General Prestige Class : Knight Protector
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.
To qualify to become a Knight Protector, a character must fulfill all the following criteria:
- Alignment: Lawful neutral or lawful good
- Skills: Diplomacy 6 ranks, Knowledge (Nobility and Royalty) 4 ranks, Ride 6 ranks.
- Feats: Armor Proficiency (heavy), Cleave, Great Cleave, Mounted Combat, Power Attack.
- Base Attack Bonus: +5
Skill Points at Each Level: 2 + Int modifier.
All of the following are class features of the knight protector prestige class.
Weapon and Armor Proficiency: Knight protectors gain proficiency with 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 s 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.
|Knight Protector of the Great Kingdom||Hit Die: d10|
|1st||+1||+0||+0||+2||Defensive stance +2, shining beacon|
|2nd||+2||+0||+0||+3||Best effort +2, Iron Will|
|4th||+4||+1||+1||+4||Defensive stance +3|
|5th||+5||+1||+1||+4||Best effort +3|
|6th||+6||+2||+2||+5||No mercy +1|
|7th||+7||+2||+2||+5||Defensive stance +4|
|8th||+8||+2||+2||+6||Best effort +4|
|9th||+9||+3||+3||+6||No mercy +2|
|10th||+10||+3||+3||+7||Defensive stance +5, retributive attack|
A knight protector who willingly and knowingly violates the code for no adequate reason loses all supernatural class features of the prestige class and may no longer advance in levels as a knight protector.
The Code of the Knight Protector
Code of Conduct: The Knight Protector must be of a lawful alignment, and must adhere to the order's Code of Conduct (see below).
Support: The order supports its own. The Knight Protector can expect to receive normal arms and armor, room and board, a mount and its accouterments from the order for as long as he remains in its ranks and adheres to the Code.
Courage and enterprise in obedience to the Order.
Defense of any mission unto death.
Respect for all peers and equals; courtesy to all lessers.
Combat is glory; battle is the true test of self-worth; war is the flowering of the chivalric ideal.
Personal glory above all in battle.
Death to those who oppose the Great Kingdom.
Death before dishonor.
Source: Compete Warrior