Characters

Noble (Knight)

CR: 7 XP: 3,200


LG Medium humanoid


Init: +1 Senses: Perception +5


Aura: courage (10 ft.)


Defense

AC: 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 shield)


HP: 61 (8 HD; 2d8+6d10+19)


Fort: +9 Ref: +5 Will: +9


Defensive Abilities: divine grace +2


Immune: disease, fear


Offense

Speed: 20 ft.


Melee: mwk lance +12/+7 (1d8+4/×3) or +1 longsword +12/+7 (1d8+5/19–20) or dagger +11/+6 (1d4+4/19–20)


Ranged: dagger +8 (1d4+4/19–20)


Special Attacks: channel positive energy (DC 15, 3d6), smite evil 2/day (+2 attack and AC, +6 damage)


Spell-Like Abilities: (CL 6th; concentration +8) At will—detect evil


Spells Prepared: (CL 3rd; concentration +5) 1st—cure light wounds, divine favor


Statistics

Str: 18 Dex: 12 Con: 14 Int: 10 Wis: 8 Cha: 14


Base Atk: +7 CMB: +11 CMD: 22


Feats: Improved Bull Rush, Mounted Combat, Power Attack, Ride-By Attack, Unseat


Skills: Diplomacy +10, Handle Animal +8, Heal +5, Knowledge (history) +5, Knowledge (nobility) +5, Linguistics +5, Perception +5, Ride +6, Survival +5


SQ: aura of good, divine bond (heavy horse), lay on hands (3d6, 5/day), mercies (fatigued, shaken)


Languages: Celestial, Common, Sylvan


Gear: +1 full plate, masterwork heavy steel shield, +1 longsword, masterwork lance, dagger, silver holy symbol, heavy horse (combat trained) with chain shirt barding and military saddle, 420 gp


Description

Human aristocrat 2/paladin 6

Boon A knight can vouch for a PC, the knight’s sterling reputation enabling the character to avoid or lessen a punishment. The knight can also grant a character entry into a tourney or a meeting with his liege with a +5 bonus on one Diplomacy check.

Knights are noble warriors, proud of bearing and lineage and yet humble in service to their liege. Though merciful and generous of spirit, a true knight is always ready to level lance or bare steel in pursuit of justice and to protect the innocent. Knights may also serve as local lord-stewards, judges, or fortress commanders. Knights are usually found singly or accompanied by a squire, escorting a pair of pilgrims (CR 8), guarding two nobles (CR 11), or leading a lance of four cavalry (CR 10).

Source: GameMastery Guide, p. 289