Character Options
Classes
Lore Knight
Classes
Lore Knight
The lore knight is the field commanders of many armies. They are trained early with a wide breadth of knowledge unrivaled by other combatants. They are the tactical leaders of many orders, and many countries use them as the core of their command corps. The lore knight is an odd mixture of staid intellectual and ruthless combatant. It is not an easy path to walk, straddling the world of academia and mayhem. Those who cannot focus their minds on the tremendous tasks required to learn the ways of tactics, history and combat simply cannot walk this path.
Starting Gold: 8d4 x 10
Abilities: A lore knight has the unenviable position of needing almost all of his statistics. Intelligence is a primary stat for him as it drives his Knowledge checks and gains him more skill points. Strength is needed for holding up in the heat of combat. A good Constitution helps his survival. Dexterity and Wisdom are also useful. Unlike most leaders though, the lore knight uses his brains to lead, not his personality, so while Charisma is important for his leadership ability, it is not the absolute requirement it is for other martial leaders, like the Paladin for example.
Races: Lore knights tend to come from those races with a long history of martial lore. The vast majority of lore knights are dwarves, with elves also showing up quite often. Humans, with their ability to learn often make excellent lore knights as well. Gnomes, while intelligent, often don't have the physical fortitude, and halflings usually lack the discipline. It is rare for half-orcs or other barbarous species to become lore knights, although hobgoblins have made fearsome lore knights.
Alignment: Lore knights can be of any non-chaotic alignment. The effort and discipline required to be a lore knight is legendary, and chaotic personalities simply cannot accept the regimented training required to improve both the mind and body simultaneously. The vast majority of lore knights are lawful, but otherwise are equally represented along the law/neutral/chaos axis.
Hit Die: d10
Class Skills
Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str)Skill Ranks Per Level: 6 + Int modifier.
| Level | Base Attack | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +2 | Lore Knight's Code, Tactical Acumen , Tactical Initative, Tactical Command |
| 2nd | +2 | +3 | +0 | +3 | Tactical Control - Difficult Terrain |
| 3rd | +3 | +3 | +1 | +3 | |
| 4th | +4 | +4 | +1 | +4 | Tactical Movement - Medium Armor |
| 5th | +5 | +4 | +1 | +4 | |
| 6th | +6/+1 | +5 | +2 | +5 | |
| 7th | +7/+2 | +5 | +2 | +5 | Tactical Leadership - Leadership Feat |
| 8th | +8/+3 | +2 | +2 | +6 | Tactical Defense - Stop Withdraw |
| 9th | +9/+4 | +6 | +3 | +6 | |
| 10th | +10/+5 | +7 | +3 | +7 | Tactical Control - Increased Tumble DC's |
| 11th | +11/+6/+1 | +7 | +3 | +7 | |
| 12th | +12/+7/+2 | +8 | +4 | +8 | Tactical Movement - Move in Heavy Armor |
| 13th | +13/+8/+3 | +8 | +4 | +8 | |
| 14th | +14/+9/+4 | +9 | +4 | +9 | Tactical Leadership - Cohort Level Increase, Add Int Modifier to Leadership |
| 15th | +15/+10/+5 | +9 | +5 | +9 | Tactical Control - Attack of Opportunity |
| 16th | +16/+11/+6/+1 | +10 | +5 | +10 | Tactical Defense - Sunder, Disarm, Trip |
| 17th | +17/+12/+7/+2 | +10 | +5 | +10 | |
| 18th | +18/+13/+8/+3 | +11 | +6 | +11 | Tactical Movement - Sleep in Heavy Armor |
| 19th | +19/+14/+9/+4 | +11 | +6 | +11 | |
| 20th | +20/+15/+10/+5 | +12 | +6 | +12 | Tactical Perfection |
Class Features
The lore knight’s class features all serve to further his overall purpose, which is to bolster both his own and his allies combat efficiency, to learn from the past rather than repeat it.Weapon and Armor Proficiency: Lore knights are proficient with all simple and martial weapons and with all armor, and all shields (including tower shields).
Fighter Class Levels: A lore knight's levels count as, and stack with, fighter levels for purposes of meeting the requirements for feats.
Lore Knight's Code: A lore knight follows a code of conduct that is slightly less restrictive than the normal knights, but just as important to him. A lore knight never leads his troops to suicide unless there is an overwhelming reason. A lore knight never lies to his troops, he never puts himself before his troops. He will always accept a surrender from an honorable foe. He does not, however, give quarter unless asked for. Any advantage in combat is just that, an advantage that should be exploited. It is more important to keep one's allies safe than it is to worry about using a situation to one's advantage to kill an enemy. If backstabbing an enemy will keep one of his troops from harm, a lore knight will have no compunctions about doing so. Attacking an enemy from ambush is good tactics, not dishonorable. By the same token though, a helpless enemy should be spared, if possible. That's not to say an enemy should not be tried in a court if they have committed crimes, and if he has been granted low justice by a lord, he will use it.
Tactical Acumen (Ex): Starting at 1st level, the lore knight begins to put his vast knowledge to use on the battlefield. For every four ranks he has in an appropriate Knowledge skill (see below), he gains a +1 Competence bonus (minimum +1) to Attack and Damage rolls. If he has 10 or more ranks in the knowledge skill, he can grant half his bonus to any ally within 30 feet as a swift action. To gain the bonus, he must have ranks in the knowledge associated with the creature he is facing. The association between knowledge skills and creature types are listed on page 100, PF Core. To gain his bonus, he must make a knowledge check as a swift action. Each type of creature requires a different check to gain the benefit. He may make the check only once for each specific type of creature present. Once made, his bonus is in effect for the rest of the encounter. The DC of the check is 15 plus the CR of the creature (multiple creatures do not increase the CR of the base creature, but templates and other adjustments to CR do). For example, a lore knight encounters a young adult dragon surrounded by 10 kobolds. Both are draconic creatures, so on his first round, he may make a swift Knowledge (Arcana) check to gain a bonus against either the kobolds or the dragon. The DC for the dragon is 15 + 10 (Young Adult Black Dragon's CR), or 25. The DC for the kobolds is dependent on their class levels. Assuming the kobolds were class level 6, their DC would be 15 + 5, or 20. If the knight had 12 ranks in Knowledge (Arcana), he could gain a +3 attack/+3 damage against both enemies, and grant his allies a +1/+1 (+3/2, round down) competence bonus.
Tactical Initiative (Ex): A lore knight uses his intelligence modifier on initiative checks, or his dexterity modifier, whichever is higher. Armor check penalties do not reduce his intelligence modifier for purposes of initiative. At 10th level, the lore knight may use both his intelligence and dexterity modifiers added together.
Tactical Command (Ex): A lore knight uses his knowledge both on and off the battlefield, be it when making plans or building entrenchments or getting his troops where they need to go. As a swift action he may exhort his allies and boost their effectiveness both in and out of combat. A lore knight can only grant one bonus at a time to his allies. All allies within 30 feet gain a +1 circumstance bonus as outlined on the list below per four full ranks the lore knight has in a specific skill. The lore knight also gains the benefits of his Tactical Command capability. If the lore knight has 10 or more ranks in the relevant Knowledge skill, he may activate that skills' command ability as a free action rather than a swift action. This ability ceases to function if the lore knight cannot communicate with his allies. For example, if inside a cone of silence, the lore knight cannot grant his bonuses unless he has some other way of communicating (such as a telepathy spell, or sign language). All allies must understand the lore knight's spoken language to benefit as well, although the lore knight can choose any language he speaks when using this ability. This ability may be used at the same time the knight is using his Tactical Acumen ability.
- Knowledge (Arcana): All allies gain a bonus to their saves to resist spells and spell-like abilities.
- Knowledge (Dungeonerring): All allies gain a bonus to saves to avoid traps, Perception checks to find secret doors and traps, and to Disable Device checks to disable traps and pick locks.
- Knowledge(Engineering): All allies gain a bonus to craft checks, and to attacks using siege weapons.
- Knowledge (Geography): All allies gain bonus to navigate over difficult terrain.
- Knowlege (History): All allies gain a bonus on initiative checks, and may roll an extra initative dice when checking for initiative and take the better. If this ability is changed mid-combat, reduce all allies initiative's by twice the bonus originally granted.
- Knowledge (Local): All allies gain bonus bonus on Healing checks.
- Knowledge (Nature): All allies gain a bonus on survival checks, endurance checks to avoid fatigue, and add 5 feet per point of bonus to their land speed when traveling overland to determine how far they can go in a day.
- Knowledge (Nobility & Royalty): Allies gain a bonus to diplomacy and charisma checks.
- Knowledge (Planes): Allies gain a bonus to their saves vs any special attack, spell, or spell-like ability used by an outsider.
- Knowledge (Religion): Allies gain a bonus to their saves vs any special attack, spell, or spell-like ability used by any divine caster, or any creature with the [good] or [evil] descriptor.
Tactical Control (Ex): Starting at 3rd level, the lore knight may take tactical control of the battlefield around him. His constant thinking ahead allows him to force his enemies to dance to his tempo, not their own. Any area he threatens is considered difficult terrain for his enemies. At 10th level, the DC of any attempts to tumble through an area he threatens is increased by his Lore Knight level. Additionally, he may sacrifice an attack of opportunity if the tumbler fails and stop the tumbler's movement. At 15th level, a failed tumble DC through an area he threatens automatically stops the tumbler, and the lore knight gains a +2 circumstance bonus on attacks of opportunity against the tumbler, if he can make one.
Tactical Movement (Ex): Starting at 6th level, a lore knight's intense training in martial prowess allows him to retain his base movement even while wearing medium armor. He may also sleep in his medium armor without penalty, as if he had the endurance feat. At 12th level he may ignore speed reductions from heavy armor, but cannot sleep in it without incurring the normal penalties. At 18th level he may sleep in heavy armor without penalties. It has become a second skin. Tactical Movement does not counteract the effects of medium or heavy encumbrance.
Tactical Leadership (Ex): At 7th level, the lore knight's reputation is well known, and he begins to attract followers. He gains the Leadership Feat, even if his Charisma is not high enough to qualify. At 14th level, his leadership ability grows. His cohort's max level is now his own level minus one. In addition, he may add his Intelligence Modifier to his Leadership Score.
Tactical Defense (Ex): Starting at 8th level, a lore knight who is in melee with a creature who is one size larger than him or smaller may prevent that enemy from withdrawing or taking a 5-foot step by using an immediate action to make a maneuver check pitting the lore knight's CMB vs the enemies CMD. If the lore knight succeeds, the enemy cannot withdraw or take a 5-foot step that round. He may only do this once per round. At 16th level, the lore knight may, if successful at preventing an enemy from leaving his threatened area, make an immediate maneuver check against the same opponent. He may sunder, disarm, or trip. He follows all normal rules for the attempts, except that he does not provoke an attack of opportunity from the opponent he stopped from moving. Any adjacent allies of the opponent may make attacks of opportunity if they are normally allowed to.
Tactical Perfection (Ex): At 20th level the lore knight's tactical thinking is so advanced that no one may pass through a square he threatens. Any attempt, no matter the method, fails, as he anticipates their moves before they even think of making them. The only exception is if the creature is more than one size larger than the lore knight, but even then, he may use his Tactical Control and Tactical Defense abilities on the creature.
Author's Note: This was a class I created for a friend of mine. He wanted a very smart combat expert who specialized in heavy armor and tactical control, sort of a cross between a Knight, a Bard and a Marshal. He thought it was exactly what he wanted, so I thought I'd share. Provided under creative commons non-commercial license.
| Additional Ratings |
|
| Balance: |
( 9 Votes ) |
| Utility: |
( 9 Votes ) |
| Clarity: |
( 9 Votes ) |
Favorite Classes
by Caleb Johnson, 4.67 with 33 votes
by Sphynx, 4.6 with 45 votes
by Satoru, 4.6 with 5 votes
by David Fryer, 4.33 with 21 votes
by Carl Park, 4.25 with 4 votes
by Caleb Johnson, 4.2 with 5 votes
by Paul O'Connell, 4.2 with 51 votes
by Paul O'Connell, 4.11 with 54 votes
by Morten Jørgensen, 4.02 with 52 votes
by David Fryer, 4 with 15 votes
Favorite Character Options
by Romb, 5 with 8 votes
by Morten Jørgensen, 5 with 6 votes
by Morten Jørgensen, 5 with 5 votes
by Morten Jørgensen, 5 with 5 votes
by Morten Jørgensen, 5 with 3 votes
by Daniel Lane, 4.89 with 19 votes
by Daniel, 4.88 with 8 votes
by Daniel, 4.85 with 20 votes
by Michael T. Schell, 4.83 with 12 votes
by Will, 4.83 with 6 votes
All-Time Favorites
by Andrew Slice, 5 with 13 votes
by Aaron Diamond, 4.91 with 43 votes
by Daniel Lane, 4.89 with 19 votes
by Daniel, 4.85 with 20 votes
by Michael T. Schell, 4.83 with 12 votes
by Josh Stevenson, 4.81 with 27 votes
by Jefferson Jay Thacker, 4.77 with 30 votes
by Dave Couture, 4.76 with 17 votes
by Evan Krecsy, 4.76 with 37 votes
by Daniel, 4.7 with 10 votes
