Knight of the Scarred Shield (Dagger Guild)
Male Human Knight 6
LN Medium Humanoid
Listen -1, Spot -1
18 (+1 Breastplate, +1 Buckler
), Touch 10, Flat-footed 18
56 (6 HD)
+1 Will vs target of Fighting Challenge
Mwk Bastard Sword, one-handed +11/+6 (1d10+3) or Mwk Bastard Sword, two-handed +10/+5 (1d10+4)Ranged
Mwk Mighty Composite Longbow [+3 Str] +7/+2 (1d8+3)
Shield Ally, Shield Block
Potions of cure moderate wounds
(x2), bull's strength
, and bear's endurance
, Oil of magic weapon
Str 16, Dex 10, Con 14, Int 13, Wis 8, Cha 12
SQ Knight's Code
Exotic Weapon Proficiency (Bastard Sword), Improved Buckler Defense, Iron Will, Mounted Combat, Power Attack, Weapon Focus (Bastard Sword)
Bluff +5, Handle Animal +10, Intimidate +10, Knowledge (nobility and royalty) +2, Listen -1, Ride +11, Spot -1
combat gear plus Cloak of Resistance
, 2 pp, 5 gp.
: Gains no bonus for flanking (still grants it to others) - can choose to use the bonus, but that counts as breaking the code; never strikes a flat-footed opponent; never deals lethal damage against an unarmed foe.
Fighting Challenge +1: As a swift action, issue challenge against target with an Intelligence of 5 or greater, which has some sort of language, and a CR greater than or equal to 4. Knight then gains a +1 morale bonus on Will saves and a +1 morale bonus on attack rolls and damage rolls against the target of this ability. If the chosen foe reduces the knight to 0 or less hit points, he loses two uses of the knight's challenge ability for the day. The Fighting Challenge lasts 6 rounds.
Test of Mettle: As a swift action, shout challenge against all targets with a line of sight within 100 feet. All opponents with an Intelligence of 5 or greater, which have some sort of language, and a CR greater than or equal to 4 must make a DC Will 14 save or be forced to attack the knight with their ranged or melee attacks in preference over other available targets (including using spells, whether by targetting the knight, or including the knight in the area of effect). The opponent is not thrown into a mindless rage, and can still make attacks of opportunity as normal, and does not have to move to attack you if that would provoke attacks of opportunity and it can instead make ranged attacks. If one of the chosen foes reduce the knight to 0 or less hit points, he loses two uses of the knight's challenge ability for the day. The Fighting Challenge lasts 6 rounds. If anyone other than the knight attacks a target of this ability, it is freed from Test of Mettle.
Bonus Feats: Gained Mounted Combat at 2nd level, and Iron Will at 5th level.
Shield Block: During his action, the Knight can designate a single opponent as the target of this ability. His shield bonus against that foe increases by 1.
Bulwark of Defense: An opponent that begins its turn in the knight's threatened area treats all the squares the knight threatens as difficult terrain.
Armor Mastery (Medium): The knight suffers no speed reduction for wearing medium armor.
Vigilant Defender: If opponent attempts to use the Tumble skill to avoid an attack of opportunity from you by passing through your space or a square you threaten, the Tumble check DC increases by 6.
Shield Ally: As an immediate action, the knight can opt to absorb part of the damage dealt to an adjacent ally. Each time the ally takes damage from a physical attack before the knight's next turn, he can take half the damage on himself, the target itself takes the other half as normal. The knight can only shield physical attacks, such as physical melee attacks and ranged attacks, not from spells or other effects.
Height 6' 1;
Weight 200 lbs.;
Hair Shaved Short;
Patron Deity St. Cuthbert,