him. All foes in a 6 square radius around the Knight Guardsman must succeed on a Will Save. If they fail, they take a penalty equal to the Knight Guardsman’s Charisma modifier to attack rolls, damage rolls, and skill checks for a number of rounds equal to 1 + ½ job level. Prerequisites: Commanding Presence

Taunt – As a standard action, the Knight Guardsman may attempt to have a hostile creature focus its attention on him. A single creature within 6 squares and in line of sight to the Knight Guardsman must make a Will Save or be compelled to focus on the Knight Guardsman and no one else until the end of its next turn. This is a mind effecting ability. If the opponent succeeds on his saving throw, he receives a +5 bonus to its Will Save, for the purpose of resisting his taunt, for the remainder of the encounter. Prerequisites: Commanding Presence

Bonus Feats:
Cleave, Combat Expertise, Combat Reflexes, Conditioning, Defensive Strike, Deft Charge, Dodge, Extra Second Wind, Fast Surge, Follow Through, Great Cleave, Hold the Line, Improved Bull Rush, Improved Charge, Improved Damage Threshold, Improved Defenses, Improved Disarm, Improved Mounted Combat, Improved Shield Bash, Improved Trip, Mighty Swing, Power Attack, Powerful Charge, Quickdraw, Ride by Attack, Shake it Off, Shield Charge, Shield Slam, Spirited Charge, Trample, Unstoppable Combatant, Vitality Surge, Weapon Focus, Weapon Proficiency, Withdrawal Strike.

Knight Guardsman

Relia bweedon