Knight
(PRESTIGE CLASS)

A group of warriors trained for obedience and loyalty, they are charged with upholding the honor of the knighthood and of their order. Their oath teaches them, however, to temper their sword-arm with wisdom and be obedient to those they serve.
The oath exemplifies the ideals of Loyalty and Obedience in all that a knight is and does. Loyalty requires unquestioned obedience to higher power and authority, as long as that power and authority follows and adheres to the precepts set forth in the Oath and the Measure.
Loyalty is due to one's family, all that is good, those oppressed by evil, and those monarchs who by decree and common consent of the Knightly Councils are in good standing with the Knighthood and deserving of its honorable loyalty and protection.

Acts befitting a Knight include:
1. Unquestioned obedience to those whose authority is righteously maintained in the Knightly Councils.
2. Dedication to the ideals of the Measure.
3. Loyalty to brother knights of all orders.
4. All other acts that cause the strengthening of loyalty among the knights.

- Hit Die: d10.
- Proficiencies: All simple and martial weapons, light and medium armor, and shields.
- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

Race: Human.
Class: Paladin or Champion of Torm
Base Attack Bonus: +3
Alignment: Lawful Good.
Skills: Discipline 8 Ranks, Parry and Persuade 4 Ranks.
Feats: Armor Proficiency (Heavy), Martial Weapon Proficiency, Shield Proficiency.

ABILITIES:

1. Strength of Honor - +4 morale bonus to strength, once per day.
Knightly Courage - Charisma bonus is added as a morale bonus to saving throws against fear.
3. Holy Avenger - The ability to turn the sword in his primary hand into a holy avenger.
4. Strength of Honor - Twice per day.
Honorable Will - Charisma bonus is added as a will saving throw bonus.
5. Improved Initiative - Initiative checks are increased by 4.
6. Might of Honor - The Strength of Honor Feat now gives a +6 morale bonus.
7. Strength of Honor - Three times per day.
9. Knightly Aura - The knight can become immune to fear, and all nearby allies get an increased saving throw against fear.
10. Strength of Honor - Four times per day.
Crown of Knighthood - +4 to attack, damage and saving throws, plus 15 temporary hitpoints.

Knights receive a bonus feat every second level.
Strength of Honor
Once per day, a 1st-level Knight can gain a +4 morale bonus to his Strength score for a number of rounds equal to 3 + his Charisma modifier, but only if he is of 'Lawful Good' alignment.

For every 3 additional levels he advances as a Knight, he can gain this bonus an additional time each day.
 * Twice per day at 4th level.
 * Three times per day at 7th level.
 * Four times per day at 10th level.

Knightly Courage
Once per day, a Knight can apply his Charisma modifier (if positive) as a morale bonus on all saving throws against fear effects for a number of rounds equal to 3 + his Charisma modifier, but only if he is of 'Lawful Good' alignment.
This ability is replaced by the Aura of Courage ability at Level 9, which grants the Knight complete immunity to fear.

Holy Avenger
Once per day, a 3rd level Knight can convert the sword in their primary hand into a holy avenger for a number of turns equal to 5 + his Levels of Knighthood, but only if he is of 'Lawful Good' alignment.

The sword's will gain the following benefits while it is a holy avenger:
 * Enchantment Bonus will increase by 3, to a maximum of 5.
 * 1d6 Divine Damage to evil creatures.
 * 16 Spell Resistance.
 * 25% Chance to Dispel Magic on hit.

Honorable Will
Once per day, a 4th-level Knight can apply his Charisma bonus (if any) as a will saving throw modifier. His powerful sense of honor and loyalty to his order strengthens his will for a number of rounds equal to 5 + his Charisma modifier, but only if he is of 'Lawful Good' alignment.

Might of Honor
At 6th level, when a Knight uses his strength of honor ability, he gains a +6 bonus instead of +4.

Aura of Courage
Once per day, a 9th level Knight can become completely immune to fear (magical or otherwise) and all allies within 10 feet of the knight gain a +4 morale bonus on saving throws against fear effects, if the Knight is of 'Lawful Good' alignment.

Crown of Knighthood
When he reaches 10th level, a Knight is the living embodiment of the principles of honor, obedience, and loyalty.
If he is of 'Lawful Good' alignment, he can act as if under the effect of a heroic valor spell once per day. This gains his a +4 morale bonus on attack rolls, weapon damage rolls, and saving throws, and gaining 15 temporary hit points. This effect lasts for a number of turns equal to 5 + his Levels of Knighthood.