Article At A Glance
- Knight Class Overview: The Knight class is a heavily armored character that excels in battlefield control and protection of allies. Knights are known for their high defensive capabilities and ability to draw enemy attacks, making them ideal defenders.
- Black Rose Knight[1]: A master of intimidation, this build uses ethereal abilities and high damage output to dominate enemies.
- Death Guardian[2]: This stealthy undead knight relies on its defensive abilities to protect sacred grounds and take down intruders.
- Mongrelfolk Avenger[3]: Known for its exceptional resilience, the Mongrelfolk Avenger[3] can endure significant damage while drawing enemy focus.
- Old Many-Eyes[4]: With earth based abilities and surprise attacks, Old Many-Eyes[4] uses terrain to ambush enemies and control combat.
- Templar[5]: The Templar[5] combines martial prowess with divine resilience to withstand attacks and maintain battlefield control.

Knight Build Strengths and Weaknesses
| Build Name | Major Strength | Major Weakness |
|---|---|---|
| Black Rose Knight[1] | Exceptional Intimidation: Capable of reaching extremely high Intimidate scores, allowing control over the battlefield by causing enemies to cower and hesitate. | Fear Immunity Vulnerability: Struggles against enemies immune to fear effects, reducing its ability to control and weaken opponents effectively. |
| Death Guardian[2] | Undead Resilience: Strong immunities to various conditions and spells, making it formidable against spellcasters and clerics who rely on turning undead. | Lack of Constitution: As an undead, it lacks Constitution, limiting its ability to sustain in prolonged battles that exploit its lack of natural recovery. |
| Mongrelfolk Avenger[3] | Exceptional Defense: High AC and damage reduction make it capable of withstanding significant damage, effectively protecting allies and drawing enemy focus. | Low Dexterity and Intelligence: Reduced initiative and skill checks can make it less effective in quickly reacting or solving complex situations. |
| Old Many-Eyes[4] | Master of Ambush: Utilizes Meld into Stone and powerful attacks to surprise and overwhelm enemies, making it a fearsome ambush combatant. | Terrain Dependence: Effectiveness is limited in open fields or areas without natural cover, where ambush tactics cannot be easily employed. |
| Templar[5] | Battlefield Control: High AC, damage reduction, and abilities like Smite and Mettle allow it to draw enemy attention and maintain battlefield control, protecting allies effectively. | Limited Offense: Relies heavily on defensive tactics and support, with less focus on dealing significant damage, which can be limiting against certain enemies. |

Black Rose Knight[1]
- The Black Rose Knight[1] is a mysterious, ethereal warrior who emerges from the mist to aid those in need. This build excels in battlefield control and intimidation, using its high damage output and ethereal abilities to dominate combat.
- The Black Rose Knight[1] has an extremely high Intimidate skill. This allowing it to cower enemies with ease, giving it control over the battlefield and reducing incoming threats.
- Despite its capabilities, the Black Rose Knight[1] can struggle against enemies that are immune to fear effects. As it heavily relies on intimidation for battlefield control.
- Utilize Shadow Walk and Etherealness to traverse long distances quickly, setting up surprise attacks and ambushes against unsuspecting foes.
Death Guardian[2]
- The Death Guardian[2] is an undead knight dedicated to protecting a sacred tomb. They use stealth and resilience to defend against all intruders. This build is a stealthy tank that excels at surprise attacks and is highly resistant to turning and magical effects.
- As an undead, the Death Guardian[2] has strong immunities to a variety of conditions and spells. This making it a formidable opponent against spellcasters.
- The lack of Constitution and limited mobility may make the Death Guardian[2] vulnerable in prolonged battles. This is where the opponent can exploit its reduced maneuverability.
- Leverage Lifesense and Hide in Plain Sight to detect hidden enemies and remain undetected yourself. This turning the graveyard into your personal hunting ground.


Mongrelfolk Avenger[3]
- The Mongrelfolk Avenger[3] is a tough, resilient knight with incredible defensive capabilities. This allows them to draw enemy attention while shrugging off damage and supporting allies.
- Low Dexterity and Intelligence scores can result in weaker initiative and skill checks. This often making it challenging to react quickly or solve complex problems.
- Use the combination of Vow of Poverty and Dragonborn racial features to maximize defenses and healing abilities. This allowing you to maintain combat effectiveness for extended periods.
Old Many-Eyes[4]
- Old Many-Eyes[4] is a legendary dwarven knight with a terrifying presence, using his unique were spider abilities to launch surprise attacks and dominate the battlefield.
- This build combines physical strength with earth based abilities to create an ambush focused fighter who controls the environment to his advantage.
- The ability to meld into stone and ambush enemies with powerful attacks makes this build a master of surprise combat. Turning the battlefield into a strategic playground.
- Limited mobility and reliance on terrain may hinder effectiveness in open fields or areas without natural cover for ambush tactics.


Templar[5]
- The Templar[5] is a disciplined defender and battlefield controller who stands as a bastion against waves of foes, utilizing both martial prowess and divine resilience to hold the line.
- With high AC, damage reduction, and abilities like Smite and Mettle. Altogether the Templar[5] can endure and resist various threats while maintaining control over enemy movements.
- Limited offensive capabilities can make it challenging to deal significant damage. This meaning you will be relying more on defensive tactics and ally support to win battles.
- Leverage Goad and Test of Mettle to force enemies to focus on you. This allows your allies to attack freely while you soak up damage and maintain battlefield control.
FAQ
What makes the Knight class unique in D&D 3.5?
The Knight class is unique due to its focus on battlefield control and defense. Knights have abilities that allow them to draw enemy attacks, protect allies, and maintain a strong presence on the battlefield. With a high AC and access to defensive feats, Knights are excellent tanks that can endure prolonged combat situations.
How does the Black Rose Knight[1] leverage its Intimidate skill?
The Black Rose Knight[1] uses its exceptionally high Intimidate skill to cause enemies to cower, effectively reducing the threat level of multiple foes at once. This ability allows the Knight to control the flow of battle, forcing enemies to hesitate and potentially flee, which provides strategic advantages to the party.
What advantages does the Death Guardian[2] have as an undead Knight?
The Death Guardian[2] has several advantages, including immunity to critical hits, mind-affecting spells, and many other conditions that typically affect living creatures. This makes them resilient against spellcasters and gives it a significant edge in battles against foes that rely on turning or controlling undead.
How does the Mongrelfolk Avenger[3]’s Vow of Poverty impact gameplay?
The Vow of Poverty grants the character several benefits, including increased AC, damage resistance, and various immunities, at the cost of not using material possessions. This allows the Avenger to focus on being a formidable tank, relying on innate powers rather than equipment to maintain combat effectiveness.
What is the strategic advantage of Old Many-Eyes[4]’ ambush tactics?
Old Many-Eyes[4]’ ambush tactics allow it to use surprise to its advantage, dealing significant damage before enemies can react. By using abilities like Meld into Stone and emerging suddenly to attack, they can disrupt enemy formations and target key foes, creating opportunities for allies to exploit the chaos and gain an upper hand in battle.
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Black Rose Knight

In the realm of Fall, a land of misty valleys and untraveled forests, there are stories of a single knight. They always come with the mist, carried to those who need their help the most. In appearance, as a member of the race of the those who called out to them. Be the caller aware or not of the request for aid.
And they never outstay their welcome. These Black Rose Knights leave as soon as help is no longer needed. Departing as they arrived, swallowed once again by the heavy mists which weigh heavily on this country.
It is said that they cannot be killed, and can travel hundreds of miles in mere moments. That they are made from the very mists who follow them around, and that no sword can slay them.
The old man finished his tale by spreading petals of black roses on the heads of the children. They marveled at the idea of such an enigmatic knight whom no one truly knew. As they were hushed to their bedrooms, the inn slowly emptying, the innkeeper asked the old man.
Hidden Protector
“Are the stories about the Knights of the Black Rose true?” The old man smirked warmly and pensively at the question.
“Who knows, maybe he’s in here right now, silently protecting the sleep of these young children against the things that go bump in the night. After all, children too, unknowingly, call out to him.” He smiled at the innkeeper, who had her hands on her hips in a semi-amused pose.
“Well, if he is, I hope he also gets a good night’s sleep.“
“Aye, so do I,” the old man smirked, as he slowly stumbled to his room.
“Speaking of, how long will you be staying.“
The old man turned around, no longer an old man, but a pale young woman smiling softly. At the sight, the innkeeper lost consciousness.
The Black Rose Knight caught her before she hit the floor, laid her down softly in her bed. She then whispered with a crystalline voice, “As long as I am needed here, of course. “
Race
Changeling
Class
Knight 10/Ghostwalker 10
Ability Scores
Str 13/Dex 16/Con 13/Int 12/Wis 10/Cha 14
Skills
Intimidate 4, Move Silently 4
Flaws
Unreactive, Vulnerable
Equipment
A Rapier, a Shield, the best armor you can afford.
Goal
This build is extremely fun to roleplay, yet incredibly strong on the battlefield.
Capable of being amongst the best tanks, a higher than average damage dealer, and one of the best Intimidancers in 3.5. This is because by Level 20 you can have in the +40s in Intimidate, and can send enemies cowering each time you make a full attack action.
You are also a complete pain in the backside to deal with since you can just straight up nullify Power Attacks against you. You’re able to become Ethereal (I recommend getting a Ghost Touch weapon) and use Shadow Walk to enter the Shadow Plane. This lets you travel ridiculous distances in a matter of hours.
| Level | Class | HD | Feat | Special |
| 1 | Knight | 13 | Weapon Finesse, Power Attack, Dreadful Wrath | Fighting Challenge +1, Knight’s Challenge, Knight’s Code |
| 2 | Knight | 1d12+1 | Mounted Combattant | Shield Block +1 |
| 3 | Knight | 1d12+1 | Iron Will | Bulwark of Defense |
| 4 | Knight | 1d12+5 | – | Armor Mastery(Medium), Test of Mettle, +1 Con |
| 5 | Knight | 1d12+2 | Endurance | Vigilant Defender |
| 6 | Knight | 1d12+5 | Toughness | Shield Ally |
| 7 | Ghostwalker | 1d10+2 | – | Painful Reckoning +1, Resolute Aura, Anonymity |
| 8 | Ghostwalker | 1d10+2 | – | Painful Reckoning +2, Feign Death, +1 Dex |
| 9 | Ghostwalker | 1d10+2 | Imperious Command | Painful Reckoning +3, Superior Iron Will |
| 10 | Ghostwalker | 1d10+2 | – | Painful Reckoning +4, Etherealness 1/Day |
| 11 | Ghostwalker | 1d10+2 | – | Painful Reckoning +5, Shadow Walk |
| 12 | Ghostwalker | 1d10+2 | Dodge | Painful Reckoning +6, +1 Dex |
| 13 | Ghostwalker | 1d10+2 | – | Painful Reckoning +7, Etherealness 2/Day |
| 14 | Ghostwalker | 1d10+2 | – | Painful Reckoning +8 |
| 15 | Ghostwalker | 1d10+2 | Mobility | Painful Reckoning +9 |
| 16 | Ghostwalker | 1d10+2 | – | Painful Reckoning +10, Etherealness 3/Day, +1 Dex |
| 17 | Knight | 1d12+2 | – | Fighting Challenge +2 |
| 18 | Knight | 1d12+2 | Elusive Target | Call to Battle |
| 19 | Knight | 1d12+2 | – | Armor Mastery(Heavy) |
| 20 | Knight | 1d12+2 | Diehard | +1 Dex |
Death Guardian

As the dead knight silently pondered, he watched over this ancestral graveyard. The village outside the forest where his domain lay considered him a local legend. The type of spirit that watches over the graves and will spook you if you are disrespectful of the sepulcher.
They weren’t wrong. At first he kept the Tomb safe from greedy adventurers. He was good at it, too good.
Now, the villagers came to bury their dead and pay him respect. This, despite the fact that he no longer needed to show himself. The most excitement he would have, of course, might be watching the children who would dare each other to venture into the graveyard. Most of the time he’d simply watch, ready to make himself known if they went too far – but he was first and foremost a knight. He never would hurt these innocents.
As he sat there, a mist rolled in from the woods. A smell of roses permeated the air, an old woman who was garbed in somber armor emerged from the mist. Under her arm was a basket of bread, and he walked straight to him.
She was not unknown to him, “”Go away Knight of the Black Rose, I do not require your help to protect my Ward.”
She smiled softly, “Of course you don’t. But your heart still screamed for help. Sometimes, help isn’t a sword or a shield, but the ear of an old friend who is simply there to listen.”
Race
Human
Class
Necropolitan Knight 10/Tomb Warden 3/Lurking Terror 3/Blackguard 4
Ability Scores
Str 17/Dex 13/Con -/Int 14/Wis 10/Cha 14
Skills
Hide 8, Move Silently 8, Knowledge(Religion) 2
Equipment
A Morningstar, a Shield, an Unholy Symbol, the best armor you can afford.
Goal
You are an absolute menace to society. You can remain unseen even to of the best observers. And even if they hide masterfully, they cannot hide from you. Since see their life force as light emanations.
You are an eternal undead guardian, ready to lay down your unlife to protect a Tomb from trespassers. As you cannot be turned, even clerics and paladins will heavily struggle dealing with you.
| Level | Class | HD | Feat | Special |
| 1 | Knight | 12 | Power Attack, Darkstalker | Fighting Challenge +1, Knight’s Challenge, Knight’s Code |
| 2 | Knight | 1d12 | Mounted Combat | Shield Block +1 |
| 3 | Knight | 1d12+3 | Toughness | Bulwark of Defense |
| 4 | Knight | 1d12 | – | Armor Mastery(Mediu m), Test of Mettle, +1 Str |
| 5 | Knight | 1d12 | Iron Will | Vigilant Defender |
| 6 | Knight | 1d12 | Lifesense | Shield Ally |
| 7 | Tomb Warden | 1d12 | – | Turn Immunity |
| 8 | Tomb Warden | 1d12 | – | Tomb Sense, Str +1 |
| 9 | Tomb Warden | 1d12 | Improved Sunder | Power of the Dead |
| 10 | Lurking Terror | 1d12 | – | Deathly Power |
| 11 | Lurking Terror | 1d12 | – | Improved Darkvision |
| 12 | Lurking Terror | 1d12 | Cleave | Hide in Plain Sight |
| 13 | Blackguard | 1d12 | – | Aura of Evil, Detect Good, Poison Use |
| 14 | Blackguard | 1d12 | – | Smite Good 1/Day, Dark Blessing |
| 15 | Blackguard | 1d12 | Combat Reflexes | Command Undead, Aura of Despair |
| 16 | Blackguard | 1d12 | – | Sneak Attack +1d6 |
| 17 | Knight | 1d12 | – | Fighting Challenge +2 |
| 18 | Knight | 1d12 | Robilar’s Gambit | Call to Battle |
| 19 | Knight | 1d12 | – | Armor Mastery(Heavy) |
| 20 | Knight | 1d12 | Great Fortitude | +1 Str |
Monoclass

The group of mongrelfolks, banished from yet another village for their hideous appearance, were slowly making their way in the misty forest. One of their members, a hunchback, was having difficulties navigating the rough terrain. Unbeknownst to the group, a cohort of bandits were observing them.
They suddenly charged, weapons ready to spill blood. And they very nearly did so, but the hunchback leapt a tremendous distance and intercepted the bandit leader’s sword. His staff cleanly refuted the attack and saved the mongrelfolk beneath the blade. It was revealed here that he was a draconic man with platinum scales. His hunchback and cloak merely being a guise to hide his majestic wings.
Dressed in rags, and armed with his staff and a wooden shield, he stood strong. The bandits, however, were truly were numerous. He stood his ground, but he would need help dealing with that many.
That’s when he smelled it. A strong smell of rose.
As he was facing several bandits, the mists suddenly grew thicker. A silhouette emerged from it. Oddly, it was a mongrelfolk, wearing somber armor with a black rose insignia. The bandits couldn’t strike true for it was as if this newcomer was made from the very mists he had emerged from.
Together, they repelled the attack. As the dragonborn turned to thank his sudden helper, the man had disappeared.
Slowly, the mists rolled back in the heart of the forest.
Race
Mongrelfolk Mineral Warrior Dragonborn of Bahamut
Class
Knight 20(1 LA Buyback) Str 14/Dex 10/Con 26/Int 8/Wis 8/Cha 10
Skills
Intimidate, Diplomacy
Flaws
Shaky, Murky Eyed
Equipment
Wooden Heavy Shield, a Quarterstaff, a Club and a Sling.
Goal
You’re able to take a serious beatdown before ever needing any healing at all. Not to mention that your AC is through the roof and you can fly.
Additionally, your damage is also fairly high and you have several ways to force opponents focus solely on you.
Level Distribution
| Level | Class | HD | Feat | Special |
| 1 | Knight | 23 | Toughness, Sacred Vow, Vow of Poverty | Fighting Challenge +1, Knight’s Challenge, Knight’s Code, AC +4 |
| 2 | Knight | 1d12+8 | Mounted Combat, Nymph’s Kiss | Shield Block +1 |
| 3 | Knight | 1d12+11 | Improved Toughness | Bulwark of Defense, AC +5, Endure Elements |
| 4 | Knight | 1d12+9 | Nimbus of Light | Armor Mastery(Mediu m), Test of Mettle, Exalted Strike +1(Magical), +1 Cha |
| 5 | Knight | 1d12+9 | Endurance | Vigilant Defender, Sustenance |
| 6 | Knight | 1d12+9 | Holy Radiance, Power Attack | Shield Ally, AC +6, Deflection +1 |
| 7 | Knight | 1d12+9 | – | Fighting Challenge +2, Resistance +1, Dex +2 |
| 8 | Knight | 1d12+9 | Touch of Golden Ice | Call to Battle, Cha +1, Natural Armor +1, Mind Shielding |
| 9 | Knight | 1d12+9 | Combat Reflexes | Armor Mastery(Heavy) , AC+7 |
| 10 | Knight | 1d12+9 | Diehard, Servant of the Heavens | Exalted Strike +2(Good), DR 5/Magic |
| 11 | Knight | 1d12+9 | – | Shield Block +2, Dex +2, Cha +2 |
| 12 | Knight | 1d12+9 | Vow of Obedience, Robilar’s Gambit | Daunting Challenge, AC +8, Deflection +2, Greater Sustenance, +1 Cha |
| 13 | Knight | 1d12+9 | – | Fighting Challenge +3, Resistance +2, Energy Resistance 5 |
| 14 | Knight | 1d12+9 | Vow of Abstinence | Improved Shield Ally, Exalted Strike +3, Freedom of Movement |
| 15 | Knight | 1d12+9 | Great Fortitude, Dodge | AC +9, Dex +2, Cha +2, Str +2, DR 5/Evil |
| 16 | Knight | 1d12+9 | Sanctify Martial Strike | Bond of Loyalty, +1 Cha, Natural Armor +2 |
| 17 | Knight | 1d12+9 | – | Impetuous Endurance, Exalted Strike +4, Resistance +3, Regeneration |
| 18 | Knight | 1d12+9 | Improved Sunder, Vow of Chastity | AC +10, Deflection +3, True Seeing |
| 19 | Knight | 1d12+28 | – | Fighting Challenge +4, +2 Dex, +2 Cha, +2 Str, +2 Con, DR 10/Evil |
| 20 | Knight | 1d12+10 | Stigmata | Loyal Beyond Death, Shield Block +3, Exalted Strike +5, Energy Resistance 15 |
Old Many-Eyes

There is a legend amongst the dwarves, about a boogeyman they nicknamed Old Many-Eyes. They say he was once a Dwarven Knight of renown, but that he had become a beast. He was thus fated to haunt the tunnels and eat the young dwarflings that wouldn’t go to bed.
At least, that’s how the adults tell the stories to the children. The adults, once the kids are asleep, whispered stories of half-eaten goblin trespassers by the dozen. Even entire drow armies would chose to go around the settlement to avoid a similar fate.
He was their secret guardian, and the dwarves cherished Old Many-Eyes as one of their respected elders.
But he – himself – shared a time when he needed help. It was a year or so ago, an army of duergar rolled down the tunnel with heavy warmachines. Even he couldn’t take them all alone.
That’s when a mist formed in the tunnel, and a single young dwarven lad, smelling of roses, came to his aid.
Together they pushed back the duergars. But when it was time to thank the stranger, Old Many-Eyes found it true that there are bigger predators than him stalking the darkness. As for he had turned, there was no there…
Race
Earth Dwarf
Class
Were-Snow Spider 2/Knight 5/Dwarf Paragon 3/Stonelord 10 (2 LA Buyback)
Ability Scores
Str 20/Dex 10/Con 18/Int 8/Wis 10/Cha 6
Skills
Jump
Equipment
Dwarven Battleaxe, Heavy Steel Shield, the best armor you can afford. Consider getting Digging Claws Graft.
Goal
Okay hear me out on this one. You are literally a Trapdoor Spider. With Meld into Stone, your Giant Spider Shape who can jump utterly ridiculous distances. As a result of that you are literally a giant trapdoor spider. You pop out of the ground, smack someone a hundred feet in the air, and return your walls.
You are the monster in the walls. MUHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!
| Level | Class | HD | Feat | Special |
| 1 | Knight | 16 | Jotunbrud | Fighting Challenge +1, Knight’s Challenge, Knight’s Code |
| 2 | Snow Spider | 1d8+4 | Weapon Finesse, Spring Attack | DR 5/Silver, Entomanothropi c Immunities, Entomanothropi c Command |
| 3 | Snow Spider | 1d8+4 | Power Attack | – |
| 4 | Knight | 1d12+4 | Mounted Combat | Shield Block +1, +1 Dex |
| 5 | Knight | 1d12+4 | – | Bulwark of Defense |
| 6 | Knight | 1d12+4 | Improved Bullrush | Armor Mastery(Mediu m), Test of Mettle |
| 7 | Knight | 1d12+4 | Endurance | Vigilant Defender |
| 8 | Stonelord | 1d8+4 | – | Earth’s Blood, +1 Con |
| 9 | Stonelord | 1d8+4 | Combat Reflexes | Earth Power |
| 10 | Stonelord | 1d8+4 | – | Stone Shape |
| 11 | Stonelord | 1d8+4 | – | Summon Earth Elemental |
| 12 | Stonelord | 1d8+16 | Shock Trooper | Meld into Stone, +1 Con |
| 13 | Stonelord | 1d8+5 | – | Stoneskin |
| 14 | Stonelord | 1d8+5 | – | Stone Tell |
| 15 | Stonelord | 1d8+5 | Knockback | Earth Shadows |
| 16 | Stonelord | 1d8+5 | – | Earthquake |
| 17 | Stonelord | 1d8+5 | – | Gravity |
| 18 | Dwarf Paragon | 1d10+5 | Robilar’s Gambit | Craft Expertise |
| 19 | Dwarf Paragon | 1d10+5 | – | +30ft. Darkvision |
| 20 | Dwarf Paragon | 1d10+45 | – | +3 Con |
Templar

The Templar stood alone at the gates of the besieged monastery. These foul heretics were coming in waves trying to get past him.
He had swore an oath to stand his vigil against any trespasser to this most holy site. So he stood, wave after wave breaking on his shield.
Their evil sorcerers had tried to curse him, yet his will was unflinching. Through his unwavering faith he rebuked their dark magic.
But as steadfast as he was, he was alone. The heretics were innumerable in their camp – and he would falter eventually at this rate, which would leave bare the innocents to who-knew-what evils. No, the Order would send reinforcements in time…
In a dreamlike moment, he looked beyond the valley where those evildoers had made camp. And on the horizon stood a beautiful woman, he stared warily. She was clad in somber armor, riding a pale horse. As he blinked in disbelief, she was gone.
“No time for daydreaming,” he said to himself loudly.
That’s when he noticed. The camp in the valley was oddly quiet. The waves ceased.
He went down to investigate, it was as if the mists had devoured all the heretics. The camp was still there, but they were gone. Beyond the structures, only the strong smell of roses floated in the air, and black petals laid on the ground.
Those petals were as a soft blanket which muffled the Templar’s footsteps…
Race
Human
Class
Knight 10/Templar 10
Ability Scores
Str 16/Dex 10/Con 14/Int 10/Wis 14/Cha 14 Skills: Knowledge(Religion) 4
Equipment
A Longsword, a Heavy Steel Shield, a Holy Symbol and the best armor you can afford.
Goal
You are neither a Paladin nor a Blackguard, but you stand strongly somewhere between the two.
Loyal towards your Deity, you can shrug off effects that could end virtually anyone else. Although you can only cast a limited amount of spells, your list is surprisingly good.
Your ability to deal damage is decent, but what you really are is a battlefield controller. Between Goad, Stand Still, your Knight’s Challenges and Bulwark of Defense, you are a tank’s tank.
| Level | Class | HD | Feat | Special |
| 1 | Knight | 14 | Weapon Focus(Longswo rd), True Believer | Fighting Challenge +1, Knight’s Challenge, Knight’s Code |
| 2 | Knight | 1d12+2 | Mounted Combat | Shield Block +1 |
| 3 | Knight | 1d12+2 | Power Attack | Bulwark of Defense |
| 4 | Knight | 1d12+2 | – | Armor Mastery(Mediu m), Test of Mettle, +1 Str |
| 5 | Knight | 1d12+2 | Great Fortitude | Vigilant Defender |
| 6 | Pious Templar | 1d10+2 | Stand Still | Mettle |
| 7 | Pious Templar | 1d10+2 | – | Smite 1/Day |
| 8 | Pious Templar | 1d10+2 | Weapon Specialization(L ongsword) | DR 1/-, +1 Str |
| 9 | Pious Templar | 1d10+2 | Improved Shield Bash, Improved Initiative | – |
| 10 | Pious Templar | 1d10+2 | – | – |
| 11 | Pious Templar | 1d10+2 | – | Smite 2/Day |
| 12 | Pious Templar | 1d10+2 | Goad | DR 2/-, +1 Str |
| 13 | Pious Templar | 1d10+2 | Improved Bullrush | – |
| 14 | Pious Templar | 1d10+2 | – | – |
| 15 | Pious Templar | 1d10+2 | Shock Trooper | Smite 3/Day |
| 16 | Knight | 1d12+2 | – | Shield Ally, +1 Str |
| 17 | Knight | 1d12+2 | – | Fighting Challenge +2 |
| 18 | Knight | 1d12+2 | Endurance | Call to Battle |
| 19 | Knight | 1d12+2 | – | Armor Mastery(Heavy) |
| 20 | Knight | 1d12+2 | Diehard | +1 Str |
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