Knight+3

**Knight**

 * __Requirements__

Base Attack**
 * +4
 * Skills**
 * Ride 5+ ranks
 * Feats**
 * Armor Proficiency, heavy
 * Mounted Combat
 * Weapon Focus: Lance or Sword
 * Ride-By Attack
 * Special**
 * Must be knighted
 * Herman Land, Neergaard, Archducy of Wallbrook: Men Only

Knights are the elite mounted warriors of central Aquerra, but more than that, they represent a social position noted by being a non-inheritable form of gentility (but not necessarily nobility). Knighthood can only be bestowed by another knight or by a noble lord. The requirements for having knighthood bestowed upon you are as varied as knights themselves, as are the circumstances under which a knighthood is achieved. One knight may have accomplished one particularly heroic act, and another may have been a lowly page working up to squire and finally, after years of service, earning the rank of knight.
 * Description:**

It is important to note that not all who are knighted necessarily take on the knight prestige class. This class represents the knightly ideal that developed in the Kingdom of Neergaard in the middle late Third Age, but quickly spread across central Aquerra. But still, there are many "knights" in Herman Land, for example, to whom mounted combat is not a virtue, for it was never as an important a means of warfare on those small islands. In Thricia, the noble houses of the smaller isles (such as Black Thread Island and Red Spice Island) rarely develop actual knight's mounts, as the tradition took stronger hold on the larger Island of the Six Kingdoms. In El Reino Unido de Familias Superiores, knights are very highly regarded, as that culture (in part) is an extention of that of Neergaard.

It is also important to note that not all noble (or noble-serving) heavy mounted warriors are knights. Non-knighted heavy cavalry officers are often referred to as //cavaliers//, in emulation of the tradition of the elven cavalier once common to Tempestas, and now the rule in Siron-Ehkor in the UKSF.

Regardless of how knighthood is bestowed, a knight is expected to sit a vigil in the temple of his patron god all night at his first possible opportunity, to gain the blessings of the gods. Typically, this is a temple of Ra or Anhur, but shrines of Horus, Isis and Thoth are all possible choices.

Knights are expected to uphold a code of honor that calls for them to unquestioningly obey their liege lord and hold true to the demands of honor. However, the details of this code varies from culture to culture and from order to order. Some examples of the guidelines of these codes are:
 * Thou shalt defend the Church.
 * Thou shalt respect all weaknesses, and shalt constitute thyself the defender of them.
 * Thou shalt love the country in which thou wast born.
 * Thou shalt not recoil before thine enemy.
 * Thou shalt make war against the Infidel without cessation, and without mercy.
 * Thou shalt perform scrupulously thy feudal duties, if they be not contrary to the laws of the gods.
 * Thou shalt never lie, and shall remain faithful to thy pledged word.
 * Thou shalt be generous, and give largess to everyone.

__Class Features__

 * Hit Die:** d10
 * Armor & Weapon Proficiencies:** Knights are proficient with all simple and martial weapons and with all armor and shields (except tower shields).


 * Influence:** Knights gain 2 points of influence (modified by Charisma) at each level.


 * Skill Points at Each Level:** 3 + INT modifier
 * Class Skills:** Diplomacy, Handle Animal, Intimidate, Knowledge (local, heraldry, nobility, religion, stewardship, tactics), Ride, Sense Motive, Spot.


 * __**Level**__ || __**Base Attack**__ || __**Base Defense**__ || __**Fort Save**__ || __**Reflex Save**__ || __**Will Save**__ || __**Reputation**__ || __**Special**__ ||
 * 1 || +1 || +0 || +2 || +0 || +0 || +1 || Knight's Training (ride) +1, Authority +1 ||
 * 2 || +2 || +1 || +3 || +1 || +1 || +1 || Knight's Training (lance) +1 ||
 * 3 || +3 || +1 || +3 || +2 || +2 || +2 || Knight's Training (sword) +1, Armor Compatability +1, Knight's Training (ride) +2 ||
 * 4 || +4 || +2 || +4 || +2 || +2 || +2 || Quick to the Saddle, Armor Mastery, Authority +2 ||
 * 5 || +5 || +2 || +4 || +2 || +2 || +3 || Knight's Spurs, Knight's Training (ride) +3 ||
 * 6 || +6 || +3 || +5 || +3 || +3 || +3 || Mandate, Knight's Training (lance) +2 ||
 * 7 || +7 || +3 || +5 || +3 || +3 || +4 || Horse Bond, Knight's Training (ride) +4, Authority +3 ||
 * 8 || +8 || +4 || +6 || +4 || +4 || +4 || Dread Charge, Knight's Training (sword) +2 ||
 * 9 || +9 || +4 || +6 || +4 || +4 || +5 || Armor Compatability +2, Knight's Training (ride) +5 ||
 * 10 || +10 || +5 || +7 || +4 || +4 || +5 || Onslaught, Authority +4 ||
 * Authority:** By virtue of their title, knights gain a measure of authority over commoners of the land where they have been granted their title, and a measure of influence over nobility and other local leaders (such as watch-mages in Thricia). They gain a +1 bonus to all diplomacy skill checks with all people of their nation and intimidate skill checks on those citizens of a lower station. This increases at 4th, 7th and 10th levels.
 * Knight's Training (ride):** Knights are the foremost of mounted warriors. Their training and time on horses grants them a +1 //competence bonus// to all ride checks. This increases every two levels; +2 at 3rd, +3 at 5th, +4 at 7th, and +5 at 9th level.
 * Knight's Training (lance):** Knights spend a great deal of time practicing the joust. Beginning at 2nd level, they gain a +1 //competence bonus// to all attack rolls with a lance used from horseback. This increases to +2 at 6th level.
 * Knight's Training (sword):** Swordmanship is considered one of the virtues of a knight. At third level, the knight may choose one type of sword to gain a +1 //competence bonus// to all attack rolls when mounted. This increases to +2 at 8th level.
 * Armor Compatability:** A knight is skilled at using his armor to deflect blows and lessen their impact. They gain a +1 //competence bonus// to any medium or heavy armor they are proficient in. This increases to +2 at 9th level. This bonus does not apply if the armor is donned hastily. //Note:// As the armor focus feat also grants a //competence bonus//, these do not stack.
 * Quick to the Saddle:** Knights may take 10 when using the fast mount or dismount ride action]]. In addition, in any combat where the knight begins mounted, he gains a +2 //circumstance bonus// to his intiative roll.
 * Armor Mastery:** The knight's effective armor use increases as does his experience. At 4th level, the maximum dexterity bonus and armor check penalty for any medium or heavy armor he wears are increased by one point. This is a //competence bonus//. Thus, full plate mail would have an armor check penalty of -5 and a maximum dexterity bonus of +2. This bonus is not gained if the armored is donned hastily.
 * Knight's Spurs:** At 5th level, a knight may urge his horse to double normal charge movement, once per day. For each additional attempt, the mount must make a successful Fort save (DC 15) to avoid collapsing. Each further attempt in the same day without an eight hour rest, increases the DC by +2. If the horse fails the save, it is considered disabled until it has had a full day of rest.
 * Mandate:** Knights garner a great deal of respect and authority in their societies, and abroad, allowing them to be more influential. At 6th level, a knight's maximum influence multipliers increases by +1 in cases of individuals and organizations from the nation they earned their title. In addition, they gain a +1 on all influence checks where they have no influence whatsoever.
 * Horse Bond:** At 7th level, knights may take 10 on any ride check, even if stress and distractions would ordinarily prevent the knight from doing so. The knight may also take 10 during combat.
 * Dread Charge:** Knights develop deadly prowess when striking opponents from horseback. Beginning at 8th level, a mounted and charging knight does an additional +1d6 with a sword or other melee weapon, and +1d8 with a lance.
 * Onslaught:** At 10th level, a knight make make a full attack even after their mount charges. The onslaught ends the knight's actions. The knight gains standard charge bonuses (plus the benefit of //Dread Charge//) for first attack only.

Ex-Knights
Knights who break their vows can be stripped of their knighthood. However, this hardly ever happens as a public trial is required and witnesses must be called. And in places like Neegaard the word of commoner cannot be used to bear witness against a knight or member of the noble class. Occasionally, a knight can be tried //en absentia//. Those stripped of their knighthood become ex-knights and lose their authority ability and cannot advance further in the knight class.