Knight
Creature 7 — human, humanoid
AnvilCrasherLANDhumanoid
Elite fighters from the lowest ranks of nobility, knights are proud champions of their court. Unlike other nobles, knights must earn their title through loyalty and strength-of-arms rather than inheritance. Ideals such as chivalry, honor, and virtue are associated with knights but not all meet such romantic standards. The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.
Source: pathfinder-npc-core
Perception +13
Languages common
Skills athletics +17, diplomacy +12, intimidation +16, society +13, Warfare Lore +15
Str
+4
Dex
+3
Con
+3
Int
+0
Wis
+2
Cha
+1
Items Bastard Sword, Spear (3), Steel Shield, Full Plate (with Livery)
AC 25 ((27 with shield raised))
Fort +14
Ref +14
Will +13
HP 110
Speed 25 feet
Offense
Melee Bastard Sword (magical, two-hand-d12) +18, Damage 1d8+10 slashing
Melee Spear +17, Damage 1d6+10 piercing
Ranged Spear (thrown-20) +17, Damage 1d6+10 piercing
Melee Gauntlet (agile, free-hand) +17, Damage 1d4+10 bludgeoning
Abilities
Knight's Courage — Any time the knight gains the Frightened condition, they reduce its value by 1.
Reactive Strike —
Shield Block — The knight can Shield Block for an adjacent ally, preventing that ally from taking damage instead of themself.
Trigger The monster has its shield raised and takes damage from a physical attack.
Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
Trigger The monster has its shield raised and takes damage from a physical attack.
Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
Intimidating Strike (emotion, fear, fighter, mental) — The knight makes a melee Strike. If it hits and deals damage, the target is Frightened 1, or Frightened 2 on a critical hit.
Rearming Advance — The knight Strides or Steps. During this movement, they can Interact to swap from wielding their bastard sword in two hands to wielding it in one hand and wielding their shield in the other, or vice versa. This Interact action doesn't trigger reactions that can be triggered by manipulate actions.
Warding Shift —
WORKS WELL WITH
SniperLANDA ranged attacker stays safely behind while this defender's Reactive Strike threatens anyone who tries to close in and silence it.
MenderLANDA healer keeps this defender's substantial hit points topped up so it can keep absorbing blows meant for allies.
WeaverLANDA caster gains breathing room to sustain spells while this defender locks down the melee approach with reach threats.
PUNISHES
✖ movement past reach✖ low Will✖ melee reliance
Avoid stacking with another Anvil; redundant front-line holding wastes action economy without adding pressure.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Knight in the encounter builder — free, no install.
Open in PathfinderGM →