The Knight of Dana is a sworn defender of the Republic of Xar Zanth. Dedicated to upholding the ideals of knightly chivalry, these martial warriors follow a strict code of honor much like a Constable. The Knight of Dana's code is rooted in the ideals of honesty, honor, courage, service and law. During times of war they lead Zanthian soldiers on the field of battle. During times of peace they guard senators and act as special forces for the republic. For the most part, Knights of Dana are held in high regard by the populace of Xar Zanth, and are often heralded as heroes. A Knight of Dana undergoes hard training that tests his mind as well as his martial skill, for every hundred people that squire into the order, only a handful make it to knighthood. Many Knights of Dana come from backgrounds entrenched in honor and loyalty. Constables and fighters make great knights as do cavaliers. Knights of Dana are easily identifiable by their blue tabard with white triangles sewn onto the left breast. 

Hit Die: d10 

Requirements: To qualify to be a Knight of Dana a character must fulfill all the following criteria.

Alignment: Lawful neutral or lawful good.

Base Attack Bonus: + 5

Skills: Diplomacy 4 ranks, Knowledge (Nobles & Royalty) 4 ranks, Sense Motive 4 ranks.

Feats: Iron Will, must be proficient with all martial weapons and with shields.

Special: Must be taken as a squire by a Knight of Dana. 

Class Skills: The Knight of Dana's class skills (and the key ability for each skill) are Diplomacy (Cha), Knowledge (Nobles & Royalty) (Int), Ride (Dex) and Sense Motive (Wis). 

Skill Points at Each Level: 2+ Int Modifier.

 

Knight of Dana

Level

Base Attack

Fort Save

Ref Save

Will Save

Special

+1

+1

+2

+0

+2

Squire, Duty

+2

+2

+3

+0

+3

Swordplay +1

+3

+3

+3

+1

+3

Shield Expert

+4

+4

+4

+1

+4

Swordplay +2

+5

+5

+4

+1

+4

Toughness

+6

+6

+5

+2

+5

Swordplay +3

+7

+7

+5

+2

+5

Watch and Learn

+8

+8

+6

+2

+6

Swordplay +4

+9

+9

+6

+3

+6

Lunge

+10

+10

+7

+3

+7

Knighthood, Swordplay +5

 

Squire: You start your path down the road to knighthood as a squire. As a squire you have a lord knight, whom you must train with before you can gain each level in this prestige class. As a squire you are provided with a simple blue tabard. When in the city of Dana you are provided with food, water, shelter and any gear that you would like to draw from the armory. You are also paid a salary of 20 bents (gp) per count. 

Duty: Enlistment into the order is not without duty. One day per count must be spent doing the will of Dana, or your lord knight. You must never put your own wants above the republic. Each morning you must spend an hour in silent contemplation of your last days deeds and how they relate to the path of knighthood. 

Swordplay (Ex): The longsword is the symbol of a knight, and so it is the focus of your training. Starting at 2nd level and increasing by 1 every two levels after, you may add your Swordplay modifier to all attacks, damage, weapon saves and CMD/CMB checks for disarm and sunder attempts. This is a competence bonus. You may not apply these bonuses to attacks made with your offhand. 

Shield Expert (Ex): A knight must be a master of both sword and shield. At 3rd level you gain the teamwork feat Shield Wall as a bonus feat. Shield Wall is described on page 169 of the Advanced Player Guide source book. If you already have this feat you may select a different teamwork feat that you meet the prerequisites for. 

Toughness (Ex): A knight must be tougher than the foe they face. At 5th level you gain additional hit points +1 additional hit point per hit die that you have over 3 hit die. This ability qualifies as the feat Toughness for other feats and abilities and can stack with the feat Toughness.  

Watch and Learn (Ex): A knight must learn from those they faces in combat, so as not to share their fate. At 7th Level a Knight of Dana gains the ability to study a single target within line of sight for a full round, they may do so while taking the full defensive action but cannot perform any other actions. On their next turn, and for the duration of the encounter, the Knight of Dana may add his Swordplay modifier to his armor class as a dodge bonus against the observed foe. The Knight of Dana may use this ability only once per encounter.  

Lunge (Ex): The knight learns to use their shorter weapon to their advantage. At 9th level the Knight of Dana gains Lunge as a bonus feat. This feat is outlined on page 130 of the Core rulebook. If you already have this feat you may select a different combat feat that you meet the prerequisites for. 

Knighthood: Upon reaching 10th level a Knight of Dana has learned all that he can from his lord knight. It is time for the squire to become a knight unto his own. This title is awarded at the house of commons in Dana and requires the player to spend a day in the city. During this time his name is recorded on the Monument of Valor, his tabard receives its white triangle, he may now take a squire, his salary increases to 50 bents (gp) per count. A Knighthood Day is a day of celebration for the residents of Dana. Usually the new knight's old master presents him with a gift and speaks of the squire's deeds at his knighting.