A knight is a mounted warrior without compare, a deadly force to be reckoned with on the battlefield. Knights more than make up for their lack of magical abilities with their devastating mounted charges and their skills in selecting and training the finest steeds for battle.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Greater Spirited Charge 1/day, Mount
2nd +2 +3 +0 +3 Fight from Horseback +1
3rd +3 +3 +1 +3 Greater Spirited Charge 2/day
4th +4 +4 +1 +4 Fight from Horseback +2
5th +5 +4 +1 +4 Greater Spirited Charge 3/day, Knight’s Armor
6th +6 +5 +2 +5 Fight from Horseback +4
7th +7 +5 +2 +5 Greater Spirited Charge 4/day
8th +8 +6 +2 +6 Fight from Horseback +5
9th +9 +6 +3 +6 Greater Spirited Charge 5 /day
10th +10 +7 +3 +7 Knight’s Charge 5/day

Hit Die
To qualify to become a knight, a character must fulfill all the following criteria.
Any lawful.
Base Attack Bonus
Ride 5 ranks, Handle Animal 5 ranks
Mounted Combat, Ride by attack, Spirited charge, Heavy Armor Proficiency

Class Skills

The defender’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal(Wis), Intimidate (Cha), Profession (Wis), Ride (Dex), and Sense Motive (Wis)
Skill Points at Each Level 2 + Int modifier.

Class Features

All of the following are Class Features of the knight prestige class.
Weapon and Armor Proficiency: A knight is proficient with all simple and martial weapons, all types of armor, and shields.
Greater Spirited Charge (Ex): Once per day, as part of a charge action a knight may deal extra damage with a mounted charge. The damages for the charge increases to triple regular damage (quadruple with a lance)
Mount(Ex): The knight’s mount is superior to a normal mount of its kind but does not possess supernatural powers like those of a paladin. The standard mount for a Medium knight is a heavy warhorse, and the standard mount for a Small knight is a warpony. Another kind of mount, such as a riding dog (for a halfling knight) or a Large shark (for a knight in an aquatic campaign) may be allowed as well at the DM’s discression.
A knight’s mount is treated as an animal, for the purpose of all effects that depend on its type

Knight Level Bonus HD Natural Armor Adj. Str Adj.
1st-2nd +2 +4 +1
3rd-5th +4 +6 +2
6th-9th +6 +8 +3
10th +8 +10 +4

If a mount perishes the knight must train or purchase a new mount. Training a mount requires 10 days per additional hit die of the mount and a DC 15 Handle Animal Check for each increment (failure indicates delays the process by 10 days). Purchasing a mount requires the mount’s hit die squared times 100 gp, only knights can purchase mounts of this nature using their own network of contacts.

If a knight already has a mount by virtue of levels in paladin or another mount granting class the knight does not gain a second mount, instead the knight’s level is added to his paladin level to determine mount hit die and special abilities as per the paladin mount rules.
Fight From Horseback: At 2nd level, and every two levels thereafter, a Knight Gains a cumulative +1 competence bonus to hit and damage using martial weapons (including the lance) while mounted.
Knight’s Armor (Ex): At 5th level a knight and his mount become juggernauts of the battlefield able to make maximum use of their armor. Any Knight who is mounted, carrying a heavy shield, and wearing heavy armor may add a +2 bonus to his armor class. If the Mount is also Barded it too receives a +2 bonus to its armor class.
Knight’s Charge (Ex): At 10th level any charge a knight makes becomes even more deadly. As part of any mounted charge the damage increases to triple regular damage (quadruple with a lance), The benefit granted by the greater spirited charge special ability is now quadruple regular damage (or quintuple with a lance).

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