Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Character Builds & Optimization
Death Before Dishonor: A Knight's Guide (By lorduskblade)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Veep" data-source="post: 6707929" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong>Utility Powers: Stewards of Honor</strong></span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 2, Utility</strong></strong></span></p> <p style="text-align: center"><span style="font-size: 18px"><strong><strong></strong></strong></span></p><p></p><p>At this level, we have a winner in <strong>Glowering Threat</strong> and its ability to strongly discourage a group of targets from focusing on anyone other than you, though you can make an argument for <strong>Pass Forward</strong> and its sweet repositioning ability.</p><p></p><p><strong>Level 2 Utility List</strong></p><p> </p><p><strong><span style="color: #ff0000">Battle Fury Stance</span> (D 382)</strong> - Your stances already do this, only better. Not for you.</p><p></p><p><strong>Battle Leader (HotFL)</strong> - A mass shift 1 that requires Diplomacy. Not bad.</p><p></p><p><strong>Boundless Endurance (PHB)</strong> - It's a Stance, so it conflicts with your other powers, though the regeneration will be very respectable for the average Knight.</p><p></p><p><strong><span style="color: #ff0000">Close the Gap</span> (PHH 2)</strong> - Kind of hard for you to use, since you don't have a mark.</p><p></p><p><strong><span style="color: #800080">Create Opening</span> (MP)</strong> - Marking someone and allowing an ally to shift his speed is decidedly NOT worth drawing a free attack on you.</p><p></p><p><strong><span style="color: #800080">Crowd Fighting</span> (HotFL)</strong> - A bit of damage for a secondary target when an enemy misses you (requires Streetwise, which will cost you a feat). Meh.</p><p></p><p><strong><span style="color: #ff0000">Defensive Stance</span> (MP)</strong> - It's a Daily Stance that requires you to slow yourself. This is so against what you do it's not even funny.</p><p></p><p><strong><span style="color: #0000ff">Eldritch Tactics</span> (D 395)</strong> - An Eladrin-specific option. The ability to swap positions with an ally who managed to get in over his head is most certainly useful.</p><p></p><p><strong><span style="color: #800080">Forceful Drag</span> (MP 2)</strong> - You don't grab people too often by default, especially because the style is hard to reconcile with a Shield. Nah.</p><p></p><p><strong>Full Extension (MP 2)</strong> - A bit of extra reach is nice for when your mobility fails you, but it's not the strongest benefit out there.</p><p></p><p><strong>Get Over Here (PHB)</strong> - You give up your move action to allow an ally to reposition. While moving him to any other adjacent square is not much of a move, it's not a terrible power either.</p><p></p><p><strong><span style="color: #00ccff">Glowering Threat</span> (HotFL)</strong> - If you wanted to help hold down the frontline, this is your power, as it imposes a huge penalty to hit that can stack and work in tandem with a mark or your Defender aura.</p><p></p><p><strong><span style="color: #800080">Mighty Leap</span> (MP 2)</strong> - A decent jump-buffing Utility. Your Athletics check has to be fairly absurd for it to consistently beat your base speed, though, let alone beat it by enough to be worht taking..</p><p></p><p><strong>Minor Resurgence (HotFL)</strong> - A handful of THP as a minor. Not bad, but not all that awesome.</p><p></p><p><strong><span style="color: #800080">No Opening</span> (PHB)</strong> - Canceling one instance of CA against one enemy per encounter is a rather marginal benefit, even for a Utility power at a level this low.</p><p></p><p><strong><span style="color: #00ccff">Pass Forward</span> (MP) </strong>- A sweet repositioning power, it can help you effectively guarantee you will be in a flanking position, or at the very least you'll make it easy for your ally to step into one, which makes it nice to have. That said, I would be looking to take this at L6 for most Knights.</p><p></p><p><strong>Push Forward (HotFL)</strong> - A decent shift that lands you adjacent to someone. Not bad.</p><p></p><p><strong><span style="color: #0000ff">Quick Escape</span> (MP 2)</strong> - While action economy on a grab is kind of marginal, a saving throw against effects that can inconvenience you pretty badly in immobilized and restrained is pretty darned valuable. Actually a pretty decent power.</p><p></p><p><strong><span style="color: #0000ff">Shielded Sides</span> (MP)</strong> - A strong short-duration buff that's there every fight. Pretty cool.</p><p></p><p><strong>Shielding Shove (D 385)</strong> - Repositioning for an ally is nice, though you likely won't get all that much use out of the mark.</p><p></p><p><strong><span style="color: #800080">Shrewd Repositioning</span> (MP)</strong> - It burns up your Immediate Action, and only offers a marginal shift in response. While you can potentially use this to reposition or disengage from an enemy you want to leave to another, there are better powers for these purposes on this list.</p><p></p><p><strong><span style="color: #800080">Sidestep Maneuver</span> (DSCS)</strong> - You get some minor repositioning and an attack buff out of an Opportunity Action you weren't going to use anyway. I'm of the opinion it won't be triggered all that much anyway (enemies typically try to avoid you).</p><p></p><p><strong><span style="color: #0000ff">Single Out</span> (HotFL)</strong> - 2 turns of CA as a minor, no questions asked. This makes for a nice setup to charging in headfirst, and it's there for you every encounter. A rock-solid alternative.</p><p></p><p><strong><span style="color: #0000ff">Snagging Grip</span> (MP 2) </strong>- Forcing an ally to move with you if you get move away and knocking it prone if you hit the floor is pretty nice on a Knight.</p><p></p><p><strong>Sudden Sprint (HotFL)</strong> - A move equal to your Dexterity modifier as a minor action can be a useful engaging power if you devote some points to that ability score.</p><p></p><p><strong><span style="color: #800080">Unstoppable </span>(PHB)</strong> - While this power does offer a solid amount of THP, it only does so once per day, which isn't exactly mind-blowing.</p><p></p><p><strong>Who's Next? (D 379)</strong> - A decent upgrade to your move action when you drop an enemy, it can be useful despite its conditionality.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 6, Utility</strong></strong></span></p><p></p><p>Given that marking conflicts with your ability to enforce your Defender Aura, I'd have to say that <strong>Ignore Weakness</strong> takes this level, though a mass mark Utility power seems appealing for when you can't reach targets with Melee powers, though that case is admittedly less common than the one combated by the power mentioned earlier.</p><p></p><p><strong>Level 6 Utility List</strong></p><p> </p><p><strong>Agile Approach (MP)</strong> - A small shift that gets you closer to a target is pretty respectable.</p><p></p><p><strong>Battle Awareness (PHB)</strong> - A big bonus to initiative once per day. It can see use if you really, really want to go first (though you have good initiative pretty much by default).</p><p></p><p><strong><span style="color: #0000ff">Bewitching Glare</span> (D 395)</strong> - An Eladrin-specific option. The ability to inconvenience your foe at range, then yank him to you if he misses is a pretty good thing on a Knight.</p><p></p><p><strong><span style="color: #800080">Bodyguard's Stance</span> (D 382)</strong> - A Stance that helps shave off damage from an ally. The fact of the matter is that this conflicts with other Stances you have without presenting a power truly good enough to merit supplanting them.</p><p></p><p><strong><span style="color: #800080">Daring Shot</span> (PHH 1)</strong> - A mass mark messes with your ability to enforce, which is a bad thing.</p><p></p><p><strong><span style="color: #0000ff">Dauntless Endurance </span>(HotFL)</strong> - Reroll a saving throw. That's a pretty good thing to have every encounter.</p><p></p><p><strong><span style="color: #800080">Defensive Training</span> (PHB)</strong> - +2 to NADs as a Daily Stance? Meh.</p><p></p><p><strong><span style="color: #0000ff">Get Up!</span> (HotFL) </strong>- This is actually a pretty useful power, since healing an ally as a minor probably doesn't impede you in any way, and it's about as close to being a Leader as you'll get. Note that it requires you be trained in Heal.</p><p></p><p><strong>Helping Hands (HotFL)</strong> - Granting an ally a save is some OK off-Leader potential.</p><p></p><p><strong><span style="color: #00ccff">Ignore Weakness</span> (HotFL)</strong> - Now this is what I'm talking about! Shaking off an effect before it becomes relevant is pretty darned amazing if you ask me.</p><p></p><p><strong><span style="color: #ff0000">Intimidating Reminder</span> (D 385)</strong> - All it does is -2 to Fortitude while occupying your Stance slot. No.</p><p></p><p><strong><span style="color: #800080">Kirre's Roar </span>(DSCS)</strong> - Resist all equal to your Dexterity, and a mass mark with some range. This can probably see some sort of niche use somehwere.</p><p></p><p><strong><span style="color: #800080">Knight's Challenge</span> (HotFL)</strong> - Though it can help provide a decent estimate of what a creature's Will is, it's not the most powerful course of action out there by a long shot.</p><p></p><p><strong>Line Breaker (HotFL)</strong> - If you really need to punch through the enemy's line, this provides a big bonus to all defenses against OA's.</p><p></p><p><strong><span style="color: #ff0000">Line in the Sand</span> (D 379)</strong> - It sounds nice at first blush (free CA!), but the zone doesn't travel with you. That's not worth being a Daily if you ask me.</p><p></p><p><strong><span style="color: #800080">Makeshift Shield</span> (MP 2)</strong> - A bit of extra defenses if you someow manage to keep a free hand. Er... no thanks.</p><p></p><p><strong><span style="color: #0000ff">Rapid Advance</span> (HotFL)</strong> - A decent mobility booster, it can basically result in doubling your speed as early as late Heroic, and be even more from then. Good stuff.</p><p></p><p><strong><span style="color: #ff0000">Ready to Retaliate</span> (MP 2)</strong> - Mark anyone who attacks you, as a Stance. Not made with your context in mind.</p><p></p><p><strong>Rejoin the Fray (MP 2)</strong> - A shift on a heal, or stand up + shift if you were prone. That's pretty decent.</p><p></p><p><strong><span style="color: #800080">Rock Steady </span>(MP)</strong> - While it eats up your Stance slot and it is a Daily, being immune to prone keeps it from being totally useless (though it's still not recommended).</p><p></p><p><strong>Settling the Score (MP)</strong> - A solid bonus to hit all encounter long when an enemy hits you. It can see some use.</p><p></p><p><strong><span style="color: #ff0000">Strong Focus </span>(MP)</strong> - Your Wisdom will at best be average, and it's not like this power is all that useful even if your Wisdom is great. Avoid.</p><p></p><p><strong>Unbalancing Dodge (MP 2)</strong> - A pretty solid penalty to attacks and defenses on an enemy that misses you. Another power that can see good use.</p><p></p><p><strong><span style="color: #0000ff">Unbreakable</span> (PHB)</strong> - A bit of damage reduction against an incoming attack. It starts out very well, though it does tend to lose a bit more steam with increasing level.</p><p></p><p><strong>Veteran's Gambit (HotFL)</strong> - A bit of extra defenses for a turn against an enemy after he hits you. It's OK, I guess, but I would have liked to have gotten a shot to avoid the triggering attack instead.</p><p></p><p><strong><span style="color: #800080">Vigiliant Protector</span> (MP)</strong> - It's a Stance that requires you to tank AC for the benefit of your nearby allies. Meh.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 10, Utility</strong></strong></span></p><p></p><p>At this level, we have a pretty solid list of powers. My personal favorite is <strong>Clearheaded</strong> to keep you up and running at top efficiency, though there are other powers that could make an argument for a spot here.</p><p></p><p><strong>Level 10 Utility List</strong></p><p> </p><p><strong>Another Day (DSCS)</strong> - Some Immediate Action repositioning when you get hit. It can help get you somehwere advantageous, so it's all right.</p><p></p><p><strong>Arcane Instincts (D 395)</strong> - An Eladrin-specific option. Laying on some resistance to an elemental burst that just tagged the whole party is pretty solid to have.</p><p></p><p><strong><span style="color: #800080">Battlefield Healing</span> (HotFL)</strong> - Healing is awesome. Healing at the expense of your attack... not so much.</p><p></p><p><strong><span style="color: #800080">Body Shield</span> (MP 2)</strong> - Grabbing shenanigans are decidedly not what you're built to do.</p><p></p><p><strong><span style="color: #00ccff">Clearheaded</span> (HotFL)</strong> - The ability to wriggle free of these dangerous conditions before they significantly affect your turn is nothing short of amazing for you, or any character, really.</p><p></p><p><strong><span style="color: #0000ff">Defensive Advance</span> (HotFL)</strong> - The ability to engage with a bonus to defenses is very nice to have for a Knight.</p><p></p><p><strong><span style="color: #0000ff">Defensive Resurgence</span> (MP)</strong> - A healing surge as a minor is sweet, and an AC bonus is some pretty decent icing on top of it.</p><p></p><p><strong>Fearsome Threat (HotFL)</strong> - CA unless they come for you. Can be a decent way to get yourself some CA.</p><p></p><p><strong><span style="color: #0000ff">Fighter's Grit</span> (MP 2)</strong> - The ability to ignore some conditons for a while can be a good way to keep you up and running.</p><p></p><p><strong><span style="color: #ff0000">Fist of Lightning</span> (MP 2)</strong> - Don't fight unarmed.</p><p></p><p><strong><span style="color: #ff0000">Grappler's Stance</span> (MP 2)</strong> - Grabbing people isn't what you do, especially at the expense of your Stances.</p><p></p><p><strong><span style="color: #800080">Grim Presence</span> (HotFL)</strong> - Conditional targeting, and a mass push is all you get to show for it. Meh.</p><p></p><p><strong><span style="color: #0000ff">Hold Your Ground</span> (HotFL)</strong> - Negating forced movement proning is pretty darn good for what you do.</p><p></p><p><strong><span style="color: #ff0000">Hunker Down</span> (MP)</strong> - Slowing yourself = bad, especially as a Stance.</p><p></p><p><strong>Into the Fray (PHB)</strong> - A minor action move is neat for engaging purposes.</p><p></p><p><strong><span style="color: #0000ff">Iron Defiance</span> (HotFL)</strong> - Shaving off half of an attacks' damage can be pretty useful.</p><p></p><p><strong><span style="color: #ff0000">Last Ditch Evasion</span> (PHB)</strong> - Don't stun yourself. Seriously, don't.</p><p></p><p><strong><span style="color: #800080">Martial Redoubt</span> (D 382)</strong> - Granting CA to give allies cover, and compromising your Stances? Not the best deal out there.</p><p></p><p><strong><span style="color: #ff0000">Menacing Stance</span> (MP)</strong> - Marking doesn't work too well with your aura, so this doesn't work out for you.</p><p></p><p><strong><span style="color: #00ccff">Mighty Surge</span> (D 379)</strong> - A healing power with a buff is certainly sweet to have. Getting the buff every time you heal is icing on the cake.</p><p></p><p><strong><span style="color: #0000ff">Phalanx Leader</span> (PHH 2)</strong> - +2 to hit for you, +2 to AC and Reflex for an adjacent ally. Not bad.</p><p></p><p><strong>Shield Deflection (D 385)</strong> - The ability to deflect a missed attack against you toward someone else could potentially be cool.</p><p></p><p><strong>Shooter's Nemesis (MP)</strong> - Healing in response to getting hit with a ranged attack is sort of conditional, but healing outside your turn is hardly bad at all.</p><p></p><p><strong><span style="color: #800080">Stalwart Guard</span> (PHB)</strong> - Handing around a small AC bonus in exchange for your Stance slot is a bit too conditional to be a good choice if you ask me.</p><p></p><p><strong><span style="color: #ff0000">Steely Persuasion</span> (MP 2)</strong> - A minor bonus to a skill check. Nah.</p><p></p><p><strong>Strength from Pain (MP)</strong> - A hefty bonus to damage when you dip below half HP, though it doesn't stack with many of your stances. Not all that great.</p><p></p><p><strong>Temporary Relief (HotFL)</strong> - Negating ongoing damage and saving against it in, all in one fell swoop. That's pretty neat to have.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 16, Utility</strong></strong></span></p><p></p><p>This level is written rather oddly on a Knight, so you're going to have to take <strong>Bolstering Stride</strong> regardless here.</p><p></p><p><strong>Bolstering Stride (MP)</strong> - A decent engagement power, it gives you a bit of extra speed and some THP.</p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Level 22, Utility</strong></strong></span></p><p></p><p>The bad news is that your Utility power choice is locked in. The good news is that <strong>Knight's Valor</strong> was something you probably were going to end up taking anyway.</p><p></p><p><strong><span style="color: #0000ff">Knight's Valor</span> (HotFL)</strong> - Healing, and a bonus to attacks and saves as a minor? And it's available every encounter? Sure, I'll get in on that.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707929, member: 6793297"] [CENTER][SIZE=5][b]Utility Powers: Stewards of Honor[/b][/SIZE] [Size=5][b][b]Level 2, Utility [/b][/b][/size][/CENTER] At this level, we have a winner in [b]Glowering Threat[/b] and its ability to strongly discourage a group of targets from focusing on anyone other than you, though you can make an argument for [b]Pass Forward[/b] and its sweet repositioning ability. [b]Level 2 Utility List[/b] [b][COLOR=#ff0000]Battle Fury Stance[/COLOR] (D 382)[/b] - Your stances already do this, only better. Not for you. [b]Battle Leader (HotFL)[/b] - A mass shift 1 that requires Diplomacy. Not bad. [b]Boundless Endurance (PHB)[/b] - It's a Stance, so it conflicts with your other powers, though the regeneration will be very respectable for the average Knight. [b][COLOR=#ff0000]Close the Gap[/COLOR] (PHH 2)[/b] - Kind of hard for you to use, since you don't have a mark. [b][COLOR=#800080]Create Opening[/COLOR] (MP)[/b] - Marking someone and allowing an ally to shift his speed is decidedly NOT worth drawing a free attack on you. [b][COLOR=#800080]Crowd Fighting[/COLOR] (HotFL)[/b] - A bit of damage for a secondary target when an enemy misses you (requires Streetwise, which will cost you a feat). Meh. [b][COLOR=#ff0000]Defensive Stance[/COLOR] (MP)[/b] - It's a Daily Stance that requires you to slow yourself. This is so against what you do it's not even funny. [b][COLOR=#0000ff]Eldritch Tactics[/COLOR] (D 395)[/b] - An Eladrin-specific option. The ability to swap positions with an ally who managed to get in over his head is most certainly useful. [b][COLOR=#800080]Forceful Drag[/COLOR] (MP 2)[/b] - You don't grab people too often by default, especially because the style is hard to reconcile with a Shield. Nah. [b]Full Extension (MP 2)[/b] - A bit of extra reach is nice for when your mobility fails you, but it's not the strongest benefit out there. [b]Get Over Here (PHB)[/b] - You give up your move action to allow an ally to reposition. While moving him to any other adjacent square is not much of a move, it's not a terrible power either. [b][COLOR=#00ccff]Glowering Threat[/COLOR] (HotFL)[/b] - If you wanted to help hold down the frontline, this is your power, as it imposes a huge penalty to hit that can stack and work in tandem with a mark or your Defender aura. [b][COLOR=#800080]Mighty Leap[/COLOR] (MP 2)[/b] - A decent jump-buffing Utility. Your Athletics check has to be fairly absurd for it to consistently beat your base speed, though, let alone beat it by enough to be worht taking.. [b]Minor Resurgence (HotFL)[/b] - A handful of THP as a minor. Not bad, but not all that awesome. [b][COLOR=#800080]No Opening[/COLOR] (PHB)[/b] - Canceling one instance of CA against one enemy per encounter is a rather marginal benefit, even for a Utility power at a level this low. [b][COLOR=#00ccff]Pass Forward[/COLOR] (MP) [/b]- A sweet repositioning power, it can help you effectively guarantee you will be in a flanking position, or at the very least you'll make it easy for your ally to step into one, which makes it nice to have. That said, I would be looking to take this at L6 for most Knights. [b]Push Forward (HotFL)[/b] - A decent shift that lands you adjacent to someone. Not bad. [b][COLOR=#0000ff]Quick Escape[/COLOR] (MP 2)[/b] - While action economy on a grab is kind of marginal, a saving throw against effects that can inconvenience you pretty badly in immobilized and restrained is pretty darned valuable. Actually a pretty decent power. [b][COLOR=#0000ff]Shielded Sides[/COLOR] (MP)[/b] - A strong short-duration buff that's there every fight. Pretty cool. [b]Shielding Shove (D 385)[/b] - Repositioning for an ally is nice, though you likely won't get all that much use out of the mark. [b][COLOR=#800080]Shrewd Repositioning[/COLOR] (MP)[/b] - It burns up your Immediate Action, and only offers a marginal shift in response. While you can potentially use this to reposition or disengage from an enemy you want to leave to another, there are better powers for these purposes on this list. [b][COLOR=#800080]Sidestep Maneuver[/COLOR] (DSCS)[/b] - You get some minor repositioning and an attack buff out of an Opportunity Action you weren't going to use anyway. I'm of the opinion it won't be triggered all that much anyway (enemies typically try to avoid you). [b][COLOR=#0000ff]Single Out[/COLOR] (HotFL)[/b] - 2 turns of CA as a minor, no questions asked. This makes for a nice setup to charging in headfirst, and it's there for you every encounter. A rock-solid alternative. [b][COLOR=#0000ff]Snagging Grip[/COLOR] (MP 2) [/b]- Forcing an ally to move with you if you get move away and knocking it prone if you hit the floor is pretty nice on a Knight. [b]Sudden Sprint (HotFL)[/b] - A move equal to your Dexterity modifier as a minor action can be a useful engaging power if you devote some points to that ability score. [b][COLOR=#800080]Unstoppable [/COLOR](PHB)[/b] - While this power does offer a solid amount of THP, it only does so once per day, which isn't exactly mind-blowing. [b]Who's Next? (D 379)[/b] - A decent upgrade to your move action when you drop an enemy, it can be useful despite its conditionality. [CENTER][Size=5][b][b]Level 6, Utility[/b][/b][/size][/CENTER] Given that marking conflicts with your ability to enforce your Defender Aura, I'd have to say that [b]Ignore Weakness[/b] takes this level, though a mass mark Utility power seems appealing for when you can't reach targets with Melee powers, though that case is admittedly less common than the one combated by the power mentioned earlier. [b]Level 6 Utility List[/b] [b]Agile Approach (MP)[/b] - A small shift that gets you closer to a target is pretty respectable. [b]Battle Awareness (PHB)[/b] - A big bonus to initiative once per day. It can see use if you really, really want to go first (though you have good initiative pretty much by default). [b][COLOR=#0000ff]Bewitching Glare[/COLOR] (D 395)[/b] - An Eladrin-specific option. The ability to inconvenience your foe at range, then yank him to you if he misses is a pretty good thing on a Knight. [b][COLOR=#800080]Bodyguard's Stance[/COLOR] (D 382)[/b] - A Stance that helps shave off damage from an ally. The fact of the matter is that this conflicts with other Stances you have without presenting a power truly good enough to merit supplanting them. [b][COLOR=#800080]Daring Shot[/COLOR] (PHH 1)[/b] - A mass mark messes with your ability to enforce, which is a bad thing. [b][COLOR=#0000ff]Dauntless Endurance [/COLOR](HotFL)[/b] - Reroll a saving throw. That's a pretty good thing to have every encounter. [b][COLOR=#800080]Defensive Training[/COLOR] (PHB)[/b] - +2 to NADs as a Daily Stance? Meh. [b][COLOR=#0000ff]Get Up![/COLOR] (HotFL) [/b]- This is actually a pretty useful power, since healing an ally as a minor probably doesn't impede you in any way, and it's about as close to being a Leader as you'll get. Note that it requires you be trained in Heal. [b]Helping Hands (HotFL)[/b] - Granting an ally a save is some OK off-Leader potential. [b][COLOR=#00ccff]Ignore Weakness[/COLOR] (HotFL)[/b] - Now this is what I'm talking about! Shaking off an effect before it becomes relevant is pretty darned amazing if you ask me. [b][COLOR=#ff0000]Intimidating Reminder[/COLOR] (D 385)[/b] - All it does is -2 to Fortitude while occupying your Stance slot. No. [b][COLOR=#800080]Kirre's Roar [/COLOR](DSCS)[/b] - Resist all equal to your Dexterity, and a mass mark with some range. This can probably see some sort of niche use somehwere. [b][COLOR=#800080]Knight's Challenge[/COLOR] (HotFL)[/b] - Though it can help provide a decent estimate of what a creature's Will is, it's not the most powerful course of action out there by a long shot. [b]Line Breaker (HotFL)[/b] - If you really need to punch through the enemy's line, this provides a big bonus to all defenses against OA's. [b][COLOR=#ff0000]Line in the Sand[/COLOR] (D 379)[/b] - It sounds nice at first blush (free CA!), but the zone doesn't travel with you. That's not worth being a Daily if you ask me. [b][COLOR=#800080]Makeshift Shield[/COLOR] (MP 2)[/b] - A bit of extra defenses if you someow manage to keep a free hand. Er... no thanks. [b][COLOR=#0000ff]Rapid Advance[/COLOR] (HotFL)[/b] - A decent mobility booster, it can basically result in doubling your speed as early as late Heroic, and be even more from then. Good stuff. [b][COLOR=#ff0000]Ready to Retaliate[/COLOR] (MP 2)[/b] - Mark anyone who attacks you, as a Stance. Not made with your context in mind. [b]Rejoin the Fray (MP 2)[/b] - A shift on a heal, or stand up + shift if you were prone. That's pretty decent. [b][COLOR=#800080]Rock Steady [/COLOR](MP)[/b] - While it eats up your Stance slot and it is a Daily, being immune to prone keeps it from being totally useless (though it's still not recommended). [b]Settling the Score (MP)[/b] - A solid bonus to hit all encounter long when an enemy hits you. It can see some use. [b][COLOR=#ff0000]Strong Focus [/COLOR](MP)[/b] - Your Wisdom will at best be average, and it's not like this power is all that useful even if your Wisdom is great. Avoid. [b]Unbalancing Dodge (MP 2)[/b] - A pretty solid penalty to attacks and defenses on an enemy that misses you. Another power that can see good use. [b][COLOR=#0000ff]Unbreakable[/COLOR] (PHB)[/b] - A bit of damage reduction against an incoming attack. It starts out very well, though it does tend to lose a bit more steam with increasing level. [b]Veteran's Gambit (HotFL)[/b] - A bit of extra defenses for a turn against an enemy after he hits you. It's OK, I guess, but I would have liked to have gotten a shot to avoid the triggering attack instead. [b][COLOR=#800080]Vigiliant Protector[/COLOR] (MP)[/b] - It's a Stance that requires you to tank AC for the benefit of your nearby allies. Meh. [CENTER][Size=5][b][b]Level 10, Utility[/b][/b][/size][/CENTER] At this level, we have a pretty solid list of powers. My personal favorite is [b]Clearheaded[/b] to keep you up and running at top efficiency, though there are other powers that could make an argument for a spot here. [b]Level 10 Utility List[/b] [b]Another Day (DSCS)[/b] - Some Immediate Action repositioning when you get hit. It can help get you somehwere advantageous, so it's all right. [b]Arcane Instincts (D 395)[/b] - An Eladrin-specific option. Laying on some resistance to an elemental burst that just tagged the whole party is pretty solid to have. [b][COLOR=#800080]Battlefield Healing[/COLOR] (HotFL)[/b] - Healing is awesome. Healing at the expense of your attack... not so much. [b][COLOR=#800080]Body Shield[/COLOR] (MP 2)[/b] - Grabbing shenanigans are decidedly not what you're built to do. [b][COLOR=#00ccff]Clearheaded[/COLOR] (HotFL)[/b] - The ability to wriggle free of these dangerous conditions before they significantly affect your turn is nothing short of amazing for you, or any character, really. [b][COLOR=#0000ff]Defensive Advance[/COLOR] (HotFL)[/b] - The ability to engage with a bonus to defenses is very nice to have for a Knight. [b][COLOR=#0000ff]Defensive Resurgence[/COLOR] (MP)[/b] - A healing surge as a minor is sweet, and an AC bonus is some pretty decent icing on top of it. [b]Fearsome Threat (HotFL)[/b] - CA unless they come for you. Can be a decent way to get yourself some CA. [b][COLOR=#0000ff]Fighter's Grit[/COLOR] (MP 2)[/b] - The ability to ignore some conditons for a while can be a good way to keep you up and running. [b][COLOR=#ff0000]Fist of Lightning[/COLOR] (MP 2)[/b] - Don't fight unarmed. [b][COLOR=#ff0000]Grappler's Stance[/COLOR] (MP 2)[/b] - Grabbing people isn't what you do, especially at the expense of your Stances. [b][COLOR=#800080]Grim Presence[/COLOR] (HotFL)[/b] - Conditional targeting, and a mass push is all you get to show for it. Meh. [b][COLOR=#0000ff]Hold Your Ground[/COLOR] (HotFL)[/b] - Negating forced movement proning is pretty darn good for what you do. [b][COLOR=#ff0000]Hunker Down[/COLOR] (MP)[/b] - Slowing yourself = bad, especially as a Stance. [b]Into the Fray (PHB)[/b] - A minor action move is neat for engaging purposes. [b][COLOR=#0000ff]Iron Defiance[/COLOR] (HotFL)[/b] - Shaving off half of an attacks' damage can be pretty useful. [b][COLOR=#ff0000]Last Ditch Evasion[/COLOR] (PHB)[/b] - Don't stun yourself. Seriously, don't. [b][COLOR=#800080]Martial Redoubt[/COLOR] (D 382)[/b] - Granting CA to give allies cover, and compromising your Stances? Not the best deal out there. [b][COLOR=#ff0000]Menacing Stance[/COLOR] (MP)[/b] - Marking doesn't work too well with your aura, so this doesn't work out for you. [b][COLOR=#00ccff]Mighty Surge[/COLOR] (D 379)[/b] - A healing power with a buff is certainly sweet to have. Getting the buff every time you heal is icing on the cake. [b][COLOR=#0000ff]Phalanx Leader[/COLOR] (PHH 2)[/b] - +2 to hit for you, +2 to AC and Reflex for an adjacent ally. Not bad. [b]Shield Deflection (D 385)[/b] - The ability to deflect a missed attack against you toward someone else could potentially be cool. [b]Shooter's Nemesis (MP)[/b] - Healing in response to getting hit with a ranged attack is sort of conditional, but healing outside your turn is hardly bad at all. [b][COLOR=#800080]Stalwart Guard[/COLOR] (PHB)[/b] - Handing around a small AC bonus in exchange for your Stance slot is a bit too conditional to be a good choice if you ask me. [b][COLOR=#ff0000]Steely Persuasion[/COLOR] (MP 2)[/b] - A minor bonus to a skill check. Nah. [b]Strength from Pain (MP)[/b] - A hefty bonus to damage when you dip below half HP, though it doesn't stack with many of your stances. Not all that great. [b]Temporary Relief (HotFL)[/b] - Negating ongoing damage and saving against it in, all in one fell swoop. That's pretty neat to have. [CENTER][Size=5][b][b]Level 16, Utility[/b][/b][/size][/CENTER] This level is written rather oddly on a Knight, so you're going to have to take [b]Bolstering Stride[/b] regardless here. [b]Bolstering Stride (MP)[/b] - A decent engagement power, it gives you a bit of extra speed and some THP. [CENTER][Size=5][b][b]Level 22, Utility[/b][/b][/size][/CENTER] The bad news is that your Utility power choice is locked in. The good news is that [b]Knight's Valor[/b] was something you probably were going to end up taking anyway. [b][COLOR=#0000ff]Knight's Valor[/COLOR] (HotFL)[/b] - Healing, and a bonus to attacks and saves as a minor? And it's available every encounter? Sure, I'll get in on that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
Death Before Dishonor: A Knight's Guide (By lorduskblade)
Top