Standing+Knights

****Standing Knights****
Adventure: These professional warriors are elite soldiers known for their determination in protecting borderlands and areas overrun by chaos. Some work exclusively with local armies and serve a mundane men-at-arms role but when the need is great enough they organize to overcome the greatest threats to the land. Their name comes from the legend that a standing knight is the very last on the field of battle to fall.


 * Characteristics**: Outside of battle, standing knights have few similarities. Some are serious, others drunkards some religious, others blasphemers, but in battle they share the same ruthless determination to overcome every odd. They are leaders who prefer to get involved in the action and lead by example.

Diplomacy +4, Ride: +7, Sense Motive +4 Any two of the following feats: Endurance, Great Fortitude, Iron Will, Lightning Reflexes Oath: Loyalty & Humility Alignment: LG, NG or LN
 * Requirements**:


 * Class Benefits:**


 * Hit Die**: D10


 * Class Skills**: Climb, Diplomacy, Handle Animal, Heal Hide, Intimidate, Knowledge (local and nobility), Sense Motive, Ride, Spot, Survival, Swim


 * Skill Points**: 2 + int modifier


 * Weapon and Armor Proficiency**: Knights gain no new weapon or armor proficiencies.

Toe-to-toe**: Standing Knights gain +1 / level on tactical or improved attacks for their defense, such as trip, grapple, strength checks, etc as long as they are not the one initiating the attack
 * Level || BAB || Fort || Ref || Will || Special ||
 * 1st || +1 || +2 || +0 || +2 || Toe-to-toe, Stand-Tall ||
 * 2nd || +2 || +2 || +0 || +2 || Last to Fall, Tough-as-nails ||
 * 3rd || +3 || +3 || +1 || +3 || Freedom (1/day) ||
 * 4th || +4 || +3 || +1 || +3 || Extra Five Foot Step ||
 * 5th || +5 || +4 || +2 || +4 || Call-to-arms ||
 * 6th || +6 / +1 || +4 || +2 || +4 || Freedom (2/day) ||
 * 7th || +7/ +2 || +5 || +3 || +5 || Sprint ||
 * 8th || +8 / +3 || +5 || +3 || +5 || Death Charge ||
 * 9th || +9 / +4 || +6 || +4 || +6 || To-the-finish ||
 * 10th || +10 / +5 || +6 || +4 || +6 || Freedom of Movement ||


 * Stand-Tall**: Standing knights can go from a prone to standing position as a free action. If they provoke an attack of opportunity, standing becomes a standard action but does not provokes no AoO.


 * Last to Fall**: Diehard Feat


 * Tough-as-Nails:** Gains dmg reduction / class level to non-lethal force.


 * Freedom**: At 4th level, a standing knight gains the use of Freedom of Movement effect for one minute. At 6th level they can activate this effect two times a day. At 10th level they have a continual Freedom of Movement effect in place. It can be dispelled but a standing knight can reactivate it as a free action.


 * Extra Five Foot Step:** A standing knight can take an extra five-foot step at the end of their turn; they may not take two five foot steps in a row. Thus they must take the first at the start of the round and the second at the end of their round.


 * Call-to-Arms**: Can request aid from low level characters when making a public declaration. The total HD that will arrive is their total class level + charisma bonus X 4. None of these will be more than 4th level.


 * Sprint**: Standing Knights gain +30 movement for 1 round / day per standing knight level; this does not work in conjunction with any other speed or movement enhancing magic.


 * Death Charge:** Gain +4 on the charge attack, gain double damage for one round. Take -2 penalty on attacks due to exhaustion for the next 5 rounds unless curative magics are used. This also includes for the remainder of the round after the initial charge.


 * To-the-Finish:** Standing knights are perhaps the most determined people in existence, after more then three rounds in battle vs the same foe, no magic can sway them from their task. Magical coercion (charm, compulsion, emotion or fear) has no effect on them.