Knight 4

male tiefling knight 4
LE medium outsider (native)
**Init**  +1; **Senses**  darkvision 60 ft.; Listen +0, Spot +0
**Languages**  common, infernal

**AC** 18 (+5 armor, +2 shield, +1 dex) touch 11, flat-footed 17
**HP** 37/37 (4d12+8)
**Fort** +3, **Ref** +2, **Will** +4
**Resistance** Cold 5, Electricity 5, Fire 5

**Speed** 30 feet
**Melee** lance +7 (1d8+3/x3)
**Base Atk** +4; **Grapple** +7
**Combat Options** Spirited Charge, Fighting Challenge, Test of Mettle
**Special Qualities**: Bulwark of Defense

**Spell-like abilities** (CL 4th):
     (1/day) *Darkness*

**Abilities** Str 16, Dex 13, Con 14, Int 8, Wis 10, Cha 12
**Feats** Mounted Combat, Spirited Charge, Ride By Attack
**Skills** Ride +6, Handle Animal +3
**Possessions** chainmail, heavy wooden shield, lance, longsword, random treasure

**Knight's Challenge (3/day)**: Test of Mettle or Fighting Challenge
**Fighting Challenge +1**: As a swift action, you can issue a challenge against a single opponent. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR greater than or equal to your character level minus 2. If it does not meet these requirements, a use of this ability is expended without effect. If the target does meet the conditions given above, you gain a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 or fewer hit points, you lose two uses of your knight’s challenge ability for the day because of the blow to your ego and confi dence from this defeat. The effect of a fi ghting challenge lasts for a number of rounds equal to 5 + your Charisma bonus (if any). If you are capable of issuing a knight’s challenge more than once per day, you can use this ability more than once in a single encounter. If your first chosen foe is defeated or flees the area, you can issue a new challenge to a different foe. You cannot switch foes if your original target is still active.
**Knight's Code**: Does not gain a bonus on attack rolls when flanking. Still confers a bonus. Never strikes a flat-footed target. Never deals lethal damage against a helpless foe.
**Shield Block +1** Can designate a single foe each round and you gain a +1 shield bonus vs them.
**Bulwark of Defense**: (Ex): When you reach 3rd level, an opponent that begins its turn in your threatened area treats all the squares that you threaten as diffi cult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.
**Armor Mastery (Medium)**: Ignorer's speed reduction of medium armor
**Test of Mettle**: Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect ot the targets of this ability. As a swift action, you can expend one use of your knight's challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make a will save (DC 13). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area. An opponent compelled to act in this manner is not thrown in a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target. If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight’s challenge ability for that day. This additional use comes from increased confi dence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight’s challenge ability in this manner per day. The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.