D&D 3e (3.0/3.5) Rules
Knights are warriors who have pledged themselves to a cause or principle. Many are guardians, defenders, and champions, dedicating themselves to righting wrongs, and protecting the innocent. Others work in the service of warlords, pledging themselves to conquest. Others are racial defenders, such as the kender Knights of Hylo or gully dwarf sewer defenders.
Most knights are aspiring to join the ranks of an organized knighthood, such as the Knights of Solamnia or Knights of Neraka. These knights are considered squires in their respective orders.
Adventures: Most knights find adventure while in service of their lord, organization, or race. Some are squires in training, while others are racial protectors. Some knights are independent knights, seeking only to bring justice to those who seek to escape it.
Characteristics: Knights have good fighting capabilities, much like the Fighter class, although their focus is more limited. The knight focuses on those limited areas, and is also an excellent mounted combatant.
Alignment: The life of a knight is centered on his own code of honor. Knights are lawful in alignment.
Religion: Knights of good alignment tend to follow Paladine, Kiri-Jolith, or Habbakuk, all three of which are patron gods of the Knights of Solamnia. Knights of neutral alignment tend to follow Reorx, and evil knights follow Takhisis and Sargonnas. Knights don't always follow a god, but most knights tend to be very spiritual, even if they do not gain any divine power from this.
Background: Many knights grow up in their role, whether as a squire to a knighthood, in the service of a noble, or training as a champion. He trains as a fighter, yet is also trained culturally as well.
Races: Knights are typically humans, from which the Knights of Solamnia and Knights of Neraka come from. Despite this, other races can become knights as well. Elven knights are protectors of their homelands, sometimes working for elven nobility, such as the Speaker of the Sun. Gnome knights combine the best of knightly combat and technology, seeking to protect Mt. Nevermind (often from itself!). Dwarf knights are defenders of the dwarven people, often remembering Kharas in their lives. Minotaur knights are honorable warriors in service to their emperor. Kender knights often join the Knights of Hylo.
Other Classes: Knights get along well with classes that tend to be lawful, especially the paladin. Fighters and monks make ready companions, as well as the spiritual clerics and mystics. Knights tend to be distrustful of arcane magic (save for Knights of the Thorn), and tend not to get along well with wizards and sorcerers. Bards are not serious enough for knights, barbarians are too chaotic, and rogues are not to be trusted.
Game Rule Information
Knights have the following game statistics.
Abilities: Strength is especially important for knights because it improves their melee attack and damage rolls. Constitution is important to give knights higher hit points, which they will need in their many battles. Dexterity helps to improve a knight's armor class, and is important in regards to their proficiency with the Ride skill.
Alignment: Any lawful.
Hit Die: d10
The knight's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Profession (Wis), and Ride. See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Skill Points at 1st level: (2 + Int modifier) X 4.
All of the following are class features of the knight.
Weapon and Armor Proficiency: The knight is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light), and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble. Also, Swim checks suffer a —1 penalty for every 5 pounds of armor and equipment carried.
Favored Weapon Bonus: Beginning at first level, the knight gains a bonus to attack and damage rolls equal to the bonus value listed. The knight must choose one specific type of weapon (i.e. longsword, battle axe, etc.) to which to apply this bonus.
Bonus Feats: Blind-Fight, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Expertise, Great Cleave, Improved Critical, Improved Disarm, Improved Initiative, Mobility, Mounted Archery, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Spring Attack, Trample, Weapon Focus, Weapon Specialization*, Whirlwind Attack. The knight must have all prerequisites for the feat he wishes to select.
*The Knight, like the fighter, is able to take the Weapon Specialization feat.
Ride Bonus: The knight gains a competence bonus to Ride checks.
Code of Honor
Each knight must follow a code of ethics in his adventuring career. The knight's code of honor is his guide in all he does. For some knights, such as the Knights of Solamnia, this code is written down in volumes, which the knight must study and abide by. For other knights, the code is an inner code, lying in one's heart. Knights must follow this code, especially in regards to oaths and promises.
A knight who ceases to be lawful, who willfully commits an act that violates his code of honor may no longer progress as a knight. He retains all benefits he has gained in the class.
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