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Knight (4e Compatible) CLASS TRAITSRole: Defender.Power Source: Martial. Key Abilities: Strength, Constitution, Charisma Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; heavy shields, light shields. Weapon Proficiencies: Simple melee, military melee, 'Lance.' Bonus to Defense: +2 Fortitude. Hit Points at 1st Level: 15+ Constitution Score. Hit Points per Level Gained: 6 Healing Surges per Day: 9+ Constitution Modifier. Trained Skills: All Knights are trained in Diplomacy. From the class skills list below, choose 3 additional trained skills at 1st level. Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha). Knights are noble warriors, and whether noble by birth and trained to war, or ennobled in recognition of their valor on the battlefield, all hold their honor dear. The chivalric tradition of the Knight has it's roots in mounted combat in time of war, but adventuring Knights are equally capable on foot. KNIGHT CLASS FEATURESChivalric Combat Fighter FeatureYou can use any of the three exploits, below. (Behind the Curtain: This feature replaces the Fighter's Combat Challenge) Valiant Stand You hold your ground, taking on all comers and letting none pass At-Will * Martial, Aura Minor Action Personal Effect: You activate an aura 1 that lasts until you end it as a minor action or fall unconscious. As a Free Action, you can mark any enemy who enters this aura. While you are able to take opportunity actions, enemies in the aura must spend 1 extra movement to leave the aura voluntarily. Enemies marked by an ally are not subject to this aura. Challenge to Single Combat You call out one foe to face you or be condemned as a coward. Encounter * Martial, Charm Minor Action Close burst 10 Target: One creature in burst who can see or hear you. Effect: The target is Challenged. While challenged, the target is marked by you, and takes the -2 marked penalty on any attack against an ally of yours, even one that includes you. The Challenge overrides any marks already on the target, who cannot be marked by another until the challenge ends. The Challenge ends if the target is dropped, moves more than 10 squares away from you, or surrenders, or if you are rendered unconscious. If the target drops or surrenders, you re-gain use of this exploit. Mounted Combat You mount your trusty steed and ride into battle. Daily * Martial Move Action Personal Requirement: You must be standing, not restrained, immobilized or grabbed, and must have 4 unoccupied squares adjacent to you. Effect: You occupy 4 squares, count as a large creature, and gain +2 to your speed until you are dismounted. Dismounting voluntarily is a minor action. You are also dismounted if you are subject to one of the following, and fail a saving throw: bloodied, hit for damage while bloodied, knocked prone, restrained, grabbed, pulled, pushed, slid, or teleported. KNIGHT'S RETRIBUTION FIGHTER CLASS FEATURE You gain the following triggered powers. You may use both during the same turn, but may not use both in reaction to the same triggering action. (Behind the Curtain: the Feature replaces the Fighter's Combat Superiority) (Update: The Fighter's Combat Challenge attack can be used as an Opportunity Action instead of an Immediate Interrupt, if desired. The choice is made when the attack is triggered.) Retributive Smite Daring to disregard your challenge results in swift retribution. At-Will * Martial, Weapon Immediate Interrupt Melee 1 Trigger: An enemy subject to your Knight's Challenge attacks an ally of yours or attempts to move or shift so that it will no longer be adjacent to you. Attack: STR vs AC Hit: 1[W] + STR damage and the enemy's remaining movement or damage inflicted by the triggering attack is reduced by your CHA modifier. Miss: You gain a power bonus to your next attack and damage roll against the target equal to your CHA mod. Fury of BattleIgnoring you in battle leaves a foe open to a devastating assault. At-Will * Martial, Weapon Opportunity Action Melee 1 Trigger: An enemy provokes an opportunity attack; or an enemy marked by you makes an attack that doesn't include you or attempts to voluntarily exit a square adjacent to you. Attack: STR vs AC Hit: 1[W]+STR damage Miss: The target takes damage equal to your STR modifier. KNIGHT WEAPON TALENTYou gain a +1 bonus to melee attack rolls with 'chivalric' weapons. These include all one handed, but not off-hand, martial melee weapons, the mace (one-handed simple melee weapon), bastard sword, greatsword and Lance.The Lance is a longspear used one-handed in combination with a shield. It has all the stats of a longspear, except that it is, of course, one-handed. It cannot be used one-handed in combination with an off-hand weapon (with or without the off-hand property). Martial Poise When you use a Standard Action (not a Charge) to attack a target with a weapon, you can delay choosing which Knight attack exploit you are using until after you hit. Apply the hit line of the exploit, and any effect line that follows. (Behind the curtain: all Knight attack exploits are at-will or reliable, so they are never 'wasted' by a miss, anyway, thus requiring choice of exploit only on a hit will speed up play.). (Update: Add Martial Poise to the Martial Keyword. Any at-will or reliable martial exploit that doesn't have an attack bonus, attack penalty, or an effect line before the hit line, can be declared after the attack roll has been resolved.) KNIGHT FIGHTER AT-WILL EXPLOITSYou gain two of the following powers of your choice.Cleave Fighter Attack 1 same as PH Defend the Line Fighter Attack 1 Your attack staggers a foe, hindering its attempts to flee from you. At-Will * Martial, Weapon Standard Action Melee weapon Attack: STR vs AC Hit: 1[W]+STR damage and the target is slowed until the start of your next turn. Tide of Iron Fighter Attack 1 per PH Footwork Lure Fighter Attack 1 per PH Valiant Charge Fighter Attack 1 You charge forth boldly to come to grips with the foe as quickly as possible. At-Will * Martial, Weapon Standard Action Melee Weapon Effect: You move up to your speed+2, as per a charge, but ignore difficult terrain and gain a +2 bonus to AC against any opportunity attacks the movement provokes. Attack: STR vs AC Hit: 1[W]+STR mod damage. Effect: You push the target 1 square and shift into one of the squares he vacated. You may then use Valiant Stand as a Free Action and mark any adjacent enemies. Special: Your turn ends immediately after resolving this power. POWER STRIKE You gain the power strike power. Power Strike Fighter Attack 1 Years of training and the right opportunity combine to deliver a mighty blow. Encounter * Martial, Reliable, Weapon Standard Action Melee weapon Target: One enemy Attack: STR vs AC Hit: 2[W] + STR mod damage. Level 17: 3[W] damage. Level 27: 4[W] damage. LEVEL 1 KNIGHT FIGHTER DAILY ATTACK EXPLOIT:Comeback Strike Fighter Attack 1You fight on, pushing yourself beyond your normal limits. Daily * Martial, Reliable, Weapon Standard Action Melee or Ranged weapon Attack: STR vs AC Hit: 2[W] + STR modifier damage, and you can spend a Healing Surge. Level 15: 3 [W], and you regain additional hit points equal to 5+ your CON mod. Level 25: 4 [W], and you regain additional hit points equal to 15+ your CON mod. LEVEL 2 KNIGHT UTILITY POWER You gain one of the following powers of your choice. Fighter Utility 2 Battle Leader Your leadership experience lets you enable nearby allies to move safely through combat. Encounter * Martial Move Action Close burst 2 Prerequisite: You must have training in Diplomacy. Target: Each ally in the burst Effect: Each target can shift 1 square as a free action. Fighter Utility 2 Glowering Threat Your intimidating presence distracts your enemies as they attempt to attack your allies. Encounter * Martial Minor Action Close burst 2 Prerequisite: You must have training in Intimidate. Target: Each enemy in the burst Effect: Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you. Fighter Utility 2 Minor Resurgence Your ability to withstand hardship grants you a temporary boost in combat. Encounter * Martial Minor Action Personal Prerequisite: You must have training in Endurance. Requirement: You must be bloodied. Effect: You gain 5 temporary hit points. Level 11: 10 temporary hit points. Level 21: 15 temporary hit points. Fighter Utility 2 Push Forward Through careful timing and balanced footwork, you avoid your enemies’ attacks as you advance.Encounter * MartialMove Action PersonalPrerequisite: You must have training in Athletics.Effect: You shift up to 3 squares to a square adjacent to an enemy. LEVEL 3 EXTRA POWER STRIKEYou gain an additional use of the Power Strike encounter exploit. LEVEL 5 EXTRA COMEBACK STRIKEYou gain an additional use of the Comeback Strike daily exploit. LEVEL 6 KNIGHT UTILITY POWERYou gain one of the following powers of your choice. Fighter Utility 6Dauntless EnduranceYou easily shake off a debilitating effect that would cripple another warrior.Encounter * MartialNo Action PersonalPrerequisite: You must have training in Endurance.Trigger: You make a saving throw and dislike the result.Effect: You can reroll the saving throw but must use the second result.Fighter Utility 6Helping HandsYour stalwart presence helps fortify an ally you reach out to.Encounter * MartialMinor Action Melee 1Prerequisite: You must have training in Heal.Target: One allyEffect: The target makes a saving throw.Fighter Utility 6Knight's ChallengeYou point your weapon at your enemy. Its allies look at it expectantly, as it wavers between accepting your challenge and losing face before its friends.Encounter * MartialMinor Action Close burst 3Prerequisite: You must have training in Intimidate.Target: One enemy in the burst whose Will is equal to or lower than 12 + your levelEffect: You pull the target up to 2 squares. You cannot pull the target into hindering terrain.Fighter Utility 6Rapid AdvanceYour physical training lets you surge quickly across the battlefield.Encounter * MartialMove Action PersonalPrerequisite: You must have training in Athletics.Effect: You move a number of squares up to your speed + your Constitution modifier. LEVEL 7 EXTRA POWER STRIKEYou gain an additional use of the Power Strike encounter exploit. LEVEL 9 EXTRA COMEBACK STRIKEYou gain an additional use of the Comeback Strike daily exploit. SHIELD BLOCKYou gain the shield block power. Fighter Utility 8Shield BlockYou lunge with your shield to protect an ally from an attack.Encounter * MartialImmediate Interrupt Melee 1Requirement: You must use this power with a shield.Trigger: An attack hits or misses you or an ally adjacent to you and deals damageTarget: The character hit or missed by the triggering attackEffect: The damage dealt to the target is reduced by 1d10 + your CON modifier.Level 11: 2d10 + CON modifier.Level 21: 3d10 + CON modifier. LEVEL 10 KNIGHT UTILITY POWERNo changes LEVEL 13 KNIGHT WEAPON SPECIALIZATIONYou gain one of the benefits of your choice. Bladed StepAfter you hit with power strike using a heavy blade, you can immediately shift 1 square to a square adjacent to an enemy. You then gain combat advantage against that enemy until the end of your next turn.After you hit with a comeback strike using a heavy blade, you can move up to your speed to a square adjacent to at least one enemy. This movement does not provoke from the enemy you hit, nor from any of the enemies you end adjacent to. Until the end of your next turn, neither the enemy you hit, nor the ones you ended adjacent to can take Opportunity Actions. Bludgeoning StaffWhen you hit with power strike using a staff, you can push the target up to 2 squares and can shift 2 squares.When you use comeback strike with a staff, you can push the target up to 2 squares and knock it prone, you can then shift up to 2 squares. Pinning SpearWhen you hit with a power strike using a spear, you immobilize the target until the end of it's next turn.When you hit with a comeback strike using a spear, the target is immobilized (save ends). Staggering HammerWhen you use power strike with a hammer, the target is dazed until the start of your next turn.When you use comeback strike with a hammer, the target is dazed until the end of your next turn, and takes a -2 penalty to all attack rolls (save ends). BOLSTERING STRIDEYou gain the bolstering stride power. Fighter Utility 16Bolstering StrideYou rush to your friend’s side, ready to stand in his defense.Encounter * MartialMove Action PersonalEffect: You move up to your speed + 2 squares, ending in a square adjacent to an ally. You then gain temporary hit points equal to 2d8 + your Constitution modifier. KNIGHT'S VALORYou gain the knight’s valor power. Fighter Utility 22Knight's ValorWith a moment’s focus, you renew your vigor before unleashing a powerful assault against your foes.Encounter * Healing, MartialMinor Action PersonalRequirement: You must be bloodied.Effect: You can spend a healing surge. In addition, you gain a +2 power bonus to attack rolls and saving throws. The bonus lasts until the end of your next turn. LEVEL 23 KNIGHT WEAPON MASTERYThe following enhanced benefits replace those of the Weapon Specialization you gained at 13th level. Bladed StepWhen you hit with power strike using a heavy blade the target is weakened until the end of your next turn, and you can immediately shift 3 squares to a square adjacent to an enemy. The enemy you shift adjacent to is marked by you.When you hit with a comeback strike using a heavy blade the target is weakened (save ends), and you can move up to your speed to a square adjacent to at least one enemy. The enemies you end adjacent to are marked, and if you hit any of them before the start of your next turn, the enemies you hit are weakened (save ends). Bludgeoning StaffWhen you hit with power strike using a staff, you can slide the target up to 2 squares and can shift 2 squares.When you use comeback strike with a staff, you can slide the target up to 2 squares and knock it prone, you can then shift up to 2 squares. You gain a +2 bonus to AC and Reflex until the end of your next turn. Pinning SpearWhen you hit with a power strike using a spear, the target is restrained until the end of your next turn.When you hit with a brutal strike using a spear, the target is restrained (save ends). Staggering HammerWhen you use power strike with a hammer, the target is stunned until the start of your next turn.When you use comeback strike with a hammer, the target is stunned until the end of your next turn, then dazed (save ends). Stalwart KnightPrerequisite: KnightYour training and experience have made you strong, and the time has come to use that strength to advance your standing as a knight and a defender. Perhaps the time has come to join an order (if you have not done so already) or to establish your own. Either way, the stalwart knight stands at the forefront of every battle, a vanguard against the encroaching darkness. STALWART KNIGHT PATH FEATURESLevel 11 Improved Power Strike (11th level): You gain one more use of power strike per encounter, but you can still use it only once per turn.Stalwart Action (11th level): When you spend an action point to take an extra action, you gain resist 10 to all damage until the end of your next turn.Stalwart Assault (11th level): During your first turn in an encounter, you gain a bonus to speed and melee weapon damage rolls equal to your Constitution modifier.Level 12 Stalwart Knight Weapon Focus (12th level): You gain one of the following utility exploits of your choice. Bludgeoning CounterstrikeYou gain the bludgeoning counterstrike power.Stalwart Knight Utility 12Bludgeoning CounterstrikeAn enemy’s missed attack throws it off balance, and it pays the price when you strike back.Encounter * MartialImmediate Reaction PersonalTrigger: An enemy misses you with a melee attack while you are wielding a hammer or a mace.Effect: You gain a +2 power bonus to attack rolls you make using a hammer or a mace against the triggering enemy. The bonus lasts until the end of your next turn. Stalwart Knight Utility 12 Questing SpearAn enemy’s rush fails, and you move to intercept.Encounter * MartialImmediate Reaction PersonalTrigger: An enemy misses you and does not end it's turn adjacent to you.Effect: You shift up to your speed to a square adjacent to the triggering enemy and mark that enemy. Shielding BladeYou gain the shielding blade power.Stalwart Knight Utility 12Shielding BladeWhen you knock aside a strike, you assume a defensive position to resist your enemy’s follow-up attacks.Encounter * MartialImmediate Reaction PersonalTrigger: An enemy misses you with a melee attack while you are wielding a heavy blade.Effect: You gain a +2 power bonus to all defenses against the triggering enemy until the end of its next turn. Armor of Conviction (16th level): You gain resist 5 to all damage while you are bloodied. Level 20 Extra Comeback Strike (20th level): You gain one more use of comeback strike per encounter, but you can still use it only once per turn. Back to eConversions |
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