Knight Protector

Knight protectors are martial characters dedicated to restoring the ideals of knightly chivalry before they fade forever.

#### Requirements

**Base Attack Bonus:** +5

**Alignment:** Lawful neutral or lawful good.

**Skills:** Diplomacy 3 ranks , Knowledge (nobility) 1 ranks , Ride 3 ranks

**Feats:** Armor Proficiency (heavy) , Cleave , Great Cleave , Mounted Combat , Power Attack

#### Class Features

**Weapon and Armor Proficiency:** Knight protectors gain proficiency with tower shields.

**Defensive Stance (Ex):** At the start of any turn when a knight protector is within 5 feet of an ally who has fewer Hit Dice than he does, the knight protector can transfer up to 2 points of Armor Class to the ally (making his own Armor Class worse by the same number). The maximum number of points he can transfer increases by 1 for every three levels beyond 1st.

**Shining Beacon (Su):** A knight protector is the physical and spiritual embodiment of high ideals. All his allies gain a +4 morale bonus on saves against fear effects when they stand within 10 feet of the character. If the knight protector is paralyzed, unconscious, or otherwise rendered helpless, his allies lose this bonus.

**Best Effort (Ex):** The daunting nature of the knight protector's goals often requires special focus of effort. Beginning at 2nd level, a knight protector gains a bonus on any one skill check he makes, once per day. The character must declare that he is using this ability before he makes the skill check. This bonus increases by 1 for every three levels beyond 2nd.

**Iron Will (Ex):** At 2nd level, a knight protector gains Iron Will as a bonus feat.

**Supreme Cleave (Ex):** Beginning at 3rd level, a knight protector can take a 5-foot step between attacks when using the Cleave or Great Cleave feat.

**No Mercy (Ex):** At 6th level, a knight protector gains the ability to make one extra attack of opportunity per round (as if he had the Combat Reflexes feat and a Dexterity modifier of +1). At 9th level and higher, the character can make as many as two extra attacks of opportunity per round. This benefit stacks with the benefit of the Combat Reflexes feat.

**Retributive Attack (Su):** If an ally of a 10th-level knight protector is rendered helpless or unconscious, the character can make a retributive attack against the creature that felled his ally. When making a retributive attack, the knight protector

adds his Charisma bonus (if any) to his attack roll and deals an extra 10 points of damage on a successful hit.

A knight protector can make a number of retributive attacks per day equal to his Charisma bonus (minimum one), but never more than one per round. He may make more than one retributive attack against the same foe.

**Multiclass Note:** A paladin or samurai who becomes a knight protector may continue advancing in his original class.

#### THE CODE OF THE KNIGHT PROTECTOR

A knight protector must be of lawful neutral or lawful good alignment, and must adhere to the order's code of conduct.

**Support:** The order supports its own. A knight protector can expect to receive room and board, as well as a mount with appropriate gear, from the order for as long as he remains in its ranks and adheres to the Code.

**The Code:**

Courage and enterprise in obedience to the order.

Defense of any mission unto death.

Respect for all peers and equals; courtesy to all lessers.

Combat is glory; battle is the true test of self-worth; war is the flowering of the chivalric ideal.

Personal glory above all in battle.

Death before dishonor.