Janoahn Knight

JANOAHN KNIGHT

On the bridge Tethuss, the holy warriors of Janoah live their lives in defense of a single cause-to protect the south from the pagus hordes threatening to sweep down the continent. Though some braved the waters or pushed through the mountains, most still believe the fortresses of Janoah is the easiest way to cross.

The knights on the wall, behind the buttresses, and manning the bridge, never initiate invasion. They are seldom taken from their footing. Further, their defensive stance turns into an offensive one and opponents find themselves facing a fortress of shields covered in spikes and blades.

This knight looks to his shield as his primary ally. By combining their efforts, many knights can link to form a fortress against attack. This practice began with the first assault across the bridge, where thousands of pagus ran across to attack the walls. The front line facing the hordes were ill equipped and the wall behind had yet to be completed. The phalanx held fast, with the front warriors standing guard with light shields on each arm while lines behind held onto long spears. The pagus could neither push nor break the wall and the battle was quickly won.

To date, few have ever bested a Janoahn knight in shield and sword combat. They are proud to stand on Tethuss and few ever leave the fortress. Some do though, venturing either across the bridge, or south from the city. The reasons may be his own but his shield represents his honor, so is seldom separated from it. He avoids mounted combat and prefers to be charged rather than the one charging.

Soon, an entire industry stemmed from this art form. Shields built and released from Janoah found circulation across Canam. Even a pagus was once seen using one. Only the Knights on the Bridge can wield them properly.

Hit Die: d10.

REQUIREMENTS

To qualify to become a Janoahn knight, a character must fulfill the following criteria.
Base Attack Bonus: +5
Feats: Shield Proficiency, Improved Shield Bash
Location: Must be born in Janoah or trained by one from there.

CLASS SKILLS
Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Ride (Dex), Swim (Str)

Skill Points at Each Additional Level: 2 + Int modifier.

Level Base Attack Fortitude Reflex Will Special
1 +1 +2 +0 +0 Shield Lock
2 +2 +3 +0 +0 Phalanx
3 +3 +3 +1 +1 Improved Shield Proficiency
4 +4 +4 +1 +1 Bonus Feat
5 +5 +4 +1 +1 Rooted Defense
6 +6 +5 +2 +2 Bonus Feat
7 +7 +5 +2 +2 Lockdown
8 +8 +6 +2 +2 Light Fortification, Bonus Feat
9 +9 +6 +3 +3 Shield Lock
10 +10 +7 +3 +3 Total War

CLASS FEATURES

Bonus Feat: At 4th and 8th level a Janoahn Knight gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed below.

Improved Shield Bash, Shield Slam, Shield Master, Shield Master, Shield Focus, Greater Shield Focus, Tower Shield Proficiency, Weapon Focus (shield), Greater Weapon Focus (shield), Weapon Specialization (shield), Greater Weapon Specialization (shield)

Shield Lock (Ex): At 1st level, if four or more Janoahn knights link their shields and form a wall, their front arcs receive an additional +2 to AC. At 9th level, this increases to +3. If any member of the wall is successfully overrun, sundered, or departs, forcing the wall to number less than four, the wall breaks and the bonus is lost. The wall members also receive a +4 bonus against bull rush.

Improved Shield Proficiency (Ex): The Janoahn knight ignores the armor check penalty for all shields except for tower shield. They also count a heavy shield as a light weapon.

Phalanx (Ex): The Janoahn knight, while in a maintained shield lock, may use two-handed reach melee weapons as a one handed reach weapon. This ability refers to simple and martial weapons only. They must have taken the weapon focus feat on the selected weapon to receive this bonus.

Rooted Defense (Ex): The knight at 5th level gains a +2 bonus to AC against charges. Shield spikes also do double damage when readied and used against a charging character. The knight also receives an additional +2 against Bull Rush attempts (+6 if in shield lock).

Lockdown (Ex): The knight at 7th level receives a +4 bonus against overrun and sunder attempts.

Light Fortification (Ex): At 8th level, the Janoahn knight receives Light Fortification 25%. As a result, damage from sneak attacks or from critical strikes is reduced to normal damage 25% of the time. If his armor already features Light fortification, it increases to 50%. Moderate Fortification is not improved at all.

Total War (Ex): At 10th level, The Janoahn knight in a maintained shield lock may use two-handed reach melee weapons as a one handed weapon. They threaten both adjacent foes and foes 10 feet away with said weapon. This ability refers to simple and martial weapons only.

If they instead use a standard one-handed simple or martial melee weapon in a maintained shield lock, they may apply 1.5x their strength bonus on damage. They must have taken the weapon focus feat on the selected weapon to receive this bonus.

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