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Knight Talents

As a knight gains experience, he learns a number of talents that aid him in defending himself and his allies. Starting at 2nd level, a knight gains one knight talent. He gains an additional knight talent for every 2 levels of knight attained after 2nd level. Unless specified otherwise, a knight cannot select an individual talent more than once.

Table: Knight Talents

Knight TalentBenefits
Barricade (Ex)The knight adds his armor check penalty as a bonus to the DC of opponents attempting to feint him using Bluff and Acrobatics checks to pass by him without provoking an attack of opportunity for moving through spaces he threatens.
Citadel (Ex)This talent allows a knight to grant temporary hit points to an adjacent ally. The knight must be conscious and able to take actions to grant this benefit. As a move action, the knight can grant an adjacent ally 1d8 temporary hit points + 1 per two knight levels. The knight must remain conscious, able to move, and adjacent to the ally or the temporary hit points end. A knight may do this a number of times per day equal to 3 + his Charisma modifier.
Defensive TrainingA knight may take this talent to gain one of the following feats as a bonus feat: Bodyguard, Combat Expertise, Covering Defense, Diehard, Dodge, Endurance, Improved Shield Bash, Missile Shield, Mobility, Mounted Shield, Saving Shield, Shield Focus, Shield Slam, Shield Specialization, Shield Wall, Shield Ward, and Stand Still. This talent may be taken more than once. Each time, a different feat much be selected. A knight need not have any of the prerequisites normally required for these feats to select them.
Fearless Defense (Ex)While in a defensive stance, the knight is immune to the shaken and frightened conditions.
Halting Blow (Ex)If a foe’s movement in the knight’s threatened area provokes an attack of opportunity and the knight successfully hits the foe with the attack, the foe’s movement ends immediately. The foe cannot move again until its next turn but can still take the rest of its action.
Immobile (Ex)While in a defensive stance, the knight adds his class level to his CMD against any bull rush, grapple, overrun, pull, and push combat maneuvers, as well as any attempts to move him.
Increased Damage Reduction (Ex)The knight’s damage reduction from this class increases by 1/—. This increase is always active while the knight is in a defensive stance. He can select this power up to two times. Its effects stack. Prerequisite: The knight must be at least 6th level before selecting this defensive power.
Intercept (Ex)Once a round as an immediate action, when a melee or ranged weapon would successfully strike an adjacent ally, the knight can choose to have the weapon strike him instead of the intended target. The attack automatically hits the knight, regardless his AC or any miss chance in effect, and he suffers the normal consequences of the attack.
Internal Fortitude (Ex)While in a defensive stance, the knight is immune to the sickened and nauseated conditions.
Picket (Ex)A knight with this talent gains a bonus to attack rolls and damage for attacks the knight makes with a readied action. The attacks must be made with a weapon with the brace quality, and the target must be a charging foe. The bonus is equal to half the knight’s class level.
Renewed Defense (Ex)As a standard action, the knight heals 1d8 points of damage + his Constitution modifier. For every four levels the knight has attained above 2nd, this healing increases by 1d8, to a maximum of 5d8 at 18th level. This power can be used only once per day and only while in a defensive stance.
Resist (Ex)A knight can learn to maximize his armor’s effectiveness against unusual attack types. The knight selects one of the following damage types: earth, fire, ice, lightning, water, or wind. When wearing medium or heavy armor, the knight gains resist 5 against the selected damage type. If the knight is 10th level or higher, this resistance increases to 10. This talent may be taken up to five times. Its effects do not stack. Each time it is taken, a different damage type must be selected.
Resolute (Ex)Whenever the knight takes damage from a melee or ranged attack while wearing heavy armor, the knight can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or elemental damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the knight can convert increases by 1.
Roused Defense (Ex)The knight may enter a defensive stance even if fatigued. If the knight enters a defensive stance while fatigued, he loses the fatigued condition and he does not gain temporary hit points from defensive stance. Once this stance ends, he is exhausted for 10 minutes.
Shelter of Steel (Ex)This talent allows a knight to use his armor to absorb some of the inevitable punishment of battle. As a move action, a knight in medium or heavy armor can gain 1d8 temporary hit points + 1 per two knight levels. The knight may do this a number of times per day equal to his Constitution modifier (minimum 1).
Slam (Ex)A knight with this talent throws himself bodily into foes and barriers, trusting his armor to protect him. The knight gains a bonus to all combat maneuvers made to bull rush or overrun foes, and to Strength checks made to break open doors and gates. This bonus is equal to his total armor bonus plus shield bonus, to a maximum of his class level.
Smash (Ex)While in a defensive stance, the knight may make an extra attack per round that is either a shield bash or a slam (even if he doesn’t normally have a slam attack). If used as part of a full attack action, the extra attack is made at the knight’s full base attack bonus –5. The smash deals 1d4 points of damage (if the knight is Medium, or 1d3 if he is Small) plus half the character’s Strength modifier. The character can make this attack as part of the action to maintain or break free from a grapple; this attack is resolved before the grapple check is made. If the attack hits, any grapple checks made by the knight against the target this round are at a +2 bonus.
Spear Brace (Ex)This knight talent allows a knight to brace a pole-arm or spear on an equipped shield, to aid in handling and fighting with it. His increased stability gives the knight a +1 bonus to attack rolls made with a pole-arm or spear with which he is proficient. He gains this bonus only while he has a shield equipped. This bonus increases to +2 at 6th level, +3 at 12th level, and +4 at 18th level. Additionally, even when the knight is using a shield that prevents his hand from being free, he can use his shield-arm to hold (and fight with) a pole-arm or spear with which he is proficient.
Take the Blow (Ex)This knight talent, as an immediate action, allows the knight to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before his next turn, the knight can take half this damage on himself. The target takes the other half as normal. The knight can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.
Tempered Will (Ex)The knight may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The knight must take the second result, even if it is worse. This power can only be used once per defensive stance.
Uncanny Block (Ex)With uncanny block, a knight can interpose a shield between himself and danger before his senses would normally allow him to do so. When the knight has a shield equipped, he cannot be caught flat-footed even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized or if a foe successfully makes a Bluff check to feint against him.
Unexpected Strike (Ex)The knight can make an attack of opportunity against a foe that moves into any square threatened by the knight, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per defensive stance.
Vigilant Knight (Ex)While in a defensive stance, the knight can stand his ground against all enemies, warding the spot where he made his stand to prevent foes from slipping past and attacking those he protects. The knight adds his knight level as a bonus to the DC of opponents attempting to Bluff him and Acrobatics checks to pass by him without provoking an attack of opportunity for moving through spaces he threatens.

Advanced Knight Talents

At 12th level, and every two levels thereafter, a knight can choose one of the following knight advanced talents in place of a knight talent.

Table: Advanced Knight Talents

Advanced Knight TalentBenefits
Aegis (Ex)This talent doubles a knight’s damage reduction against successful critical hits and sneak attacks. It also grants the knight a bonus to AC against attack rolls made to confirm critical hits. This bonus is equal to half the knight’s level.
Daunting Challenge (Ex)This talent allows the knight to call out opponents, striking fear into the hearts of his enemies. In this manner, the knight separates the strong-minded from the weak-willed, allowing him to focus on opponents that are worthy foes. As a swift action, the knight issues a daunting challenge. This ability affects all creatures within 100 feet of the knight that have a CR less than his character level minus 2. Targets must be able to hear him, speak or understand a language of some sort, and have an Intelligence score of 5 or more. All targets who meet these conditions must make Will saves (DC 10 + half of the knight’s level + his Charisma modifier) or become shaken. Whether a creature fails or succeeds on its save against the knight’s daunting challenge, it can only be targeted by this effect once per day.
Elemental Shield (Su)Some knights access mystic powers of protection as they become paragons of defensive techniques. With this talent, as a swift action, a knight with a shield equipped gains resistance 10 against earth, fire, ice, lightning, water, and wind damage. This resistance lasts for one round per knight level. The knight may use this ability a number of times per day equal to his Constitution modifier (minimum 1). The resist talent stacks with the elemental shield. Prerequisite: Resist knight talent
Impetuous Endurance (Ex)The knight’s fighting spirit enables him to push his body beyond the normal limits of endurance. The knight no longer automatically fails a saving throw on a roll of 1. He might still fail the save if his result fails to equal or beat the DC.
Improved Take the Blow (Ex)The knight’s ability to absorb damage increases. Once per round, the knight can absorb all the damage from a single attack directed against an adjacent ally. In addition, he continues to absorb half the damage from other physical attacks on an adjacent ally, if he so chooses. The knight must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage. Prerequisite: Take the Blow knight talent
Improved Uncanny Block (Ex)When the knight has a shield equipped, he cannot be flanked. This defense denies a thief the ability to sneak attack the knight by flanking him, unless the attacker has at least four more thief levels than the target has knight levels. Prerequisite: Uncanny Block knight talent
Last Word (Ex)Once per day, while in a defensive stance, a knight can make one melee attack against an opponent within reach in response to an attack that would reduce him to negative hit points, knock him unconscious, or kill him. For example, a knight has 1 hit point left when a fire dragon bites him; the knight may use this ability even if the dragon’s bite would otherwise kill him instantly. If the attack hits, roll the damage dice for the attack twice and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as from Fire materia), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally). Once the knight’s attack is resolved, he suffers the normal effect of the attack that provoked this ability.
Mighty Resilience (Ex)The knight automatically negates the additional damage of one successful critical hit or sneak attack, as well as other abilities or effects that rely on a successful critical hit or sneak attack (such as blinding from Blinding Critical or bleed from sneak attack). The knight takes only normal damage from the attack. This power may only be used once per defensive stance.
Protect the Meek (Ex)With this talent, the knight can move to intercept foes. As an immediate action, he can move up to his speed (or his mount’s speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The knight must end his movement adjacent to an enemy. On his next turn, the knight is staggered and cannot use this ability again for 1 round.
Reflect (Ex)With this talent, a knight can maximize the protection his armor gives him to reduce the damage area attacks deal him. A knight in medium or heavy armor takes only half damage from any attack, spell, or ability that allows a Reflex saving throw. The knight is still allowed a normal saving throw; he simply takes half of the damage he normally would base on the result of that saving throw. If the attack, spell, or ability has a non-damaging effect, the knight suffers the appropriate effect based on his saving throw result.
Retributive Attack (Ex)If an adjacent ally of a knight is rendered helpless or unconscious, the knight with this talent can make a retributive attack against the creature that felled his ally. When making a retributive attack, the knight adds his Charisma bonus (if any) to his attack roll and deals an extra 1 point of damage per knight level on a successful hit. A knight can make a number of retributive attacks per day equal to his Charisma bonus (minimum of one), but never more than once per round. He may make more than one retributive attack against the same foe.
Shield Guard (Ex)With this talent, as a swift action, a knight may designate one square adjacent to him. He may designate two squares if using a heavy shield or three squares if using a tower shield, but these squares must be contiguous. Enemies in these squares cannot flank the knight and do not count for flanking with other creatures. This effect lasts until he moves from his position or uses another swift action to change the affected squares.
Unkillable (Ex)The knight gains a number of hit points equal to 10 plus his Constitution modifier.