This PrC is NOT made to replace the paladin, but to compliment it. It can work with any melee class.
This is my first attempt at 3.5 homebrew for a long time, so it will probably be flawed.
Look, it's my duty as a knight to sample as much peril as I can.
- Sir Galahad
Heroic knights are the dashing heroes of high fantasy, fighting impossible odds to triumph over evil. They are saint-like in nature, with pure hearts and honest souls. They see it as their duty to protect the weak and innocent, sacrificing anything for the greater good.
Unlike paladins, they need not worship a deity, but it is certainly not discouraged.
BECOMING A HEROIC KNIGHT
Only the purest of adventurers can become heroic knights. They must be both valiant of heart and skilled with a sword.
Cleave, Great Cleave, Power Attack, Die Hard.
Base Attack Bonus:
Climb (Strength), Heal (Wisdom), Jump (Strength), Ride (Dexterity), Spot (Wisdom), Survival (Wisdom), Concentration (Constitution).
Skills Points at Each Level:
4 + int
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|Valiant Cleave 1/day|
|Valiant Cleave 2/day, Merciful|
|Against All Odds|
|Valiant Cleave 3/day, Self-Sacrifice|
|Back From the Brink|
|Valiant Cleave 4/day, Lawful Smite|
|Valiant Cleave 5/day, Heroic Halo, Bountiful Mercy|
All adjacent allies gain a +2 bonus to AC. You gain this power at first level.
Valiant Cleave (SU)
When you hit an adjacent enemy with an attack, you may deal damage equal to your charisma score to all other adjacent enemies. You can use this power once per day at second level, but more times per day at higher levels.
At third level, you become immune to all ability damage.
You deal extra damage equal to your charisma modifier against enemies who are at less than half hit points. You gain this ability at fourth level.
Against All Odds (EX)
You can't be flanked. You gain this advantage at fifth level.
A number of times per day equal to your charisma modifier, you may choose to have an attack that hits an adjacent ally effect you instead. If it hit your ally, it automatically hits you, even if your AC is higher than the total attack roll. You gain this advantage at sixth level.
Back From the Brink (SU)
Once per day, while at negative hit points, you may automatically return to the fight at the start of your turn with hit points equal to your charisma score.
Lawful Smite (SU)
You gain a bonus to damage against chaotic evil enemies equal to your charisma modifier. You gain this advantage at eighth level.
Heroic Persistence (SU)
You gain fast healing equal to your charisma modifier. You gain this power at ninth level.
Heroic Halo (SU)
Evil enemies within 10 feet take a penalty to saving throws, skill checks, and attack rolls equal to your charisma modifier. Before this takes effect, enemies within the aura can make a will save (DC 15 + your charisma modifier) to avoid the penalties for three rounds (at which point they can make another saving throw). You gain this power at tenth level.
Bountiful Mercy (EX)
You extra damage equal to you base attack bonus to enemies who are at less than half hit points. You gain this advantage at tenth level.
PLAYING A HEROIC KNIGHT
As their name suggests, heroic knights always do the heroic thing. They will save the damsel in distress even if they know it's at trap, and will single-handedly fight armies of ogres to defend a village.
Heroic knights always fiercely guard their allies as they hack apart their vile foes, fighting until their very last drop of blood is spilled.
The heroic knight class mainly focuses on fighting multiple foes, but can also be a fierce one-on-one combatant with Bountiful Mercy and and Lawful Smite. It is recommended they wear heavy armor and take the toughness feat.
HEROIC KNIGHTS IN THE WORLD
Follow, but follow only if ye be men of valor! For the entrance to this cave is guarded by a creature so fowl, so cruel that no man yet has fought with it and lived. Bones of four fifty men lie strewn about its lair! So, brave knights, if you do doubt your courage, or your strength, come nay further, for death awaits you all . . . with nasty big pointy teeth!
- Tim the Enchanter
Heroic knights tend to travel from town to town; rooting out corruption, defending the innocent, sleeping in barns, and roaming the streets at night defending young women from muggers.
Sir Lancelot (Fighter 7/Heroic Knight 4), Sir Galahad (Paladin 6/Heroic Knight 6), King Arthur (Fighter 8/Heroic Knight 3), Superman.
The Knights of the Round Table, The Justice League, The Avengers.
Good and neutral aligned NPCs will normally like heroic knights, partly due to their high charisma and party due to their kind disposition. Evil NPCs will instantly perceive them as a threat and either run or kill them as quickly as possible.
HEROIC KNIGHTS IN THE GAME
Heroic knights are meant to be the meat shield the wizard and rogue hide behind, the guy the cleric keeps having to heal, and the fastest way to dispatch a large group of weak enemies (apart from a fireball).
They become quite powerful (possibly tier two) at higher levels.
Unless the PCs are evil, they will generally receive help from heroic knights.
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For those of you who like to skim, I give you a summary of the heroic knight's abilities:
- Full BAB
- Good FORT and WILL saves.
- Immunity to ability damage at a low level.
- A strong burst attack with limited use.
- Lots of conditional damage bonuses.
- Nearly every power relying on charisma.
- Fast healing at ninth level.
- Immunity to flanking at fifth level.