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Death Before Dishonor: A Knight's Guide (By lorduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707933" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"> <strong>Recommended Feats: Establishing Your Honor</strong></span></p> <p style="text-align: center"><span style="font-size: 18px"><strong></strong></span></p><p></p><p>The emphasis here is on 'recommended' feats: I won't be talking about feats that are rated lower than <strong>Black</strong>, because they're likely just not a good idea for your character or an outright trap. Overall, you have certain priorities when it comes to feats, which are described as follows:</p><p></p><p><strong>1. Accuracy bonuses.</strong> Most of your ability to defend basically consists of reprisal attacks; making sure those hits land is of the utmost priority.</p><p></p><p><strong>2. Damage bonuses.</strong> The more threatening your reprisal attacks are, the more effectively you will function.</p><p></p><p><strong>3. Defense bonuses.</strong> Given your focus on Strength and Constitution for the traditional build, chances are that you will have to make shoring up your Reflex and Will a focus.</p><p></p><p><strong>4. Power recovery.</strong> As an E-class, you don't get a whole lot of limited-use resources: the ability to reuse them can be absolutely critical for you.</p><p></p><p><strong>5. Miscellaneous.</strong> After you have cover the four basics mentioned above, you're pretty much free to invest your feats where you see fit. I like to keep initiative nice and high on a Knight so I can get to a favorable position as quickly as possible.</p><p></p><p><strong>Class Feats</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Encouraging Shield</span> (D 385)</strong> - This feat can help reinforce your Will defense, which is nice.</p><p></p><p><strong><span style="color: #00ccff">Martial Cross-Training</span> (D 398)</strong> - If your Knight is Strength-based, there's little reason to not have this feat.</p><p></p><p><strong>Good Powers to take with Martial Cross-Training</strong></p><p> </p><p><strong><span style="color: #00ccff">Anvil of Doom</span> (L13, Encounter) (PHB)</strong> - A stun for Hammer users. Need I say more?</p><p></p><p><strong><span style="color: #0000ff">Bash and Pummel</span> (L13, Encounter) (MP 2)</strong> - A double-tap attack that dazes. Sounds good to me.</p><p></p><p><strong><span style="color: #00ccff">Come and Get It </span>(L7, Encounter) (PHB)</strong> - The ability to yank people into your aura and then hit them all is every bit as awesome as it sounds.</p><p></p><p><strong><span style="color: #0000ff">Cruel Reaper</span> (L27, Encounter) (PHB)</strong> - Not one, but TWO close burst attacks. That's got some merit to it.</p><p></p><p><strong>Rain of Blows (L3, Encounter) (PHB)</strong> - If you're looking to pack some extra punch, this is a fine way to do it.</p><p></p><p><strong><span style="color: #0000ff">Trip Up</span> (L7, Encounter) (MP)</strong> - This can be quite a nasty chaser effect on an attack; it provides plenty of extra damage by being an additional attack, and it can impose a status effect.</p><p></p><p><strong><span style="color: #00ccff">Warrior's Urging</span> (L23, Encounter) (PHB)</strong> - Come and Get It's big brother, and as such an excellent pick.</p><p> </p><p></p><p><strong>Martial Freedom (MP)</strong> - The ability to save out of these conditions efficiently will help you do your job.</p><p></p><p><strong><span style="color: #0000ff">Polearm Momentum</span> (MP)</strong> - If you can find a way to manufacture a push or a slide on your MBA (sadly, Hammer Hands doesn't work here), this feat will give you some major returns.</p><p></p><p><strong><span style="color: #0000ff">Savage Axe</span> (D 378)</strong> - Adds some noteworthy extra punch to an Axe user's OA's.</p><p></p><p><strong>Stout Shield (D 378)</strong> - I rather doubt that your Fortitude will need raising, but here's a feat to do it if you think otherwise.</p><p></p><p><strong><span style="color: #0000ff">Swift Spear</span> (D 378)</strong> - A way to suck your opponent in with an OA is ripe with potential on a Knight.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Deft Blade</span> (MP 2)</strong> - The ability to target Reflex instead of AC is a major perk for a Light Blade user.</p><p></p><p><strong><span style="color: #0000ff">Grit</span> (MP)</strong> - THP as a side dish to every heal you get sounds good to me.</p><p></p><p><strong><span style="color: #00ccff">Hammer Shock</span> (MP 2)</strong> - A penalty to hit on every Hammer attack is prime role reinforcement if you ask me. A great choice.</p><p></p><p><strong><span style="color: #0000ff">Hindering Shield</span> (D 385)</strong> - If you find a way to apply forced movement on your attacks, this will help you become a more flexible character by freeing up your Stance slot.</p><p></p><p><strong><span style="color: #00ccff">Impaling Spear</span> (MP 2)</strong> - The ability to take shots at your opponent's Reflex is certainly a good thing.</p><p></p><p><strong><span style="color: #00ccff">Lashing Flail</span> (MP 2)</strong> - A slide on every hit is a sweet ability for a Knight to have.</p><p></p><p><strong>Plunging Blade (D 378)</strong> - Rather conditional, but a 19-20 crit range is good stuff to have.</p><p></p><p><strong><span style="color: #0000ff">Striking Resurgence</span> (MP 2)</strong> - The ability to second wind without missing a beat on offense is one heck of a perk to have. Note that it's <span style="color: #ff0000"><strong>worthless</strong></span> to Dwarves, since it requires using second wind as a standard.</p><p></p><p><strong><span style="color: #00ccff">Ubiquitous Shield</span> (D 385)</strong> - Negate most of CA's bonuses against you, all the time, no questions asked. Sounds good to me.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Epic Recovery</span> (MP)</strong> - The ability to use second wind more than once sounds good to me, <span style="color: #00ccff"><strong>especially</strong></span> for the Dwarves in the audience.</p><p></p><p><strong><span style="color: #0000ff">Knock-Back Swing</span> (MP)</strong> - The ability to push on an OA regardless of its result is nice to have.</p><p></p><p><strong><span style="color: #00ccff">Martial Mastery</span> (MP)</strong> - You don't get many chances to use powers other than your basic attack. Getting more of them is amazingly useful to you.</p><p></p><p><strong>Martial Resolve (MP)</strong> - A nice way to help yourself out of certain conditions. If you have Martial Freedom, you're probably going to retrain it into this. This is also <span style="color: #0000ff"><strong>extra sweet</strong></span> if you can get multiple saves per turn, such as by being an Unyielding Sentinel.</p><p></p><p><strong><span style="color: #00ccff">Mobile Warrior</span> (MP)</strong> - A great feat to help a Knight move around to where he wants to be.</p><p></p><p><strong><span style="color: #ff9900">Overwhelming Impact</span> (MP 2)</strong> - ...Whoa. At-Will dazing when combined with Defend the Line is quite simply a must-have for any Hammer Knight.</p><p></p><p><strong><span style="color: #0000ff">Slashing Storm</span> (MP 2)</strong> - Autodamage all around you whenever you hit with a Melee attack. Sounds nice to me, though it depends how much Wisdom you can muster.</p><p></p><p><strong>Unstoppable Charge (MP)</strong> - If you favor charging, this feat will allow you to do it on your terms (aka without ending your turn).</p><p> </p><p></p><p><strong>General Feats</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #ff9900">Axe Expertise</span> (HotFL)</strong> - A scaling bonus to attack rolls is excellent, and the ability to give that unreliable d10 or d12 a do-over roll can work out for you as well.</p><p></p><p><strong>Blindfighting Warrior (HotFK)</strong> - Negating penalties for being unable to see is definitely something that come in handy every once in a while.</p><p></p><p><strong><span style="color: #ff9900">Bludgeon Expertise</span> (HotFL)</strong> - An awesome bonus to hit, as well as some extra forced movement as a free prize.</p><p></p><p><strong><span style="color: #0000ff">Deadly Draw</span> (PHB 3)</strong> - If you have anything to yank people to you, this will make it more awesome by giving you CA as well.</p><p></p><p><strong>Great Fortitude/Iron Will/Lightning Reflexes (PHB)</strong> - NAD-boosters that scale with tier. Nice to have if you can afford them, especially for a Defender.</p><p></p><p><strong><span style="color: #0000ff">Hammering Iron</span> (PHB 3)</strong> - A nice way to get some forced movement on your attacks, even if it just for your OA's.</p><p></p><p><strong><span style="color: #ff9900">Heavy Blade Expertise</span> (HotFL)</strong> - Great attack bonus scaling, and a bonus to OA's as some icing.</p><p></p><p><strong>Headsman's Chop (PHB 3)</strong> - This probably will require some party support, but this is a big amount of extra damage, so it's worth investing a bit to get it.</p><p></p><p><strong><span style="color: #00ccff">Improved Defenses</span> (HotFL)</strong> - A nice feat to buff all 3 of your NADs simultaneously.</p><p></p><p><strong><span style="color: #00ccff">Improved Initiative</span> (PHB)</strong> - Though you do get a feature that mimics this feat, Dexterity tends to be average at best for you, so you need all the initiative boosts you can grab.</p><p></p><p><strong><span style="color: #ff9900">Light Blade Expertise</span> (HotFL)</strong> - An amazing accuracy boost, along with some extra thump if you have CA. Nice to have.</p><p></p><p><strong><span style="color: #ff9900">Master at Arms</span> (HotFL)</strong> - An accuracy bonus with any weapon, and the ability to save an action when swapping them. Sweet.</p><p></p><p><strong><span style="color: #0000ff">Nimble Blade</span> (PHB)</strong> - Extra accuracy when you have CA is pretty handy.</p><p></p><p><strong><span style="color: #0000ff">Resilient Focus</span> (HotFL)</strong> - A no-questions-asked +2 to saving throws sounds pretty good to me.</p><p></p><p><strong><span style="color: #00ccff">Silvery Glow</span> (D 386)</strong> - While it makes you worship a specific Deity and is worthless without Permafrost, this actually provides a little extra damage over Weapon Focus, which is excellent to have.</p><p></p><p><strong><span style="color: #ff9900">Spear Expertise</span> (HotFL)</strong> - A much-appreciated accuracy boost, as well as a pinch of extra charging damage. Good to have.</p><p></p><p><strong><span style="color: #0000ff">Spring Step</span> (PHB 3) </strong>- Getting knocked prone can be annoying. This feat makes it so that at least you're not totally wasting your move action getting up, plus it helps you get up from an unexpected dirtnap with a sense of decorum.</p><p></p><p><strong><span style="color: #0000ff">Superior Fortitude</span> (HotFL)</strong> - A scaling bonus to Fortitude, and it throws in some resist all against ongoing damage as a bonus. That's pretty sweet.</p><p></p><p><strong><span style="color: #0000ff">Superior Reflexes</span> (HotFL)</strong> - Gets you free combat advantage on the first turn of every fight, as well as a scaling bonus to Reflex. A bit easier to afford for some Fighters than others, but sweet on all of them.</p><p></p><p><strong><span style="color: #0000ff">Superior Will</span> (HotFL)</strong> - A big bonus to Will, and a better chance to shake off dazing and stunning. This one if tempting even if you're patching your NADs with Improved Defenses.</p><p></p><p><strong>Swift Recovery (HotFL)</strong> - A bonus to your surge value can help keep you in more fights.</p><p></p><p><strong>Toughness (PHB)</strong> - More HP is nice to have as a Defender.</p><p></p><p><strong><span style="color: #00ccff">Vicious Advantage</span> (PHB 3)</strong> - Producing these conditions is easy as pie for you, so this is essentially free Combat Advantage, just because. Sounds good to me.</p><p></p><p><strong><span style="color: #00ccff">Weapon Focus</span> (PHB)</strong> - Putting more thump behind each attack helps make your reprisals more threatening.</p><p></p><p><strong><span style="color: #0000ff">Weapon Proficiency</span> (PHB)</strong> - Upgrading your weapon certainly doesn't hurt.</p><p></p><p><strong>Wintertouched (PHB)</strong> - Not worth much unless you have Lasting Frost, but together they give you some pretty neat benefits.</p><p></p><p><strong><span style="color: #00ccff">World Serpent's Grasp</span> (HotFK)</strong> - This combines with Defend the Line to enable you to knock any target you have already slowed down, which can greatly enhance your stickiness.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Agile Opportunist</span> (PHB 2)</strong> - It requires some party coordination, but this can be a good investment of a feat for a Fighter.</p><p></p><p><strong><span style="color: #0000ff">Armor Specialization</span> (PHB)</strong> - A nice bonus to AC.</p><p></p><p><strong><span style="color: #0000ff">Critical Targeting</span> (D 387) </strong>- A neat encounter-long bonus to damage on a crit. Pretty cool.</p><p></p><p><strong><span style="color: #0000ff">Danger Sense</span> (PHB)</strong> - Combined with Improved Initiative, this can go a long way toward assuring that you go first or close to it in a given combat, which is nice.</p><p></p><p><strong>Deadly Axe (PHB) </strong>- Probably only worth it in Epic Tier, but a healthy boost to crit damage can't be all that bad.</p><p></p><p><strong><span style="color: #0000ff">Defensive Advantage</span> (PHB)</strong> - If you can meet the pre-requisites, +2 AC is very good benefit to have.</p><p></p><p><strong><span style="color: #0000ff">Hammer Rhythm</span> (PHB)</strong> - A nice bit of miss damage for Hammer users.</p><p></p><p><strong><span style="color: #0000ff">Lasting Frost</span> (PHB)</strong> - Eternal Combat Advantage (and what amounts to +5 damage) with Wintertouched and any way to apply cold damage on your attacks (a Frost Weapon, for example). A pretty nice option.</p><p></p><p><strong>Repel Charge (PHB 3)</strong> - A nasty reprisal feat, should you ever get charged.</p><p></p><p><strong><span style="color: #00ccff">Reserve Maneuver</span> (PHB 2)</strong> - A great feat for E-classes, this gives you access to some of the best powers your class has to offer.</p><p></p><p><strong>Good Powers to take with Reserve Maneuver</strong></p><p> </p><p><strong><span style="color: #00ccff">Come and Get It</span> (L7, Encounter) (PHB)</strong> - The ability to yank people into your aura and then hit them all is every bit as awesome as it sounds.</p><p></p><p><strong><span style="color: #0000ff">Rain of Blows</span> (L3, Encounter) (PHB)</strong> - If you're looking to pack some extra punch, this is a fine way to do it.</p><p></p><p><strong><span style="color: #0000ff">Trip Up</span> (L7, Encounter) (MP)</strong> - This can be quite a nasty chaser effect on an attack; it provides plenty of extra damage by being an additional attack, and it can impose a status effect.</p><p> </p><p></p><p><strong>Spear Push (PHB)</strong> - Gives you a little more 'oomph' on your push effects for the price of a feat.</p><p></p><p><strong><span style="color: #0000ff">Unfailing Courage</span> (D 377)</strong> - Healing when you spend an AP sounds like a good deal to me.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff"></span></strong></p><p><strong><span style="color: #00ccff">Axe/Bludgeon/Flail/Heavy Blade/Light Blade/Pick/Spear Mastery</span> (PHB)</strong> - Improved criticals do a lot for you offensively, so you should be making plans to pick this up.</p><p></p><p><strong>Blind-Fight (PHB)</strong> - If invisible enemies are giving you trouble, this feat can help.</p><p></p><p><strong>Cleaving Axe (PHB 3)</strong> - If you get kills with any sort of regularity, this can be a pretty good feat for you.</p><p></p><p><strong><span style="color: #0000ff">Epic Fortitude/Reflexes/Will</span> (PHB 2)</strong> - These feats help out a lot as a Defender in making up for any holes in your defenses, so I would make the room for at least one of them.</p><p></p><p><strong><span style="color: #0000ff">Epic Resurgence </span>(PHB)</strong> - A nice power-recovery feat to get another crack at using Encounter powers.</p><p></p><p><strong>Long Step (PHB 3)</strong> - Though it's not the first thing that comes to mind when building a Fighter, extra mobility can be nice, and this can help any Fighter that has a charging focus.</p><p></p><p><strong>Rapid Regeneration (PHB 3)</strong> - If you can find ways to regenerate consistently, this feat can offer a boost for that sort of ability.</p><p></p><p><strong><span style="color: #00ccff">Superior Initiative</span> (PHB 3)</strong> - Another feat that goes a long way in ensuring you go first, and another prime retraining target for a Knight.</p><p></p><p><strong><span style="color: #0000ff">Triumphant Attack</span> (PHB)</strong> - An encounter-long debuff on a critical is excellent on a Defender. You should try and make room for this feat.</p><p> </p><p></p><p><strong>Racial Feats</strong></p><p> </p><p><strong>Dragonborn</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong>Bolstering Breath (PHR: DB)</strong> - Making your Dragon Breath ally-friendly and handing out a bonus to hit can be useful for a Knight, who spends his time in the thick of it.</p><p></p><p><strong>Dragonborn Frenzy (PHB)</strong> - +2 to damage while bloodied is pretty applicable to you.</p><p></p><p><strong><span style="color: #0000ff">Hurl Breath</span> (PHR: DB)</strong> - Makes your Dragon Breath a better combat opener.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong></strong></p><p><strong>Corrosive Breath (PHR: DB)</strong> - An AC debuff for your racial power is a sweet thing to have.</p><p></p><p><strong><span style="color: #0000ff">Draconic Arrogance</span> (MP)</strong> - Autodamage based off your main stat when you push or knock prone? That can be nice.</p><p></p><p><strong>Dragonbreath Warrior (MP) </strong>- A solid boost to your next attack for using your racial power.</p><p></p><p><strong>Frost Breath (PHR: DB)</strong> - Mass slowing on your Dragon Breath. Decent.</p><p></p><p><strong>Thundering Breath (PHR: DB)</strong> - A nice push effect, and you have dual element damage (making it harder to resist). Solid enough.</p><p></p><p><strong>Toxic Breath (PHR: DB)</strong> - Weakening one target of your racial power is solid, but its true value is setup for another feat.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Concussive Breath</span> (PHR: DB)</strong> - Mass dazing on your Dragon Breath? Sexy.</p><p></p><p><strong><span style="color: #0000ff">Dissolving Breath</span> (PHR: DB) </strong>- A penalty to all defenses from your racial power is sweet setup material.</p><p></p><p><strong>Draconic Restoration (PHR: DB)</strong> - Recovering your Dragon Breath when you spend you second wind is spiffy.</p><p></p><p><strong><span style="color: #0000ff">Draconic Triumph</span> (PHR: DB)</strong> - More Dragon Breath on a kill is decent if you invested in it enough.</p><p></p><p><strong>Dragon Warrior (MP)</strong> - Recovering your Dragon Breath when first bloodied can be solid.</p><p></p><p><strong><span style="color: #0000ff">Freezing Breath</span> (PHR: DB) </strong>- Mass IMMOBILIZE, you say? Beautiful.</p><p> </p><p></p><p><strong>Dwarf</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Dodge Giants</span> (PHB)</strong> - A bonus to AC and Reflex when you face larger opponents, which will be a lot later on.</p><p></p><p><strong><span style="color: #ff9900">Dwarven Weapon Training</span> (PHB)</strong> - Proficiency and a front-loaded damage bonus is awesome for overall utility and feat economy purposes. A must for Dwarves.</p><p></p><p><strong><span style="color: #00ccff">Resilience of Stone</span> (MP 2)</strong> - Using your second wind as an immediate interrupt goes a long way toward keeping you up on your feet.</p><p></p><p><strong><span style="color: #0000ff">Shield the Fallen</span> (FRPG)</strong> - A good feat to help protect banged-up allies.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Dwarven Durability </span>(PHB)</strong> - A sweet feat for Dwarves, this features a boosted surge value in addition to extra healing surges.</p><p></p><p><strong>Dwarven Recovery (MP 2)</strong> - A very hefty bonus to saves when you second wind. This can come in handy.</p><p></p><p><strong><span style="color: #00ccff">Stonefoot Reprisal</span> (MP)</strong> - An OA when someone attempts forced movement against you is a very useful thing to have, since that's basically the worst-case scenario for you.</p><p> </p><p></p><p><strong>Eladrin</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #ff9900">Eladrin Soldier</span> (PHB)</strong> - A great way to get the ball rolling if you favor Spears, which just happens to be one of the better weapon types for Knight.</p><p></p><p><strong>Fey Blades (MP)</strong> - A nice damage bonus for Eladrin who are dual-wielding.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong>Fey Charge (MP)</strong> - This once-feared feat is still a pretty nice charge mobility upgrade for Eladrin.</p><p> </p><p></p><p><strong>Elf</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Hawkeye Warrior</span> (MP)</strong> - A bonus to hit for using a good power is nice to have.</p><p> </p><p></p><p><strong>Genasi</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong>Earthshock Master (D 367)</strong> - A decent boost to your racial power.</p><p></p><p><strong><span style="color: #0000ff">Extra Manifestation</span> (FRPG)</strong> - If you need additional versatility on your racial power, this is where you turn.</p><p></p><p><strong>Firepulse Master (D 367)</strong> - Making Firepulse Reliable fixes its scaling issues somewhat, and extra damage on an attack is never bad.</p><p></p><p><strong>Master of Rumbling Earth (MP)</strong> - A bonus to hit helps Earthshock connect, and the damage is icing.</p><p></p><p><strong><span style="color: #00ccff">Primordial Surge</span> (D 367)</strong> - THP's for using a good racial power? I'm in.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #ff9900">Shocking Flame</span> (FRPG)</strong> - A sizable damage bonus for Fire and Stormsoul Genasi. A very good pick for any character in possession of those elemental manifestations, and it's probably the reason you picked the race in the first place.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Double Manifestation</span> (FRPG)</strong> - The best of two manifestation worlds. Sweet.</p><p> </p><p></p><p><strong>Githzerai</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Githzerai Blade Master</span> (D 378)</strong> - Gives you a healthy damage bonus with weapons you probably want to use. A pretty awesome feat for a Knight.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong>Githzerai Mobility (D 378)</strong> - A solid bonus against OA's allows you to move pretty much unimpeded.</p><p></p><p><strong><span style="color: #0000ff">Iron Hands </span>(PHB 3)</strong> - Extra damage for using your racial power? Sure.</p><p></p><p><strong><span style="color: #0000ff">Tempered Iron Mind</span> (D 378)</strong> - Being able to trigger this regardless of the attack's result allows you to get the attendant bonuses when you need them is nice.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong>Adamantine Body (PHB 3)</strong> - More defense on your racial power is pretty solid.</p><p> </p><p></p><p><strong>Goliath</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong>Markings of the Blessed (PHB 2)</strong> - A rerolled save once per encounter can be solid.</p><p></p><p><strong><span style="color: #0000ff">Markings of the Victor</span> (PHB 2)</strong> - Rerolling your entry attack sounds like a good deal.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Avalanche Reaver</span> (MP 2)</strong> - Having a push on every charge you make can be made useful.</p><p></p><p><strong><span style="color: #0000ff">Unyielding Stone</span> (PHB 2)</strong> - THP's and resist all is a good combination to have.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Ancient Stone</span> (PHB 2)</strong> - A follow-up turn of resistance is very good to have.</p><p> </p><p></p><p><strong>Half-Elf</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Adept Dilettante</span> (D 385)</strong> - If the power you like doesn't key off the ability score you want, translate it to one that is more palatable to you (probably Constitution or Charisma).</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #ff9900">Versatile Master</span> (PHB 2)</strong> - Turn your change-of-pace ability into a legitimate round-by-round option, which can be a fantastic upgrade for a Knight thanks to his basic attack dependency.</p><p> </p><p></p><p><strong>Half-Orc</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Anger Unleashed</span> (PHB 2)</strong> - A hefty attack bonus when you get bloodied can be nice to have.</p><p></p><p><strong>Savage Assault (PHB 2)</strong> - A debuff on your racial power is a decent boost.</p><p></p><p><strong><span style="color: #0000ff">Thirst for Battle</span> (PHB 2)</strong> - A nice alternative to Improved Initiative. You're still gonna want to retrain this into Superior Initiative, though.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Strength from Pain</span> (PHB 2)</strong> - A sizable damage bonus when you get beat up.</p><p></p><p><strong>Unrelenting Assault (PHB 2)</strong> - Having some damage on a miss as a consolation prize is solid.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Ferocious Critical</span> (PHB 2)</strong> - A very healthy bonus to hit and damage when you score a critical. A very good feat overall, but kind of hard to get unless you make multiple attack rolls.</p><p> </p><p></p><p><strong>Halfling</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Lost in the Crowd</span> (PHB)</strong> - An AC bonus for attracting attention? Sure.</p><p></p><p><strong><span style="color: #00ccff">Nimble Dodge </span>(MP 2)</strong> - A huge power upgrade for your racial ability.</p><p></p><p><strong>Rigged Chance (D 381) </strong>- It's nice to get a do-over should your racial power fail to keep you from getting hit.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Underfoot</span> (PHB)</strong> - Moving about between your enemy's spaces is pretty neat to have.</p><p> </p><p></p><p><strong>Human</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff"></span>Action Surge (PHB)</strong> - A bonus to attacks when you blow an AP, which is cool.</p><p></p><p><strong><span style="color: #0000ff">Stubborn Survivor </span>(FRPG)</strong> - A bonus to saves when you're out of AP's. Pretty nice.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Action Recovery </span>(PHB)</strong> - A nice feat to clean yourselves out of bad status effects.</p><p></p><p><strong><span style="color: #00ccff">Persistent Threat</span> (D 383) </strong>- Allows you to still threaten an area while suffering from a condition that would otherwise prevent that from happening.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Timely Revival </span>(MP)</strong> - A good way to keep yourself up and running, and making your second wind easier to use.</p><p> </p><p></p><p><strong>Minotaur</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Bloodied Ferocity</span> (PHB 3)</strong> - A free attack when you get bloodied? Heck yes.</p><p></p><p><strong><span style="color: #0000ff">Opportunity Gore</span> (D 369)</strong> - While Goring Charge isn't quite as good as normal OA as far as raw numbers are concerned, knocking prone on an OA is good to have.</p><p></p><p><strong>Vigilant Recovery (D 385)</strong> - Not allowing someone you whacked to benefit from CA is pretty cool, especially after a burst like Come and Get It, which tends to leave you in compromising positions.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong>Beast Within (PHB 3)</strong> - A nice bonus to hit and damage while bloodied.</p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Uncanny Scent</span> (PHB 3)</strong> - Straight-up better than Blind-Fight for you, so it's a fairly good pickup.</p><p> </p><p></p><p><strong>Shifter</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Sturdy Shifter</span> (EPG)</strong> - Some nice THP when you shift. Sweet.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Beasthide Shifting</span> (PHB 2)</strong> - A neat bit of resistance while you're shifting.</p><p></p><p><strong>Cliffwalk Shifting (PHB 2)</strong> - A decent movement utility on your shifting power.</p><p> </p><p></p><p><strong>Tiefling</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #0000ff">Hellfire Blood</span> (PHB)</strong> - A nice bonus to hit for favoring fire.</p><p></p><p><strong><span style="color: #00ccff">Imperious Majesty</span> (D 381)</strong> - A big initiative bump if you focus on Charisma, and a prohibitive disincentive against anyone not focusing on you early.</p><p></p><p><strong>Tail Slide (PHR: TF)</strong> - A decent way to move allies about while you move.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Hellfire of Mephistopheles </strong></span><strong>(PHR: TF) </strong>- Your bread-and-butter strategy is fire, so having a way to punch through resistance is certainly a smart idea.</p><p></p><p><strong><span style="color: #00ccff">Secrets of Belial</span> (PHR: TF)</strong> - Swapping out for any Utility power you want is great (I recommend Eagle's Splendor for an all-day +1 to hit, just because).</p><p></p><p></p><p><span style="font-size: 12px"><strong><strong>Epic Tier:</strong></strong></span></p><p></p><p><strong>Renewed Wrath (PHR: TF)</strong> - Getting to reuse your racial power is pretty solid.</p><p> </p><p></p><p><strong>Warforged</strong></p><p> </p><p></p><p><span style="font-size: 12px"><strong><strong>Heroic Tier:</strong></strong></span></p><p></p><p><strong><span style="color: #00ccff">Warforged Tactics</span> (EPG)</strong> - A very nice bonus to hit when you have an ally cooperating with you.</p><p></p><p><span style="font-size: 12px"><strong><strong>Paragon Tier:</strong></strong></span></p><p></p><p><strong>Improved Immutability (EPG)</strong> - While swapping out a Utility power for it hurts, flat-out ending a save effect as an Immediate Action once per day is not something to be taken lightly.</p><p> </p><p> </p><p></p><p><strong>Dragonmark Feats (EPG)</strong></p><p> </p><p>Dragonmark feats are different from other Heroic Tier feats in that you: (a) can only have one of them at a time, and (b) they usually come with an associated race, which I will be noting. Note that the feat doesn't actually force you to be of that race, so if your DM agrees, you can take this feat while being a member of another race.</p><p></p><p><strong><span style="color: #00ccff">Mark of Storm</span> (Half-Elf)</strong> - If you're willing to meet the lightning power requisites, the ability to slide on every attack can come in very handy for a Knight, and the Paragon Path is good stuff for you as well.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707933, member: 6793297"] [CENTER][SIZE=5] [b]Recommended Feats: Establishing Your Honor [/b][/SIZE][/CENTER] The emphasis here is on 'recommended' feats: I won't be talking about feats that are rated lower than [b]Black[/b], because they're likely just not a good idea for your character or an outright trap. Overall, you have certain priorities when it comes to feats, which are described as follows: [b]1. Accuracy bonuses.[/b] Most of your ability to defend basically consists of reprisal attacks; making sure those hits land is of the utmost priority. [b]2. Damage bonuses.[/b] The more threatening your reprisal attacks are, the more effectively you will function. [b]3. Defense bonuses.[/b] Given your focus on Strength and Constitution for the traditional build, chances are that you will have to make shoring up your Reflex and Will a focus. [b]4. Power recovery.[/b] As an E-class, you don't get a whole lot of limited-use resources: the ability to reuse them can be absolutely critical for you. [b]5. Miscellaneous.[/b] After you have cover the four basics mentioned above, you're pretty much free to invest your feats where you see fit. I like to keep initiative nice and high on a Knight so I can get to a favorable position as quickly as possible. [b]Class Feats[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff] Encouraging Shield[/COLOR] (D 385)[/b] - This feat can help reinforce your Will defense, which is nice. [b][COLOR=#00ccff]Martial Cross-Training[/COLOR] (D 398)[/b] - If your Knight is Strength-based, there's little reason to not have this feat. [b]Good Powers to take with Martial Cross-Training[/b] [b][COLOR=#00ccff]Anvil of Doom[/COLOR] (L13, Encounter) (PHB)[/b] - A stun for Hammer users. Need I say more? [b][COLOR=#0000ff]Bash and Pummel[/COLOR] (L13, Encounter) (MP 2)[/b] - A double-tap attack that dazes. Sounds good to me. [b][COLOR=#00ccff]Come and Get It [/COLOR](L7, Encounter) (PHB)[/b] - The ability to yank people into your aura and then hit them all is every bit as awesome as it sounds. [b][COLOR=#0000ff]Cruel Reaper[/COLOR] (L27, Encounter) (PHB)[/b] - Not one, but TWO close burst attacks. That's got some merit to it. [b]Rain of Blows (L3, Encounter) (PHB)[/b] - If you're looking to pack some extra punch, this is a fine way to do it. [b][COLOR=#0000ff]Trip Up[/COLOR] (L7, Encounter) (MP)[/b] - This can be quite a nasty chaser effect on an attack; it provides plenty of extra damage by being an additional attack, and it can impose a status effect. [b][COLOR=#00ccff]Warrior's Urging[/COLOR] (L23, Encounter) (PHB)[/b] - Come and Get It's big brother, and as such an excellent pick. [b]Martial Freedom (MP)[/b] - The ability to save out of these conditions efficiently will help you do your job. [b][COLOR=#0000ff]Polearm Momentum[/COLOR] (MP)[/b] - If you can find a way to manufacture a push or a slide on your MBA (sadly, Hammer Hands doesn't work here), this feat will give you some major returns. [b][COLOR=#0000ff]Savage Axe[/COLOR] (D 378)[/b] - Adds some noteworthy extra punch to an Axe user's OA's. [b]Stout Shield (D 378)[/b] - I rather doubt that your Fortitude will need raising, but here's a feat to do it if you think otherwise. [b][COLOR=#0000ff]Swift Spear[/COLOR] (D 378)[/b] - A way to suck your opponent in with an OA is ripe with potential on a Knight. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#00ccff]Deft Blade[/COLOR] (MP 2)[/b] - The ability to target Reflex instead of AC is a major perk for a Light Blade user. [b][COLOR=#0000ff]Grit[/COLOR] (MP)[/b] - THP as a side dish to every heal you get sounds good to me. [b][COLOR=#00ccff]Hammer Shock[/COLOR] (MP 2)[/b] - A penalty to hit on every Hammer attack is prime role reinforcement if you ask me. A great choice. [b][COLOR=#0000ff]Hindering Shield[/COLOR] (D 385)[/b] - If you find a way to apply forced movement on your attacks, this will help you become a more flexible character by freeing up your Stance slot. [b][COLOR=#00ccff]Impaling Spear[/COLOR] (MP 2)[/b] - The ability to take shots at your opponent's Reflex is certainly a good thing. [b][COLOR=#00ccff]Lashing Flail[/COLOR] (MP 2)[/b] - A slide on every hit is a sweet ability for a Knight to have. [b]Plunging Blade (D 378)[/b] - Rather conditional, but a 19-20 crit range is good stuff to have. [b][COLOR=#0000ff]Striking Resurgence[/COLOR] (MP 2)[/b] - The ability to second wind without missing a beat on offense is one heck of a perk to have. Note that it's [COLOR=#ff0000][b]worthless[/b][/COLOR] to Dwarves, since it requires using second wind as a standard. [b][COLOR=#00ccff]Ubiquitous Shield[/COLOR] (D 385)[/b] - Negate most of CA's bonuses against you, all the time, no questions asked. Sounds good to me. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Epic Recovery[/COLOR] (MP)[/b] - The ability to use second wind more than once sounds good to me, [COLOR=#00ccff][b]especially[/b][/COLOR] for the Dwarves in the audience. [b][COLOR=#0000ff]Knock-Back Swing[/COLOR] (MP)[/b] - The ability to push on an OA regardless of its result is nice to have. [b][COLOR=#00ccff]Martial Mastery[/COLOR] (MP)[/b] - You don't get many chances to use powers other than your basic attack. Getting more of them is amazingly useful to you. [b]Martial Resolve (MP)[/b] - A nice way to help yourself out of certain conditions. If you have Martial Freedom, you're probably going to retrain it into this. This is also [COLOR=#0000ff][b]extra sweet[/b][/COLOR] if you can get multiple saves per turn, such as by being an Unyielding Sentinel. [b][COLOR=#00ccff]Mobile Warrior[/COLOR] (MP)[/b] - A great feat to help a Knight move around to where he wants to be. [b][COLOR=#ff9900]Overwhelming Impact[/COLOR] (MP 2)[/b] - ...Whoa. At-Will dazing when combined with Defend the Line is quite simply a must-have for any Hammer Knight. [b][COLOR=#0000ff]Slashing Storm[/COLOR] (MP 2)[/b] - Autodamage all around you whenever you hit with a Melee attack. Sounds nice to me, though it depends how much Wisdom you can muster. [b]Unstoppable Charge (MP)[/b] - If you favor charging, this feat will allow you to do it on your terms (aka without ending your turn). [b]General Feats[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#ff9900]Axe Expertise[/COLOR] (HotFL)[/b] - A scaling bonus to attack rolls is excellent, and the ability to give that unreliable d10 or d12 a do-over roll can work out for you as well. [b]Blindfighting Warrior (HotFK)[/b] - Negating penalties for being unable to see is definitely something that come in handy every once in a while. [b][COLOR=#ff9900]Bludgeon Expertise[/COLOR] (HotFL)[/b] - An awesome bonus to hit, as well as some extra forced movement as a free prize. [b][COLOR=#0000ff]Deadly Draw[/COLOR] (PHB 3)[/b] - If you have anything to yank people to you, this will make it more awesome by giving you CA as well. [b]Great Fortitude/Iron Will/Lightning Reflexes (PHB)[/b] - NAD-boosters that scale with tier. Nice to have if you can afford them, especially for a Defender. [b][COLOR=#0000ff]Hammering Iron[/COLOR] (PHB 3)[/b] - A nice way to get some forced movement on your attacks, even if it just for your OA's. [b][COLOR=#ff9900]Heavy Blade Expertise[/COLOR] (HotFL)[/b] - Great attack bonus scaling, and a bonus to OA's as some icing. [b]Headsman's Chop (PHB 3)[/b] - This probably will require some party support, but this is a big amount of extra damage, so it's worth investing a bit to get it. [b][COLOR=#00ccff]Improved Defenses[/COLOR] (HotFL)[/b] - A nice feat to buff all 3 of your NADs simultaneously. [b][COLOR=#00ccff]Improved Initiative[/COLOR] (PHB)[/b] - Though you do get a feature that mimics this feat, Dexterity tends to be average at best for you, so you need all the initiative boosts you can grab. [b][COLOR=#ff9900]Light Blade Expertise[/COLOR] (HotFL)[/b] - An amazing accuracy boost, along with some extra thump if you have CA. Nice to have. [b][COLOR=#ff9900]Master at Arms[/COLOR] (HotFL)[/b] - An accuracy bonus with any weapon, and the ability to save an action when swapping them. Sweet. [b][COLOR=#0000ff]Nimble Blade[/COLOR] (PHB)[/b] - Extra accuracy when you have CA is pretty handy. [b][COLOR=#0000ff]Resilient Focus[/COLOR] (HotFL)[/b] - A no-questions-asked +2 to saving throws sounds pretty good to me. [b][COLOR=#00ccff]Silvery Glow[/COLOR] (D 386)[/b] - While it makes you worship a specific Deity and is worthless without Permafrost, this actually provides a little extra damage over Weapon Focus, which is excellent to have. [b][COLOR=#ff9900]Spear Expertise[/COLOR] (HotFL)[/b] - A much-appreciated accuracy boost, as well as a pinch of extra charging damage. Good to have. [b][COLOR=#0000ff]Spring Step[/COLOR] (PHB 3) [/b]- Getting knocked prone can be annoying. This feat makes it so that at least you're not totally wasting your move action getting up, plus it helps you get up from an unexpected dirtnap with a sense of decorum. [b][COLOR=#0000ff]Superior Fortitude[/COLOR] (HotFL)[/b] - A scaling bonus to Fortitude, and it throws in some resist all against ongoing damage as a bonus. That's pretty sweet. [b][COLOR=#0000ff]Superior Reflexes[/COLOR] (HotFL)[/b] - Gets you free combat advantage on the first turn of every fight, as well as a scaling bonus to Reflex. A bit easier to afford for some Fighters than others, but sweet on all of them. [b][COLOR=#0000ff]Superior Will[/COLOR] (HotFL)[/b] - A big bonus to Will, and a better chance to shake off dazing and stunning. This one if tempting even if you're patching your NADs with Improved Defenses. [b]Swift Recovery (HotFL)[/b] - A bonus to your surge value can help keep you in more fights. [b]Toughness (PHB)[/b] - More HP is nice to have as a Defender. [b][COLOR=#00ccff]Vicious Advantage[/COLOR] (PHB 3)[/b] - Producing these conditions is easy as pie for you, so this is essentially free Combat Advantage, just because. Sounds good to me. [b][COLOR=#00ccff]Weapon Focus[/COLOR] (PHB)[/b] - Putting more thump behind each attack helps make your reprisals more threatening. [b][COLOR=#0000ff]Weapon Proficiency[/COLOR] (PHB)[/b] - Upgrading your weapon certainly doesn't hurt. [b]Wintertouched (PHB)[/b] - Not worth much unless you have Lasting Frost, but together they give you some pretty neat benefits. [b][COLOR=#00ccff]World Serpent's Grasp[/COLOR] (HotFK)[/b] - This combines with Defend the Line to enable you to knock any target you have already slowed down, which can greatly enhance your stickiness. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Agile Opportunist[/COLOR] (PHB 2)[/b] - It requires some party coordination, but this can be a good investment of a feat for a Fighter. [b][COLOR=#0000ff]Armor Specialization[/COLOR] (PHB)[/b] - A nice bonus to AC. [b][COLOR=#0000ff]Critical Targeting[/COLOR] (D 387) [/b]- A neat encounter-long bonus to damage on a crit. Pretty cool. [b][COLOR=#0000ff]Danger Sense[/COLOR] (PHB)[/b] - Combined with Improved Initiative, this can go a long way toward assuring that you go first or close to it in a given combat, which is nice. [b]Deadly Axe (PHB) [/b]- Probably only worth it in Epic Tier, but a healthy boost to crit damage can't be all that bad. [b][COLOR=#0000ff]Defensive Advantage[/COLOR] (PHB)[/b] - If you can meet the pre-requisites, +2 AC is very good benefit to have. [b][COLOR=#0000ff]Hammer Rhythm[/COLOR] (PHB)[/b] - A nice bit of miss damage for Hammer users. [b][COLOR=#0000ff]Lasting Frost[/COLOR] (PHB)[/b] - Eternal Combat Advantage (and what amounts to +5 damage) with Wintertouched and any way to apply cold damage on your attacks (a Frost Weapon, for example). A pretty nice option. [b]Repel Charge (PHB 3)[/b] - A nasty reprisal feat, should you ever get charged. [b][COLOR=#00ccff]Reserve Maneuver[/COLOR] (PHB 2)[/b] - A great feat for E-classes, this gives you access to some of the best powers your class has to offer. [b]Good Powers to take with Reserve Maneuver[/b] [b][COLOR=#00ccff]Come and Get It[/COLOR] (L7, Encounter) (PHB)[/b] - The ability to yank people into your aura and then hit them all is every bit as awesome as it sounds. [b][COLOR=#0000ff]Rain of Blows[/COLOR] (L3, Encounter) (PHB)[/b] - If you're looking to pack some extra punch, this is a fine way to do it. [b][COLOR=#0000ff]Trip Up[/COLOR] (L7, Encounter) (MP)[/b] - This can be quite a nasty chaser effect on an attack; it provides plenty of extra damage by being an additional attack, and it can impose a status effect. [b]Spear Push (PHB)[/b] - Gives you a little more 'oomph' on your push effects for the price of a feat. [b][COLOR=#0000ff]Unfailing Courage[/COLOR] (D 377)[/b] - Healing when you spend an AP sounds like a good deal to me. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#00ccff] Axe/Bludgeon/Flail/Heavy Blade/Light Blade/Pick/Spear Mastery[/COLOR] (PHB)[/b] - Improved criticals do a lot for you offensively, so you should be making plans to pick this up. [b]Blind-Fight (PHB)[/b] - If invisible enemies are giving you trouble, this feat can help. [b]Cleaving Axe (PHB 3)[/b] - If you get kills with any sort of regularity, this can be a pretty good feat for you. [b][COLOR=#0000ff]Epic Fortitude/Reflexes/Will[/COLOR] (PHB 2)[/b] - These feats help out a lot as a Defender in making up for any holes in your defenses, so I would make the room for at least one of them. [b][COLOR=#0000ff]Epic Resurgence [/COLOR](PHB)[/b] - A nice power-recovery feat to get another crack at using Encounter powers. [b]Long Step (PHB 3)[/b] - Though it's not the first thing that comes to mind when building a Fighter, extra mobility can be nice, and this can help any Fighter that has a charging focus. [b]Rapid Regeneration (PHB 3)[/b] - If you can find ways to regenerate consistently, this feat can offer a boost for that sort of ability. [b][COLOR=#00ccff]Superior Initiative[/COLOR] (PHB 3)[/b] - Another feat that goes a long way in ensuring you go first, and another prime retraining target for a Knight. [b][COLOR=#0000ff]Triumphant Attack[/COLOR] (PHB)[/b] - An encounter-long debuff on a critical is excellent on a Defender. You should try and make room for this feat. [b]Racial Feats[/b] [b]Dragonborn[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b]Bolstering Breath (PHR: DB)[/b] - Making your Dragon Breath ally-friendly and handing out a bonus to hit can be useful for a Knight, who spends his time in the thick of it. [b]Dragonborn Frenzy (PHB)[/b] - +2 to damage while bloodied is pretty applicable to you. [b][COLOR=#0000ff]Hurl Breath[/COLOR] (PHR: DB)[/b] - Makes your Dragon Breath a better combat opener. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b] Corrosive Breath (PHR: DB)[/b] - An AC debuff for your racial power is a sweet thing to have. [b][COLOR=#0000ff]Draconic Arrogance[/COLOR] (MP)[/b] - Autodamage based off your main stat when you push or knock prone? That can be nice. [b]Dragonbreath Warrior (MP) [/b]- A solid boost to your next attack for using your racial power. [b]Frost Breath (PHR: DB)[/b] - Mass slowing on your Dragon Breath. Decent. [b]Thundering Breath (PHR: DB)[/b] - A nice push effect, and you have dual element damage (making it harder to resist). Solid enough. [b]Toxic Breath (PHR: DB)[/b] - Weakening one target of your racial power is solid, but its true value is setup for another feat. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Concussive Breath[/COLOR] (PHR: DB)[/b] - Mass dazing on your Dragon Breath? Sexy. [b][COLOR=#0000ff]Dissolving Breath[/COLOR] (PHR: DB) [/b]- A penalty to all defenses from your racial power is sweet setup material. [b]Draconic Restoration (PHR: DB)[/b] - Recovering your Dragon Breath when you spend you second wind is spiffy. [b][COLOR=#0000ff]Draconic Triumph[/COLOR] (PHR: DB)[/b] - More Dragon Breath on a kill is decent if you invested in it enough. [b]Dragon Warrior (MP)[/b] - Recovering your Dragon Breath when first bloodied can be solid. [b][COLOR=#0000ff]Freezing Breath[/COLOR] (PHR: DB) [/b]- Mass IMMOBILIZE, you say? Beautiful. [b]Dwarf[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Dodge Giants[/COLOR] (PHB)[/b] - A bonus to AC and Reflex when you face larger opponents, which will be a lot later on. [b][COLOR=#ff9900]Dwarven Weapon Training[/COLOR] (PHB)[/b] - Proficiency and a front-loaded damage bonus is awesome for overall utility and feat economy purposes. A must for Dwarves. [b][COLOR=#00ccff]Resilience of Stone[/COLOR] (MP 2)[/b] - Using your second wind as an immediate interrupt goes a long way toward keeping you up on your feet. [b][COLOR=#0000ff]Shield the Fallen[/COLOR] (FRPG)[/b] - A good feat to help protect banged-up allies. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#00ccff]Dwarven Durability [/COLOR](PHB)[/b] - A sweet feat for Dwarves, this features a boosted surge value in addition to extra healing surges. [b]Dwarven Recovery (MP 2)[/b] - A very hefty bonus to saves when you second wind. This can come in handy. [b][COLOR=#00ccff]Stonefoot Reprisal[/COLOR] (MP)[/b] - An OA when someone attempts forced movement against you is a very useful thing to have, since that's basically the worst-case scenario for you. [b]Eladrin[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#ff9900]Eladrin Soldier[/COLOR] (PHB)[/b] - A great way to get the ball rolling if you favor Spears, which just happens to be one of the better weapon types for Knight. [b]Fey Blades (MP)[/b] - A nice damage bonus for Eladrin who are dual-wielding. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b]Fey Charge (MP)[/b] - This once-feared feat is still a pretty nice charge mobility upgrade for Eladrin. [b]Elf[/b] [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Hawkeye Warrior[/COLOR] (MP)[/b] - A bonus to hit for using a good power is nice to have. [b]Genasi[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b]Earthshock Master (D 367)[/b] - A decent boost to your racial power. [b][COLOR=#0000ff]Extra Manifestation[/COLOR] (FRPG)[/b] - If you need additional versatility on your racial power, this is where you turn. [b]Firepulse Master (D 367)[/b] - Making Firepulse Reliable fixes its scaling issues somewhat, and extra damage on an attack is never bad. [b]Master of Rumbling Earth (MP)[/b] - A bonus to hit helps Earthshock connect, and the damage is icing. [b][COLOR=#00ccff]Primordial Surge[/COLOR] (D 367)[/b] - THP's for using a good racial power? I'm in. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#ff9900]Shocking Flame[/COLOR] (FRPG)[/b] - A sizable damage bonus for Fire and Stormsoul Genasi. A very good pick for any character in possession of those elemental manifestations, and it's probably the reason you picked the race in the first place. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Double Manifestation[/COLOR] (FRPG)[/b] - The best of two manifestation worlds. Sweet. [b]Githzerai[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#00ccff]Githzerai Blade Master[/COLOR] (D 378)[/b] - Gives you a healthy damage bonus with weapons you probably want to use. A pretty awesome feat for a Knight. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b]Githzerai Mobility (D 378)[/b] - A solid bonus against OA's allows you to move pretty much unimpeded. [b][COLOR=#0000ff]Iron Hands [/COLOR](PHB 3)[/b] - Extra damage for using your racial power? Sure. [b][COLOR=#0000ff]Tempered Iron Mind[/COLOR] (D 378)[/b] - Being able to trigger this regardless of the attack's result allows you to get the attendant bonuses when you need them is nice. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b]Adamantine Body (PHB 3)[/b] - More defense on your racial power is pretty solid. [b]Goliath[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b]Markings of the Blessed (PHB 2)[/b] - A rerolled save once per encounter can be solid. [b][COLOR=#0000ff]Markings of the Victor[/COLOR] (PHB 2)[/b] - Rerolling your entry attack sounds like a good deal. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Avalanche Reaver[/COLOR] (MP 2)[/b] - Having a push on every charge you make can be made useful. [b][COLOR=#0000ff]Unyielding Stone[/COLOR] (PHB 2)[/b] - THP's and resist all is a good combination to have. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Ancient Stone[/COLOR] (PHB 2)[/b] - A follow-up turn of resistance is very good to have. [b]Half-Elf[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Adept Dilettante[/COLOR] (D 385)[/b] - If the power you like doesn't key off the ability score you want, translate it to one that is more palatable to you (probably Constitution or Charisma). [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#ff9900]Versatile Master[/COLOR] (PHB 2)[/b] - Turn your change-of-pace ability into a legitimate round-by-round option, which can be a fantastic upgrade for a Knight thanks to his basic attack dependency. [b]Half-Orc[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Anger Unleashed[/COLOR] (PHB 2)[/b] - A hefty attack bonus when you get bloodied can be nice to have. [b]Savage Assault (PHB 2)[/b] - A debuff on your racial power is a decent boost. [b][COLOR=#0000ff]Thirst for Battle[/COLOR] (PHB 2)[/b] - A nice alternative to Improved Initiative. You're still gonna want to retrain this into Superior Initiative, though. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Strength from Pain[/COLOR] (PHB 2)[/b] - A sizable damage bonus when you get beat up. [b]Unrelenting Assault (PHB 2)[/b] - Having some damage on a miss as a consolation prize is solid. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Ferocious Critical[/COLOR] (PHB 2)[/b] - A very healthy bonus to hit and damage when you score a critical. A very good feat overall, but kind of hard to get unless you make multiple attack rolls. [b]Halfling[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#00ccff]Lost in the Crowd[/COLOR] (PHB)[/b] - An AC bonus for attracting attention? Sure. [b][COLOR=#00ccff]Nimble Dodge [/COLOR](MP 2)[/b] - A huge power upgrade for your racial ability. [b]Rigged Chance (D 381) [/b]- It's nice to get a do-over should your racial power fail to keep you from getting hit. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Underfoot[/COLOR] (PHB)[/b] - Moving about between your enemy's spaces is pretty neat to have. [b]Human[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff] [/COLOR]Action Surge (PHB)[/b] - A bonus to attacks when you blow an AP, which is cool. [b][COLOR=#0000ff]Stubborn Survivor [/COLOR](FRPG)[/b] - A bonus to saves when you're out of AP's. Pretty nice. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Action Recovery [/COLOR](PHB)[/b] - A nice feat to clean yourselves out of bad status effects. [b][COLOR=#00ccff]Persistent Threat[/COLOR] (D 383) [/b]- Allows you to still threaten an area while suffering from a condition that would otherwise prevent that from happening. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff] Timely Revival [/COLOR](MP)[/b] - A good way to keep yourself up and running, and making your second wind easier to use. [b]Minotaur[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#00ccff]Bloodied Ferocity[/COLOR] (PHB 3)[/b] - A free attack when you get bloodied? Heck yes. [b][COLOR=#0000ff]Opportunity Gore[/COLOR] (D 369)[/b] - While Goring Charge isn't quite as good as normal OA as far as raw numbers are concerned, knocking prone on an OA is good to have. [b]Vigilant Recovery (D 385)[/b] - Not allowing someone you whacked to benefit from CA is pretty cool, especially after a burst like Come and Get It, which tends to leave you in compromising positions. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b]Beast Within (PHB 3)[/b] - A nice bonus to hit and damage while bloodied. [Size=3][b][b]Epic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Uncanny Scent[/COLOR] (PHB 3)[/b] - Straight-up better than Blind-Fight for you, so it's a fairly good pickup. [b]Shifter[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Sturdy Shifter[/COLOR] (EPG)[/b] - Some nice THP when you shift. Sweet. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b][COLOR=#0000ff]Beasthide Shifting[/COLOR] (PHB 2)[/b] - A neat bit of resistance while you're shifting. [b]Cliffwalk Shifting (PHB 2)[/b] - A decent movement utility on your shifting power. [b]Tiefling[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#0000ff]Hellfire Blood[/COLOR] (PHB)[/b] - A nice bonus to hit for favoring fire. [b][COLOR=#00ccff]Imperious Majesty[/COLOR] (D 381)[/b] - A big initiative bump if you focus on Charisma, and a prohibitive disincentive against anyone not focusing on you early. [b]Tail Slide (PHR: TF)[/b] - A decent way to move allies about while you move. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [COLOR=#0000ff][b] Hellfire of Mephistopheles [/b][/COLOR][b](PHR: TF) [/b]- Your bread-and-butter strategy is fire, so having a way to punch through resistance is certainly a smart idea. [b][COLOR=#00ccff]Secrets of Belial[/COLOR] (PHR: TF)[/b] - Swapping out for any Utility power you want is great (I recommend Eagle's Splendor for an all-day +1 to hit, just because). [b][/b] [Size=3][b][b]Epic Tier:[/b][/b][/size] [b]Renewed Wrath (PHR: TF)[/b] - Getting to reuse your racial power is pretty solid. [b]Warforged[/b] [Size=3][b][b]Heroic Tier:[/b][/b][/size] [b][COLOR=#00ccff]Warforged Tactics[/COLOR] (EPG)[/b] - A very nice bonus to hit when you have an ally cooperating with you. [Size=3][b][b]Paragon Tier:[/b][/b][/size] [b]Improved Immutability (EPG)[/b] - While swapping out a Utility power for it hurts, flat-out ending a save effect as an Immediate Action once per day is not something to be taken lightly. [b]Dragonmark Feats (EPG)[/b] Dragonmark feats are different from other Heroic Tier feats in that you: (a) can only have one of them at a time, and (b) they usually come with an associated race, which I will be noting. Note that the feat doesn't actually force you to be of that race, so if your DM agrees, you can take this feat while being a member of another race. [b][COLOR=#00ccff]Mark of Storm[/COLOR] (Half-Elf)[/b] - If you're willing to meet the lightning power requisites, the ability to slide on every attack can come in very handy for a Knight, and the Paragon Path is good stuff for you as well. [/QUOTE]
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Death Before Dishonor: A Knight's Guide (By lorduskblade)
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