Ok, on to
Mounted Combat then.
As mentioned, using a ready action to set a reach weapon is the best tactic to counter a charging knight. If the weapon is one which specifies you can "set" it against a charge then the ready action deals double damage! Also, you may want to see if your GM will port in the "Stand the Line" feat from DnD which gives you an AoO when a charging opponent
enters your threatened space - that's three attacks on the charging knight!
And don't forget to power attack either, the knight is at a -2 DV penalty for charging and your pike is a two handed weapon.
Your other option is to try and turtle up. Heavy armor, big shield and full defense. Without ride-by attack the knight stops when his charge hits you, with it he will have to Overrun (trample) you to keep going but if you have a formation behind you he has a good chance of bogging down in the melee. As in the real world a knight who is surrounded in melee has lost his best offense (the charge) and is in real danger. Tough out that first onslaught without breaking and you can win.
Speaking of formations, that is another key for infantry looking to defeat a charge, pack 'em in tight. Imagine a shield-man using full defense. Behind him is an empty 5' square for him to retreat into. Behind that is a readied pikeman who threatens the two squares in front of the shield man, behind that another readied pikeman who threatens the suare in front of the shield man and the square he stands in so that when the shield man falls back the second pike man threatens the two squares in front of him again. Note the two pike men also overlap a square of threatened area. Behind that you have a reserve of men at arms to move forward once the charge bogs down. Behind that you have a support of cross/bowmen who will plink at the knights from extreme range for harrasment effect.
On a more strategic scale, if you can choose your ground or prepare your ground before the fight then you can set traps for the knights. You can also place obstacles in their way - you can't charge without a straight line to the target. Likewise you can't run or charge on very bad terrain - I don't recall the exact rule for this offhand and don't have my books at work, will look it up later.
Clovenhoof said:
If I interpret the rules correctly, even a charging rider with set lance has a right to a Ride check (if he has the Mounted Combat feat) to avoid the spear you set against his charge. So I'd still rather place a bet on the rider.
The knight can't use Mounted Combat to defend himslef, only his mount. He can however make a ride check to use his mount as cover (and gain a cover bonus to DV). If he does so and if you miss him but rolled well enough to hit if he didn't have cover, that is if you rolled over his normal DV but his cover bonus is what saved him, then the rule for soft cover appllies and your attack resolves itself against the mount. However then the knight can use Mounted Combat to save his mount. So it is all good.
Note that you can only use Mounted Combat one time per round. So with multiple attacks as discussed above the mount can still be in trouble.
However, here's a matter for discussion: do you attack the mount, or the rider?
At low levels the mount may have more HP than it's rider! However once you hit mid-to-upper level horses become
very soft targets (mounted combat notwithstanding) and most mid-level PC's can drop a horse in one full-round attack sequence. Once the knight hits the ground he looses many of his advantages as you detailed. However horses are valuable so it is up to the players how much they want to risk for the loot :wink:
You can also use a trip attack to pull the knight off of his mount. Though the rules don't say it I'd think its not too much of a stretch to use the grapple rules to unmount the knight either, just pin the knight then use the option to move your opponent after pinning him.
Do not try to trip the horse as Kragush suggested. Horses get bonuses to defend against trip for having four legs and more bonuses for being size large and that is on top of having a decent strength to begin with. Even for someone with Improved Trip trying to take down a large-sized quadrueped is a fool's errand.
Hope that helps.