The Squire is an underdeveloped knight without the formal, tactical training of their betters. Their ranks are swelled with the numbers of peasants and the everyman; However, squires make use of grit and creativity to defend their fellow man.

The Squire is an archetype of the Knight class.

Rampart (Ex)

At 1st level, a squire is loosely trained in the broad arts of defense. This limited discipline allows them to make use of a specialized maneuver: Rampart. As a swift action the Knight can enter a state of hardened resolve. The knight reduces all physical damage dealt to him by an amount equal to his Constitution modifier but reduces his movement speed by 5ft. This benefit is limited by the squire’s own knight level (Example: A level 2 Squire with +4 Constitution modifier reduces all physical damage dealt to them by 2 when using Rampart). Any penalties inflicted on the squire’s Constitution modifier (such as with ability damage) reduce the benefit of this ability by an amount equal to the penalty. A squire cannot gain the benefit of this ability if he is unaware of the source of the attack, is caught flat-footed, rendered helpless or unconscious. Rampart lasts for 3 rounds. Afterwards, the squire must wait 1d4+1 rounds in order to use this ability again.

This ability replaces Defensive Stance and Knightly Tactics.

Defensive Aspect (Ex)

At 3rd level, the squire continues to explore the tactics found in interweaving offense with defense. Whenever an ally is struck by an attack or multiple attacks that deal damage, the squire receives a +2 circumstance bonus to attack and damage rolls against the source of the attack for 1 round. The squire must have a clear line of sight to the aggressor to receive the benefit of this ability.

(Example: A Giant Scorpion lands 2 claws and a tail attack on the squire’s ally. The squire, who is aware of the threat and can clearly see it with no obstructions, receives a +2 circumstance bonus to attack and damage rolls against the Giant Scorpion. In another instance, an assassin is making ranged attacks against the squire and his allies from inside fog or behind a wall. In this case, the squire knows the dragoon was attacked but does not have a clear line of sight due to the fog or the obstruction of a wall or slit. He does not receive the benefit of this ability.)

This bonus increases by +1 at 9th and 13th level.

This ability replaces Tactical Focus.

Guard (Ex)

At 9th level, the squire uses any means to create a desperate defense for himself and allies. The Squire can use Defend Ally on an allied creature even if they are subject to an attack or effect that induces a Reflex saving throw (such as a grenade or a Firaga spell). When they do so, the squire adds half of their circumstance bonus from Defend Ally as a circumstance bonus to the squire and the ally’s Reflex saves for 1 round (rounded down). In addition, the cooldown for Rampart is reduced from 1d4+1 to 1d3 rounds.

This ability replaces Developed Knightly Tactics.

Knight of Steel (Ex)

At 11th level, the squire masters the foundational tenets of defense. While wearing a suit of armor or shield, the squire increases all damage reduction they have by an amount equal to 1/4th of his total armor or shield bonus (whichever is greater). This increase does not apply to rampart or spells that provide additional damage reduction.

This replaces Improved defensive stance.

Defensive Reflexes (Ex)

This functions as defensive reflexes, except the squire gains the benefit of this ability while under the benefit Rampart or Defensive Aspect.

This modifies Defensive Reflexes.

Mighty Wall (Ex)

At 14th level, a squire is resistant to the blows of all aggressors. Rampart can now reduce damage delivered by magical attacks, in addition to physical attack. In addition, the squire is immune to the staggered and stunned conditions while under the benefits of Rampart.

This ability replaces Spell Intercept.

Squire’s Reprieve (Ex)

At 17th level, the squire’s dogged determination to defend reaches its culmination. The Squire can add his knight level as a bonus to his Constitution score for purposes of determining how many negative hit points the squire needs to reach in order to die. While under the benefits of Rampart, Active Bulwark or Defend Ally, the squire can continue to fight and act as normal despite his negative hit point total. Performing any action that requires a standard action or greater still increases his negative hit point total by 1 but he does not fall unconscious. The squire can still expire if he reaches an amount of negative hit points equal to or greater than his Constitution score.

This ability replaces Tireless Stance.