Knight Protector
Class
Level
Base
Attack Bonus
Defensive
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1 +1 +0 +2 +0 +0 Adroit Defense (+1 AC), Defensive Blow +2, Indomitable Courage
2 +2 +0 +3 +0 +0 Best Effort +2, Shining Beacon
3 +3 +1 +3 +1 +1 Daunting Aura (5'), Surpreme Cleave
4 +4 +1 +4 +1 +1 Adroit Defense (+2 AC), Defensive Blow +3,
5 +5 +1 +4 +1 +1 Best Effort +3
6 +6 +2 +5 +2 +0 Daunting Aura (10'), No Mercy+1
7 +7 +2 +5 +2 +0 Adroit Defense (+3 AC), Defensive Blow +4,
8 +8 +2 +6 +2 +1 Best Effort +4
9 +9 +3 +6 +3 +1 Daunting Aura (15'), No Mercy+2
10 +10 +3 +7 +1 +1 Adroit Defense (+4 AC), Best Effort +5, Defensive Blow +5

Knights are valiant warriors, masters of personal combat, and stalwart companions. They rely on fine equipment and great skill and strength to win their battles. All knights have a code of honor by which they live and die. It takes great courage for a knight to face death everyday and welcome the odds. Fighters and paladins are the most likely candidates to become knights. Clerics of militant deities may also find the idea of being a knight appealing. Other classes are very unlikely to become knights because of their straightforward approach to things, lack of arcane spells, and lawful nature. NPC knights are likely to be the commanders of military forces or leaders of accomplished mercenary bands. Although knights are honorable, this doesn’t necessarily preclude them from being an adversary to the PCs. In fact, a knight protagonist may be especially interesting considering their honorable approach to things.

Code of Honor: Knights are willingly bound by a strict code of honor. They are immensely proud of their steadfast will and their reputations as honorable men A knight that acts in a dishonorable way loses all supernatural abilities until he apologizes, atones, and/or rights the wrong that he committed. A knight that repeatedly acts in a dishonorable way will lose his lawful alignment, and therefore no longer qualify for the Knight class and will only retain his extraordinary abilities. Honor, to a knight, is defined as follows: Never deceive. This includes lying, ambushing, trickery, and misleading in any way. However, refusing to answer a question is perfectly fair. Never harbor cowardice. This includes declining a challenge or retreating from battle for mere self-preservation. Battling an opponent on unfair terms (in your favor) is also prohibited and you must seek to battle him at an even level. Thus, people shouldn’t be killed in their sleep, and unarmed opponent shouldn’t be slaughtered by the sword. However, knights aren’t stupid and do not consider things such as demons and dragons to be unarmed. Also, knights can’t use missile, thrown, or reach weapons because they want to be able to battle their opponents face-to-face. Remain ever vigilant. This means never ignoring a dishonorable deed and always punishing those who need it. This doesn’t necessarily mean charging the gates of a dishonorable castle, but it does mean doing anything that the knight can do to right the injustice. Respect everyone and everything. This means obeying your superiors (as long as it’s an honorable request) and being fair to those beneath you. Even mortal enemies must be given the respect due to them. This doesn’t mean that a knight cannot insult people, only that he may not accuse a person of more than their fair share of evil. Note that knights are permitted to have a sense of humor and may jest freely as long as it is known that the knight is only joking.

     Hit Die: d10

Requirements
To qualify to become a knight, a character must meat the following requirements.
     Alignment: Any Lawful
     Race: Human, half-elf, elf
     Proficiency: Heavy armor
     Base attack bonus: +5
     Diplomacy: 6 ranks
     Knowledge (nobility): 4 ranks
     Ride: 6 ranks
     Feat(s): Power Attack, Cleave, Great Cleave, Mounted Combat
      Other: Must earn membership in the prestigious order.
     Special: Must own and wear a suit of masterwork full plate armor

Class Skills
The Knight's class skills are:
Climb, Craft, Heal, Jump, Knowledge (nobility and war), Ride.

     Skill Poins at Each Level: 2 + Int Modifier.

Class Features
Below are the class features of the Knight prestige class.

Weapon and Armor Proficiency: Knights are proficient in all simple and martial weapons, as well as all armor and shields.

Adroit Defense: Knights must always wear full plate armor whenever they suspect combat is eminent. When in full plate armor, a knight gets a +1 competence bonus to AC from his extensive training in full plate armor. This bonus increases every 3 levels thereafter to +2 at level 4, +3 at level 7, and +4 at level 10. This is an extraordinary ability.

Defensive Blow: Whenever the Knight is engaged in a melee situation in which the Knight seeks to protect a creature who is weaker than the Knight (one of fewer hit dice or levels than the knight who is not in the adventuring party) or who is helpless, the Knight gains the listed morale bonus to his attack and weapon damage rolls.

Indomitable Courage: Knights are bastions of courage and never falter in the face of doom. Knights are immune to fear (magical or otherwise). This is a supernatural ability.

Best Effort: This extraordinary ability allows the Knight to make a special effort ony one skill check he makes, once per day. He must declare the use of this ability before he makes the skill check.

Shining Beacon: The Knight is the physical and spiritual embodiment of high ideals. As a supernatural ability, all of his allies gain a +4 morale bonus on saves versus fear effects when within 10 feet of the Knight. If the Knight is held, unconcious, or otherwise rendered helpless, his allies lose this bonus.

Daunting Aura: A knight of 3rd level fills his enemies with fear and worry. Any opponent with less hit dice than a knight's total character levels that comes within 5 feet of the knight must make a Will save (DC 10 + one half the knight's level + Cha modifier) or become shaken. This condition lasts as long as the creature is within 5 feet of the knight. At 6th level, the range increases to 10 feet. At 9th level, the range increases to 15 feet. The penalties from being shaken only apply when facing the knight.

Surpreme Cleave: The Knight may take a 5 foot step between attacks when using the Cleave or Great Cleave feat.

No Mercy: The Knight gains the ability to make extra attacks of opprtunity beyond his usual number.