My Knight Base Class(Not KoS, need input!)

Post/Author/DateTimePost
#1

zombiegleemax

Jun 17, 2003 23:21:54
Version .3

Alignment: Any lawful(exceptions can be made, at DM's discretion)

Hit Die: d10

Class Skills:
Climb(Str), Craft(Int), Diplomacy(Cha), Handle Animal(Cha), Intimidate(Cha), Jump(Str), Knowledge(Int)(Nobility, HIstory, Warfare, Laws), Perform(Cha), Ride(Dex), Sense Motive(Wis), Swim(Str)

Skill points at first level: (2+Int modifier) x 4

Skill points each additional level: 2+Int modifier

Class Features:

Weapon and Armor Proficiency: All simple and martial weapons, all armor, and shields

Code of Chivalry: A knight must obey the code of chivalry laid down by culture or Knighthood.

Superior Gear: A knight chooses one piece of starting weapons or armor to be masterwork(note: If you do not start out with the Knight class, only give this ability at DM's discretion. A rule of thumb would be to only give him this ability if he 1.didn't already have all masterwork or better weapons and armor and 2.If he was a member of some organization)

Riding Aptitude: At 2nd level, a knight recieves a +1 competence bonus to all Ride checks, melee attack roles and damage roles when mounted. This increases by an additional +1 at 7th, 12th, and 17th level.

Weapon Mastery: At 4th level, a knight that makes a critical miss on a roll of a natural 1 may make a Reflex save (DC 25) to treat it as a normal roll

Weapon Penetration: At 10th level, and at every 5 levels thereafter, a knight can choose one kind of damage resistance. From then on, his weapon functions as a that kind of weapon for purposes of damage resistance. He may choose any kind of DR except for -/+1 or higher.

Bonus Feats: At 5th level and every five levels afterword, a knight gains a bonus feat. This must be drawn off of this list:

Ambidexterity, Alertness, Cleave, Combat Reflexes, Dodge, Endurance, Exotic Weapon Proficiency, Great Cleave, Great Fortitude, Improved Critical, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Leadership, Mounted Combat, Power Attack, Ride-By Attack, Quick Draw, Spirited Charge, Sunder, Two-Weapon
Fighting, Toughness, Trample, Weapon Focus, Weapon Specialisation.

Pure Heart: At 6th level, a knight gets a +2 morale bonus to all Will saves against fear effects. This increases to +2 at level 10

BAB: As Fighter

Saves: Good save Fortitude.

May not multiclass with any class other then Cleric(must be of lawful deity), Paladin(if Lawful good), Fighter, Aristocrat, or Commoner.

Note for Kender Knights: A Kender Knight does not need to be lawful, but cannot be Chaotic.

Ex-Knights:
Any Knight that breaks his Code of Chivalry becomes an Ex-Knight. And Ex-Knight cannot gain any more class levels of Knight, and they lose their Pure Heart ability.

Equipment: The standard equipment for a human knight is full-plate, a longsword, a large steel shield, a heavy lance, a longbow, and a heavy war horse. Many humans use bastard swords, greatswords, and maces, also. All elves, with the exception of Dimernesti and Dargonesti commonly have the same gear, except for a light war horse, and possibly half-plate or chainmail. Both kinds of Sea Elves ride aquatic creatures, such as dolphins, and all their equipment would likely be made out of coral(same statistics as narmal gear of its kind, but with a lower Hardness). Ogre knights would ride anythnig that would carry their bulk, and would be more inclined toward clubs and maces then swords, as well as possibly lighter armor. Minotaur knights would usually use either a bastard sword, greatsword, or a greataxe, and maybe lighter armor. Dwarven knights would be more inclined toward axes and warhammers, and would probably ride a warpony(Flint's one of the only dwarves I've known of that's allergic to horses, so don't even think of mentioning it!). Gully dwarven knights would be similar, but would me more likely to ride a goat then a warpony(hmm...maybe a goat with the warbeast template...), also with lighter armor. Gnomish knights would either be about the same as dwarven ones, invent some sort of robot-armor(like Sir Grumsh, I think it was, from Conundrum) or at least prosthetic limbs, and maybe even invent a robotic steed...Kender knights would probably not wear much heavier armor then chainmail, would use a hoopak instead of a shortsword or a light lance(I've been assuming that you'd scale equipment down for small creatures), and would ride...anything that would carry them. I would have posted a list, but it includes most of the MM1&2, from heavy war horses to rhinoceri to gold dragons to black dragons to blink dogs to worgs...of course, many kender knights aree suddenly deprived of life when they try to saddle up a shadow mastif.
#2

cam_banks

Jun 18, 2003 7:51:13
Originally posted by Jacen Solo 5007

Weapon Mastery: At 4th level, a knight that makes a critical miss on a roll of a natural 1 may make a Reflex save (DC 25) to treat it as a normal roll

"Critical miss" isn't a standard rule in D&D3E. The only thing that happens if a character rolls 1 on their attack roll is that they automatically miss regardless of their attack bonus. I would strongly advise (as have others) replacing this with something else. Weapon mastery doesn't immediately bring to mind being able to avoid the inevitable unlanded blow caused by circumstances beyond the character's control, which is what rolling a 1 is.


Pure Heart: At 6th level, a knight gets a +2 morale bonus to all Will saves against fear effects. This increases to +2 at level 10

Do you mean it increases again by +2, or it increases to +4? A +4 bonus to resist fear at 10th level isn't much of an ability, all things considered.


May not multiclass with any class other then Cleric(must be of lawful deity), Paladin(if Lawful good), Fighter, Aristocrat, or Commoner.

You may want to word this differently. "May not multiclass" isn't something used in D&D3E. Instead, you may say "a character with levels in the knight class who takes a level in any other class may no longer advance as a knight. The exceptions to this rule are cleric, paladin and fighter, in which the character may freely multiclass providing he meets the standard alignment requirements." Leave out the commoner and aristocrat - NPC classes don't typically work like other base classes anyway, especially in terms of multiclassing, and they make very poor PC classes. An NPC knight can have whatever the DM wants.

Note for Kender Knights: A Kender Knight does not need to be lawful, but cannot be Chaotic.

So, why not make the alignment restrictions of this class be "any non-chaotic"?

You also need to list what type of abilities the class features are. For example, Pure Heart sounds like a Supernatural (Su) ability, while Weapon Mastery is an Extraordinary (Ex) ability.

Cheers,
Cam
#3

shugi

Jun 18, 2003 13:45:47
After playing with it, Weapon Mastery isn't as "munchy" as I first thought. Most challenging foes can't be hit on a natural 1 anyway, so the ability is primarily useful when fighting large numbers of creatures - which is easily envisioned by the archetypal knight.

Cam's got it on everything else, but I should mention that the majority of class features aren't Ex, Sp, or Su - they simply are. In this case, I don't think the class features need the signifier.
#4

zombiegleemax

Jun 19, 2003 22:33:43
I would have you note that this is the rough draft, and I was intending on cleaning things up later. I was intending on changing the wording, but I thought "Why bother? I'll do that later". I'm mostly after game-rule information. And Pure Heart *SHOULD* be +2 at level 6, increasing +4 at level 8 and to +6 or +8(I dunno which) at level 10. THat whole thing's a typo, pretty much. And, finally, I do not picture NG, N, or NE Knights. I see all Knights as being lawful, except Kender. I have a rule that for any class that has an alignment that requires it to be lawful, Kender don't have to be, but can't be Chaotic. So, there can be NG, N, or NE KEnder Knights, NG Kender Paladins, and NG, N, or NE Kender Monks, but this does not apply to any other race, or Afflicted Kender.
#5

cam_banks

Jun 20, 2003 7:56:52
Originally posted by Eidolon

Cam's got it on everything else, but I should mention that the majority of class features aren't Ex, Sp, or Su - they simply are. In this case, I don't think the class features need the signifier.

The majority of class features are in fact split into one of the three categories. The few that aren't are obvious (spellcasting, for example) or bonus feats etc. The D&D3E Player's Handbook doesn't always specify, but it was said by WOTC that it should have been more up front about it. For example, a ranger's favored enemy is an Extraordinary ability, while a paladin's divine grace is Supernatural. It's best to add this in when constructing new classes.

Cheers,
Cam
#6

shugi

Jun 20, 2003 13:33:52
Originally posted by Cam Banks
The majority of class features are in fact split into one of the three categories. The few that aren't are obvious (spellcasting, for example) or bonus feats etc. The D&D3E Player's Handbook doesn't always specify, but it was said by WOTC that it should have been more up front about it. For example, a ranger's favored enemy is an Extraordinary ability, while a paladin's divine grace is Supernatural. It's best to add this in when constructing new classes.

Cheers,
Cam

I'm not naysaying, but I don't have anything like that from WotC. I have the gamut of errata & FAQ information and haven't seen it -- was this in a chat or somethin'? I'd like to get the info if it's in a hard form.

It's true, though, that the 3E PHB specified a meager handful of abilities (lay on hands, smite evil, and turning I think).
#7

josephkell

Jun 22, 2003 0:31:25
I don't want to seem too demanding... but could you make a table? I could make one but it isn't my class...

A good way to make a table is to open notepad (on a PC) or simple text (on a mac... ewww max )

I also think the feat list should be trimmed even more... Power Attack, Mounted Combat, Weapon Focus... those trees make sense. I think there are a few Noble-isc like Forgotten Realms feats you may want to take a look at (like bonuses to skills)

Perhaps instead of superior gear, you could just raise the starting gold for a Knight. Starting gold is only aquired at creation.