© Square Enix, Final Fantasy Explorers
Sworn defenders of the weak and hardy alike; these stalwart fighters never shy away from danger!
Hit Die: D12
Starting Wealth: 5d6 × 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.
Class Skills
The knight’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge(Martial), Knowledge (Nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier
Table: Knight
| Level | Base Attack Bonus | Fort Save | Reflex Save | Will save | Class Features |
| 1 | +1 | +2 | +0 | +1 | Knightly Tactics, Defensive Stance, Defend Ally (+2), Antagonistic |
| 2 | +2 | +3 | +0 | +1 | Stubborn Footing (+1), Defensive Training, Knight Talents |
| 3 | +3 | +3 | +1 | +2 | Armor Training 1, Tactical Focus (+1) |
| 4 | +4 | +4 | +1 | +2 | Defend Ally (+3), Knight Talents, Active Bulwark |
| 5 | +5 | +4 | +1 | +2 | Armored Defense, Knighthood |
| 6 | +6/+1 | +5 | +2 | +3 | Stubborn Footing (+2), Knight Talent, Fluster |
| 7 | +7/+2 | +5 | +2 | +3 | Defend Ally (+4), Armor Training 2 |
| 8 | +8/+3 | +6 | +2 | +4 | Knight Talents, Rescue |
| 9 | +9/+4 | +6 | +3 | +4 | Tactical Focus (+2), Developed Knightly Tactics |
| 10 | +10/+5 | +7 | +3 | +5 | Defend Ally (+5), Stubborn Footing (+3), Knight Talents, Further Knighthood, Stalwart |
| 11 | +11/+6/+1 | +7 | +3 | +5 | Armor Training 3, Active Bulwark, Improved Defensive Stance |
| 12 | +12/+7/+2 | +8 | +4 | +5 | Knight Talents, Defensive Reflexes |
| 13 | +13/+8/+3 | +8 | +4 | +6 | Defend Ally (+6), Group Rescue |
| 14 | +14/+9/+4 | +9 | +4 | +6 | Stubborn Footing (+4), Knight Talents, Spell Intercept |
| 15 | +15/+10/+5 | +9 | +5 | +7 | Armor Training 4, Tactical Focus (+3), Safety Bit |
| 16 | +16/+11/+6/+1 | +10 | +5 | +7 | Defend Ally (+7), Knight Talents |
| 17 | +17/+12/+7/+2 | +10 | +5 | +7 | Steel Skin, Tireless Stance |
| 18 | +18/+13/+8/+3 | +11 | +6 | +8 | Stubborn Footing (+5), Knight Talents, Active Bulwark |
| 19 | +19/+14/+9/+4 | +11 | +6 | +8 | Defend Ally (+8), Armor Training 5, Protector's Presence |
| 20 | +20/+15/+10/+5 | +12 | +6 | +9 | Knight Talents, Fortress of Defense |
Class Features
Weapon and Armor Proficiencies
Knights are proficient in all simple and martial weapons. They are also proficient with all armor and shields.
Limit Break
At 1st level, a Knight gains the ability to use limit breaks. At the start of each day the Knight chooses Battle or Stoic as his limit break mode. In addition, if the Knight chooses Stoic they add an additional two points to their limit break gauge, if the damage taken was in place of an ally. When a knight uses a limit break, they may use a limit break from their chosen mode or the following limit break, unique to them:
Last Bastion (Ex): This limit break allows you to hunker down against even the most terrible of onslaughts. For a number of rounds equal to the number of consumed stacks, the knight becomes immune to damage from any source but becomes rooted in place, gaining the Immobilized status for the duration
Knightly Tactics (Ex)
At 1st level, the knight's training makes them familiar with armor and shields alike. However, many knights still have a preference. The knight can choose a tactic that reflects his form of knighthood. He can choose from the following tactics below. Once this choice is made, it cannot be changed:
Shield Savant: The knight gains the Shield Focus feat as a bonus feat. In addition, he may add his shield bonus as a circumstance bonus to his CMD.
Armored Guardian: The knight gains the Armor Focus feat as a bonus feat. In addition, when determining his encumbrance, he reduces the weight of worn armor by an amount equal to his knight level (To a minimum of 0).
Dynamic: The knight gains the Armored Athlete feat as a bonus feat without needing to meet the prerequisites. In addition, the knight gains Acrobatics, Escape Artist, and Stealth as class skills.
Defensive Stance (Ex)
At 1st level, the knight can enter a defensive stance, readying himself against his foe. A knight can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from spells like dwarf’s endurance, do not increase the total number of rounds that the knight can maintain a defensive stance per day. The knight can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
A knight can end his defensive stance as a free action, and is fatigued for 1 minute after a defensive stance ends. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters. A knight can’t enter a new defensive stance while fatigued or exhausted, but can otherwise enter a defensive stance multiple times per day. If a knight falls unconscious, his defensive stance immediately ends. Defensive stance does not stack with rage.
Defensive Stance has different benefits based on his Knightly Tactics.
Shield Warden: If the knight has chosen the Shield Savant tactic, he lowers the ACP of his worn shield by 1 (minimum of 0) and his shield bonus to AC increases by 1. In addition, any adjacent ally adds the knight's shield bonus to their AC, if it would be higher than their own. In addition, the knight and adjacent allies all gain a +2 bonus to reflex saves. If he is disarmed of his shield or his shield is destroyed, he and his allies lose these benefits.
Castle Wall Formation: If the knight has chosen the Armored Guardian tactic, he gains an untyped +1 bonus to AC while wearing medium or heavy armor and an amount of temporary hit points equal to his knight level * his Constitution modifier when he enters defensive stance. These temporary hit points are lost first when a character takes damage, disappears when the defensive stance ends, and are not replenished if the knight enters a defensive stance again within 1 minute of his previous defensive stance. While in a defensive stance, a knight cannot move more than half of his movement speed or his stance ends.
Eager Defender: If the knight has chosen the Dynamic Tactics, he gains a +2 bonus on Reflex saves, a +1 bonus on attack rolls, may make an additional attack of opportunity each round (Which stacks with combat reflexes) and, when using defend ally, increases his base speed by 5ft. However, if the knight's movement speed of any kind is hampered (such as with difficult terrain) he loses the benefit to Reflex saves and his additional speed.
The bonus of each benefit improves by +1 per four knight levels after first (In the case of Eager Defender, he can make an additional attack of opportunity each round and gains an additional 5ft of speed).
Antagonistic (Ex)
At 1st level, the knight knows how to grab an opponent's attention. The knight gains the Provoke feat as a bonus feat. In addition, at 5th level the knight can provoke a number of creatures equal to his Charisma modifier within 10ft of the knight. This increases to 15ft at 10th level.
Defend Ally (Ex)
At 1st level, the knight can provide allies a modicum of safety if they stick close. When an ally within your reach is subject to an attack roll, as an immediate action, you can grant them a +2 circumstance bonus to armor class. If the triggered attack would still hit, you may choose to become the new target of all effects including damage. The knight may use this ability after he learns the result of the attack roll.
Alternatively, if the target is not within reach, you may move up to half your speed as part of this ability to place the ally within your reach (this movement provokes attacks of opportunity as normal). The movement traveled is subtracted from the knight’s total movement allotted to him on his next turn. The circumstance bonus increases by +1 for every three knight levels after first (maximum +8 at 19th level).
Stubborn Footing (Ex)
At 2nd level, The knight is unwavering once he has gained his footing. The knight gains a +1 bonus to his combat maneuver defense against grapple, bull rush, and trip maneuvers. This bonus increases by +1 per four knight levels after 2nd.
Defensive Training (Ex)
Starting at 2nd level, a knight counts his total knight level as his warrior level for the purpose of qualifying for any armor or shield-related feats. If he has levels in warrior, these levels stack.
Knight Talents (Ex)
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.
(Knight Talents can be found here.)
Armor Training (Ex)
Starting at 3rd level, a knight learns to use armor to its greatest defensive potential. Whenever he is wearing armor, he increases the armor bonus by 1 and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, 15th and 19th), these bonuses increase by +1 each time, to a maximum of a +5 increase to their armor bonus and a +5 increase of the maximum Dexterity bonus allowed. In addition, a knight can also move at his normal speed while wearing medium armor. At 7th level, a knight can move at his normal speed while wearing heavy armor.
The benefits of this ability stack with Armor Focus and Improved Armor Focus feats. The benefits of this ability do not stack with Agility Training or Leather Body.
Tactical Focus (Ex)
At 3rd level, The tactics employed by the knight are further developed against singular foes. As a free action, the knight can designate one enemy creature as his focus. He gains a benefit based on his knightly tactics:
Castle Gate Maneuver: If the knight has chosen the Armored Guardian tactic, he treats his armor bonus as +1 higher against the designated creature.
Shield Block: If the knight has chosen the Shield Savant tactic, he treats his shield bonus as +1 higher against the designated creature.
Reflexive Defense: If the knight has chosen the Dynamic tactic, he gains a +1 dodge bonus to Armor Class against the designated creature so long as he is not unencumbered or under no more than a medium or light load.
The benefit of each focus increases to +2 at 9th, and +3 at 15th.
Active Bulwark (Ex)
At 4th level, the knight puts greater effort into defending others and himself. The knight increases the dodge bonus to AC while Fighting Defensively or using the total Defense Action by 1. In addition, the knight can, as a move action, provide partial cover to himself and all adjacent allies if he has a heavy or tower shield drawn (partial cover, +2 cover bonus to AC and a +1 to Reflex saves) until the beginning of his next turn. This type of cover cannot be used for Stealth checks.
At 11th level, the dodge bonus to Fighting Defensively or the Total Defense Action increases by 2 instead of 1. The knight can now provide soft cover (+4 to AC, to +2 Reflex saves) to himself or a single adjacent ally until the beginning of his next turn.
At 18th level, the bonus to fighting defensively increases by 3 instead of 2. The knight can provide soft cover to all adjacent allies or improved cover (+8 cover bonus to AC and +4 to Reflex saves, counts as having improved evasion) to himself or a single adjacent ally until the beginning of his next turn.
Armored Defense (Ex)
At 5th level, a knight gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. At 10th level and every five knight levels thereafter, this damage reduction increases by 1 (light), 2 (medium), 3 (heavy). This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction.
Knighthood (Ex)
At 5th level, the knight begins to apply his tenants of knighthood into his every day routine. Choose a form of knighthood (see below). Each knighthood provides benefits of it's own. Once this choice is made, it cannot be changed:
Knighthood of the Forge: The knight dedicated himself to a life of rigid routine as part of his knightly ways. The knight gains the Master Craftsman feat as a bonus feat without needing to meet the prerequisites. If the knight already has this feat, he may choose another item creation feat he would have qualified for at the level he gained the feat. In addition, he gains a +2 bonus on Craft or Profession checks that create or relate to weapons, armor, or shields.
Knighthood of the Wandering Guardsman: The knight has chosen a life of wandering, letting his sense of purpose guide him. The knight gains a general feat as a bonus feat. He must meet the prerequisites for this feat. In addition, the knight learns an additional language of their choosing and +2 bonus on Knowledge (Nobility), Knowledge (Local) and Survival checks.
Knighthood of the Guardian: The knight dedicated himself to protecting people, places, or things that require a capable body; ready to withstand the coming conflict. The knight gains a combat feat as a bonus feat. He must meet the prerequisites for the feat. In addition, the knight gains a +2 bonus on Diplomacy, Intimidate and Heal checks.
Fluster (Ex)
At 6th level, the knight's presence is enough to make his more magical foes wary. The knight gains Disruptive as a bonus feat. He adds his knight level to the DC to cast spells defensively.
Rescue (Ex)
At 8th level, When you use Defend Ally on an allied creature, that creature does not provoke attacks of opportunity when moving through your threatened squares. This benefit lasts until the start of your next turn.
Developed Knightly Tactics (Ex)
At 9th level, the knight's core tactics are further refined. You receive a further enhancement based on your knightly tactics.
Walking Fortress: If you chose the Armored Guardian tactic, your armour bonus to AC is doubled against critical confirmation rolls.
Shield Wall: If you chose the Shield Savant tactic, shield bonuses you have are applied against touch attacks and rays as long as you are not flat-footed against the attack.
Spirited Defender: If you chose the Dynamic tactic, attempts by you to use the Aid Another action to increase an ally's AC, or vice versa, are treated as an automatic success.
Stalwart (Ex)
At 10th level, a knight can use his mental and physical resilience to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless knight does not gain the benefit of the stalwart ability.
Further Knighthood (Ex)
At 10th level, The knight's way of life is further refined in his travels. You gain an enhancement based on the form of Knighthood you chose before.
Knighthood of the Artisan: If you chose Knighthood of the Forge, you reduce the cost of creating shields and suits of armor by a percentage equal to your knight level. (10% upon receiving this benefit).
Knighthood of the Realmbearer: If you chose Knighthood of the Wandering Guardsman, the knight adds half his knight level on checks and saves to avoid natural hazards. (such as quicksand, pits, weather effects, etc.) This does not apply to magical or artificially induced hazards until 15th level.
Knighthood of the Undaunted: If you chose Knighthood of the Guardian, the knight gains a combat feat for which he qualifies as a bonus feat. As a move action a number of times per day equal to his charisma modifier (Minimum 1), he may change this combat feat to another.
Improved Defensive Stance (Ex)
At 11th level, the defensive training of a knight is honed to accommodate more dire situations he may face. The benefits of his defensive stance are further enhanced based on his Knightly tactics that he chose before:
Castle Moat Formation: If the knight chose the Armored Guardian tactic and is in defensive stance, enemy creatures treat the squares he threatens as difficult terrain so long as the knight isn't denied his Dexterity modifier to AC.
Escutcheon: If the knight has the Shield Warden tactic and is in defensive stance, attacks of opportunity made against him or adjacent allies suffer a -2 penalty to hit so long as he has his shield drawn.
Unrelenting Defender: If the knight has the Dynamic tactic and is in defensive stance, he gains a bonus on Fortitude saves against spells or abilities that would leave him staggered, fatigued, sickened, or nauseated. This bonus is equal to half his ranks in one Strength or Dexterity related skill of his choice (once this choice is made, it cannot be changed.) This benefit does not apply against the fatigue gained from leaving defensive stance.
Defensive Reflexes (Ex)
At 12th level, the knight gains +1 additional attack of opportunity each round in an encounter while in defensive stance. In addition, when a hostile creature misses a melee attack roll aimed at an adjacent ally, that creature provokes an attack of opportunity from the knight if it is within reach. Enemy creatures only provoke 1 attack of opportunity this way each round.
Group Rescue (Ex)
At 13th level, the knight can more easily provide safe passage to those around him. Allied creatures benefitting from Active Bulwark do not provoke attacks of opportunity when moving through your threatened squares. This benefit lasts until the start of your next turn.
Spell Intercept (Ex)
At 14th level, whenever the knight or an adjacent ally is the target of a ranged touch attack or ray that originated from a spell or spell-like ability, the knight may make an attack roll as an attack of opportunity. The knight or the ally uses the higher of their touch AC or their attack roll as their effective AC against the incoming spell.
Safety Bit (Ex)
At 15th level, the knight is ever wary of threats and his allies safety. Allied creatures benefitting from Active Bulwark or who have a bonus to AC granted by the knight's class features or knight's feats, do not provoke attacks of opportunity from any circumstance (such as casting a spell, using a supernatural ability, or performing a combat maneuver) so long as they remain adjacent to the knight for the duration of the action.
Tireless Stance (Ex)
At 17th level and higher, a knight no longer becomes fatigued at the end of his defensive stance. If he enters a defensive stance again within 1 minute of ending his defensive stance, he doesn't gain the benefits of Improved Defensive Stance or Defensive Reflexes.
Steel Skin (Ex)
At 17th level, whenever the knight fights defensively or uses the total defense action, he gains the Protected condition against the next physical attack that successfully hits him before the start of his next turn. He must fight defensively or use the total defense action on subsequent turns to continue gaining this benefit, but there is otherwise no limit to how often he may use this ability.
Protector's Presence (Ex)
At 19th level, the knight's presence is an assurance of protection. His allies know their lives are in good hands. Allies within 10ft of the knight gain immunity to hostile emotion and fear effects. In addition, the knight doubles any morale bonus his allies are benefitting from so long as they are within 10ft of the knight.
Fortress of Defense (Ex)
At 20th level, a knight gains complete immunity to critical hits and precision damage while he is wearing armor. In addition, when an allied creature suffers a critical hit and is benefitting from any of the knight's class features or feats that improve AC, that critical hit has a 50% chance to instead be a normal hit.






