Sash+Knight

Sash Knight

 * Adventure**: Primarily to promote peace, and serve a city or nation. They are not apart of a standing military, rather they are men-at-arms, professional warriors with free standing to travel and take up their own causes. This unique position allows them to fight the enemy wherever they may find it, and help individuals and groups who best need their services.

Every country, state and city has their own sash knight, and can be recognized by the sash which they wear. Sash knights fight in defense of their homes but they do not attack offensively so they can never engage in combat with each other.


 * Characteristics**: Many are stern and unglamorous, warriors that prefer simple and effective weapons over flashier ones. Half of these knights come from the upper classes, and they are taught from an early age the importance of defending the nation. Others come from the lower middle class bureaucratic families that see the city or nation as both their employer and their family.

Class Benefits** Hit Die:** D10 Class Skills**: Climb, Concentration, Diplomacy, Gather Info, Handle Animal, Heal Hide, Intimidate, Jump, Knowledge (local and religion) Sense Motive, Ride, Spot, Survival, Swim Skill Points:** 2 + int modifier Weapon and Armor Proficiency:** Knights gain no new weapon or armor proficiencies.
 * Requirements**: +3 BAB; any lawful alignment; Diplomacy +5
 * Oath**: Obedience

Authority//**: They can order the common folk to act in the name of the crown. This does not take the form of epic quests but short simple actions, such as holding a man, running to tell other knights, etc. There should be no inherent danger in these actions.
 * Level || BAB || Fort || Ref || Will || Special ||
 * 1st || +1 || +2 || +0 || +0 || Authority, detect lie (1/level), smite enemy (1/day) ||
 * 2nd || +2 || +2 || +0 || +0 || Divine Grace, Lay on Hands ||
 * 3rd || +3 || +3 || +1 || +1 || Aura of Courage, divine health ||
 * 4th || +4 || +3 || +1 || +1 || Command (as spell. 2/day) ||
 * 5th || +5 || +4 || +2 || +2 || Smite enemy (2/day) ||
 * 6th || +6 || +4 || +2 || +2 || ||
 * 7th || +7 || +5 || +3 || +3 || Lesser Ward ||
 * 8th || +8 || +5 || +3 || +3 || ||
 * 9th || +9 || +6 || +4 || +4 || ||
 * 10th || +10 || +6 || +4 || +4 || Smite Enemy (3/day) ||

Smite Enemy//**: A sash knight can inflict damage on enemies as a paladin can on evil. Divine Health//**: Not affected by disease Divine Grace//**: +2 on saving throws. This does not stack if the Sash Knight happens to be a paladin. Lay on Hands//**: Per paladin ability. Stacks if the sash knight happens to be a paladin. Lesser Ward//**: Can create a temporary glyph of warding which lasts one hour per knight level.
 * //Detect Lie//**: A Sash knight can detect lie as per the fourth level spell. The knight must be the one to ask a short direct. The respondent gets a will check (DC 10 + level of knight + cha bonus) otherwise the knight knows if the respondent did lie.