Difference between revisions of "Knight (D&D class)"
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[[Grenadier (D&D Knight variant)|Grenadier]] | [[Grenadier (D&D Knight variant)|Grenadier]] | ||
− | + | Use dangerous weapons and learn to survive their effects. | |
[[Huscarl (D&D Knight variant)|Huscarl]] | [[Huscarl (D&D Knight variant)|Huscarl]] |
Revision as of 15:45, 27 December 2006
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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 Use 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.