Difference between revisions of "Knight (D&D class)"

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Revision as of 08:55, 27 December 2006

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Unofficial rules compendium

Player's Handbook II, page 24. The knight is a tank; an armored warrior dedicated more to defending his friends than to maximizing his own damage.

Rules

Knights must be non-chaotic in alignment, rather than lawful.

Dwarven knights get extra bonus feat at level 4 and 9, because they already have armor mastery. Pick these from the regular list of bonus feats.

Variants

Except for the list of bonus feats, the knight is very culture-neutral. Any culture using shields and heavy armor is capable of producing knights. To facilitate cross-cultural knights, the following alternate bonus feat lists are suggested. Some of these level 2 bonus feats have prerequisites, which must be fulfilled in order to use that option.

Anvil Dwarven super-heavy infantry.

Grenadier Grenadiers put themselves at risk using dangerous weapons and learn to survive their effects.

Huscarl Disciplined warriors in a barbarian society.

Praetorian Elite footsoldiers who know all the tricks of the trade.

Sacred Band Specialized in support in close order

Silver Shield Knights specializing in shield use.