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

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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.
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Player's Handbook II, page 24. The knight is a tank; a heavy fighter 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.
  
== Options ==
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All Knightly Challenge CR limitations are void.
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 ====
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The Shield Block ability applies against all attackers, not just one, in line with how the [[Dodge (D&D feat)|Dodge]] feat works.
All dwarves are heavily armored, but anvils are even more so. They form the rock against which dwarves prefer to let the waves of opposing armies smash themselves. They specialize in resisting damage and magic. Non-dwarves are not forbidden from becoming anvils, but few are tempted to.
 
  
Bonus feat at second level: Iron Will.
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== 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. Note that these options are not a matter of individual choice; there must be a tradition of knights using such an option that the character can adhere to and learn from.
  
List of bonus feats for level 5, 10, and 15:
+
Some of these level 2 bonus feats have prerequisites, which must be fulfilled in order to use that option.
Armor Specialization,
 
Diehard,
 
Endurance,
 
Great Fortitude,
 
Improved Toughness,
 
Indomitable Soul,
 
Intimidating Strike,
 
Quick Draw,
 
Steadfast Determination,
 
Weapon Focus (Dwarven waraxe).
 
  
 +
[[Anvil (D&D Knight variant)|Anvil]]
 +
Dwarven super-heavy infantry.
  
==== Grenadier ====
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[[Grenadier (D&D Knight variant)|Grenadier]]
An oddball among the knight variants. Specialized in the use of grenades and grenade-like weapons, grenadiers put themselves at risk using these dangerous weapons and learn to survive their effects.
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Use grenade-like weapons and learn to survive their effects.
  
Bonus feat at second level: Grenadier.
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[[Huscarl (D&D Knight variant)|Huscarl]]
 +
Disciplined warriors in a barbarian society.
  
List of bonus feats for level 5, 10, and 15:
+
[[Praetorian (D&D Knight variant)|Praetorian]]
Diehard,
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Elite footsoldiers who know all the tricks of the trade.
Dive for Cover,
 
Endurance,
 
Far Shot,
 
Great Fortitude,
 
Iron Will,
 
Lightning Reflexes,
 
Mad Alchemist,
 
Point-Blank Shot,
 
Quick Draw.
 
  
 +
[[Sacred Band (D&D Knight variant)|Sacred Band]]
 +
Specialized in support in close order
  
==== Guard ====
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[[Silver Shield (D&D Knight variant)|Silver Shield]]
Specialized in supporting one another, guards are unusually close-knit, even for knightly units. Their code of honor is slightly different: they may use flanking, but may not use missile weapons.
+
Knights specializing in shield use.
 
 
Bonus feat at second level: Combat Reflexes.
 
 
 
List of bonus feats for level 5, 10, and 15:
 
Adaptable Flanker,
 
Diehard,
 
Endurance,
 
Great Fortitude,
 
Hindering Opportunist,
 
Iron Will,
 
Phalanx Fighting,
 
Quick Draw,
 
Stalwart Defense,
 
Vexing Flanker.
 
 
 
 
 
==== Huscarl ====
 
The personal guards of barbarian nobles, huscarls (literally "house men") live in their lord’s hall full time and act as a bodyguard. The same type of men served the emperors of Byzantium as a personal guard and elite corps, the Varangians. Here it denotes unusually disciplined warriors in a barbarian society.
 
 
 
Bonus feat at second level: Power Attack.
 
 
 
List of bonus feats for level 5, 10, and 15:
 
Cleave,
 
Cometary Collision ,
 
Diehard,
 
Endurance,
 
Great Cleave,
 
Great Fortitude,
 
Improved Bull Rush,
 
Iron Will,
 
Quick Draw,
 
Weapon Focus (Battleaxe).
 
 
 
 
 
==== Praetorian ====
 
Historically the elite guard of the Roman Empire; mainly a foot unit. As used here, it denotes a foot knight who knows all the tricks of the trade.
 
 
 
Bonus feat at second level: Combat Expertise.
 
 
 
List of bonus feats for level 5, 10, and 15:
 
Close-Quarters Fighting,
 
Diehard,
 
Endurance,
 
Great Fortitude,
 
Improved Combat Expertise,
 
Improved Feint,
 
Improved Trip,
 
Iron Will,
 
Quick Draw,
 
Tower Shield Proficiency.
 
 
 
 
 
==== Silver Shield ====
 
Historically the foot guard of Alexander the Great, it is used here to denote knights specializing in shield use.
 
 
 
Bonus feat at second level: Shield Specialization.
 
 
 
List of bonus feats for level 5, 10, and 15:
 
Agile Shield Fighter,
 
Diehard,
 
Endurance,
 
Great Fortitude,
 
Improved Shield Bash,
 
Iron Will,
 
Phalanx Fighting,
 
Shield Charge,
 
Shield Slam,
 
Shield Ward.
 
 
[[Category:D&D]]
 
[[Category:D&D]]

Latest revision as of 12:25, 24 November 2007

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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.

All Knightly Challenge CR limitations are void.

The Shield Block ability applies against all attackers, not just one, in line with how the Dodge feat works.

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. Note that these options are not a matter of individual choice; there must be a tradition of knights using such an option that the character can adhere to and learn from.

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 grenade-like 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.