Knight (D&D class): Difference between revisions
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Player's Handbook II, page 24. The knight is a tank; | 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 == | == Rules == | ||
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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. | 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. | 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 (D&D Knight variant)|Anvil]] | |||
Dwarven super-heavy infantry. | |||
[[Grenadier (D&D Knight variant)|Grenadier]] | |||
Grenadiers put themselves at risk using dangerous weapons and learn to survive their effects. | |||
[[Huscarl (D&D Knight variant)|Huscarl]] | |||
Disciplined warriors in a barbarian society. | |||
[[Praetorian (D&D Knight variant)|Praetorian]] | |||
Elite footsoldiers who know all the tricks of the trade. | |||
[[Sacred Band (D&D Knight variant)|Sacred Band]] | |||
Specialized in support in close order | |||
[[Silver Shield (D&D Knight variant)|Silver Shield]] | |||
Knights specializing in shield use. | |||
[[Category:D&D]] | [[Category:D&D]] | ||
Revision as of 08:55, 27 December 2006
This article is imported from the Hastur wiki. See the import log for details.
| Unofficial rules compendium | |
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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.
