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Death Before Dishonor: A Knight's Guide (By lorduskblade)
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<blockquote data-quote="Veep" data-source="post: 6707936" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong>Paragon Paths: Bastions of Honor</strong></span></p><p></p><p>Since the Knight gets to partake in the Fighter's Paragon Path list, he will have a pretty good selection of Paragon Paths available to him that will help him do his job. If you don't find anything you like there, there are a few racial paths that will help you as well. If you are interested in the Paragon Paths from other classes, you can find them in the Multiclass section.</p><p></p><p><strong>Knight Paragon Paths</strong></p><p> </p><p><strong>Arena Champion (D 368)</strong> - While I do think it's cool that the powers directly use your MBA and as such don't require you to give up your usual benefits, there are a couple of things that are rather inapplicable to you or just not that powerful. It's still a respectable option, though.</p><p></p><p><strong><span style="color: #800080">Avenging Slayer</span> (MP)</strong> - Some of the features and powers require marks (which you don't have), and some of the ones that don't are rather unconventional, anyway. Not what I'd pick.</p><p></p><p><strong><span style="color: #0000ff">Draeven Marauder</span> (D 365)</strong> - Improved criticals and mobility combine for a good overall chassis on a Knight, especially when gaining that improved critical feature could have been problematic for most Knights. A pretty good pick.</p><p></p><p><strong><span style="color: #00ccff">Dreadnought</span> (MP)</strong> - Makes you significantly tougher to impede, which is definitely a good thing. </p><p></p><p><strong><span style="color: #800080">Dread Reaper</span> (MP)</strong> - I'm of the opinion that two-handers won't do much for you, which basically takes this entire path out of contention.</p><p></p><p><strong>Doomguard Marauder (MOTP)</strong> - It has a sweet extra-damage AP feature, healing on a crit, and a boost to hit when you miss, which are all good, solid boosts, and the powers can see some good use as well. A surprisingly solid pick.</p><p></p><p><strong><span style="color: #0000ff">Eldritch Knight</span> (Eladrin - D 395)</strong> - A remarkably solid Paragon Path (note that it requires training in Arcana), this gives you the ability to bring allies along when you teleport (and if you took the alternate features, that should be pretty much all the time), it gives you access to a Wizard power (awesome if you're running off Intelligence), and adds a hefty teleport to your Power Strike. Not bad at all.</p><p></p><p><strong><span style="color: #00ccff">Gladiator Champion</span> (DSCS)</strong> - Outright disallowing shifts is enough to make this Path good all by itself, and to boot it has a couple of other nice goodies too. One of the prime picks.</p><p></p><p><strong>Glorious Myrmidon (MP 2)</strong> - A couple of neat mobility upgrades, which can be of some use for a Knight.</p><p></p><p><strong><span style="color: #0000ff">Iron Vanguard</span> (PHB)</strong> - Damage when pushing and proning is easy to achieve for you, and the rest of the goodies work well with your default package. A pretty good pick.</p><p></p><p><strong>Ironstar Mauler (MP 2)</strong> - The bonus to hit works well, but a lot of the other things require you to have access to things that you can't get very easily, being an Essentials class. The bonus to hit does count for something, though.</p><p></p><p><strong><span style="color: #00ccff">Kensei</span> (PHB)</strong> - A straight-up bonus to hit and damage will work well for virtually anyone.</p><p></p><p><strong><span style="color: #0000ff">Knight Protector</span> (MP)</strong> - The features and powers are certainly useful for a pure Defender-type, especially the Immediate Actions, since they expand your capabilities more than they do for most other Defenders. Good stuff.</p><p></p><p><strong><span style="color: #0000ff">Kulkor Arms Master</span> (MP 2)</strong> - Figuring out how to knock enemies prone is the challenge, but if you can, this Paragon Path will add a lot of damage potential for you. Pretty good.</p><p></p><p><strong><span style="color: #800080">Pit Fighter</span> (PHB)</strong> - While I do like the AP feature, and +1 AC is always good, the powers are just all right, and the proverbial "money feature" is useless to you. Nah.</p><p></p><p><strong><span style="color: #800080">Polearm Master</span> (MP)</strong> - The money feature at L16 requires an enemy to be marked, which is something you can't produce reliably, plus you have to forsake your shield. Nah.</p><p></p><p><strong>Purple Dragon Knight (FRPG)</strong> - It gives you a collection of OK benefits, but nothing that really stands out. Plus, I don't expect you to hit the broad side of a barn with the Daily. Average.</p><p></p><p><strong><span style="color: #800080">Rakehell Duelist</span> (MP 2)</strong> - This Path has an emphasis on dual-wielding, which is something that is not you'll typically be into. I wouldn't.</p><p></p><p><strong>Rampaging Brute (MP 2)</strong> - This Path is build around charging, which is something a Knight can do, but most won't focus on.</p><p></p><p><strong><span style="color: #800080">Scale-Breaker</span> (D 369)</strong> - Apart from a pretty good setup Daily power, this Path is just too conditional on facing dragons to truly be a good universal choice.</p><p></p><p><strong><span style="color: #800080">Shield Adept</span> (MP)</strong> - While this Path does favor the Shield-using style, I find that the features are kind of underwhelming, and the only power you can really use effectively is the Daily. Meh.</p><p></p><p><strong><span style="color: #800080">Shock Trooper</span> (MP)</strong> - While this Paragon Path does have some quality goodies, they don't match up with the typical Knight in the ability scores they want or in the weapon style they require. Not for you.</p><p></p><p><strong><span style="color: #800080">Snapping Testudo</span> (D 385)</strong> - One shield works well for you. Two... not so much. It's still workable with the right Shield enchantment, though it's still not very impressive.</p><p></p><p><strong><span style="color: #0000ff">Stalwart Knight</span> (HotFL)</strong> - This is the default Knight path, and it offers a surprisingly nice amount of goodies, including an additional use of Power Strike (which is sweet, especially for Hammer users), a nice speed bonus to help you engage, and resist 5 all when bloodied to keep you upright. All in all, a pretty good Path.</p><p></p><p><strong><span style="color: #800080">Steel Vanguard Master</span> (MP 2)</strong> - Another PP that favors two-handers. Skip this.</p><p></p><p><strong><span style="color: #0000ff">Swordmaster</span> (PHB)</strong> - While you do miss out on one feature (not that you need it), the ability to recover your Encounter power on a critical can be pretty sweet to have.</p><p></p><p><strong>Warhound of Bane (MP 2)</strong> - The powers are all right, and the features are solid, but unexceptional. A rather plain choice overall.</p><p> </p><p></p><p><strong>Racial Paragon Paths</strong></p><p> </p><p>Here, I'll be marking the race that corresponds to the Path along with the source. We'll only be concerning ourselves with the recommended Paragon Paths here, that is to say, those rated <strong>Black</strong> or higher. If it's not on the list and it's in my sources, it's not a good idea.</p><p></p><p><strong><span style="color: #00ccff">Adroit Explorer</span> (Human - PHB 2)</strong> - Picking a choice power from the Fighter list is great, and the rest of the features are quite good as well. A prime pick.</p><p></p><p><strong><span style="color: #0000ff">Dwarven Defender</span> (Dwarf - MP)</strong> - Forced movement arguably affects the Knight more than most flavors of Defender (who can have lingering mark penalties). This Paragon Path can deal with that issue quite handily, and it has a sweet Utility power as well.</p><p></p><p><strong>Eartheart Defender (Dwarf - FRPG)</strong> - While rather one-dimensional, this Path does provide some good value when you get banged up, and any competent Defender will probably get banged up by sheer exposure to attacks. Solid.</p><p></p><p><strong><span style="color: #0000ff">Goliath Juggernaut</span> (Goliath - D 386)</strong> - A sweet paragon Path, it packs a set of nice durability-oriented goodies that a Knight can take advantage of.</p><p></p><p><strong>Inner Dragon (Dragonborn - MP)</strong> - While this Paragon Path is all about the Dragon Breath power (not something I recommend you devote your entire build to), it can have some nice tools you can put to decent use.</p><p></p><p><strong><span style="color: #00ccff">Mithral Arm</span> (Dragonborn - PHB 2)</strong> - Having a power from the base list works well, and the rest of the package is appealing as well.</p><p></p><p><strong>Storvakal (Githzerai - D 378)</strong> - The features can help keep you up and running at top efficiency, and the powers are respectable. Solid enough.</p><p></p><p><strong><span style="color: #0000ff">Warforged Juggernaut</span> (Warforged - EPG)</strong> - The combination of charge-oriented goodies with durability boosters make this Path quite appealing for Knights.</p><p></p><p><strong>Wildfire Genasi (Genasi - FRPG)</strong> - While the powers are unfortunately rather inaccurate, they work well if they do hit, and a constant feature to punish attacks against you isn't half bad, either.</p><p> </p><p></p><p><strong>Dragonmarked Paragon Paths (EPG)</strong></p><p> </p><p>Again, we will only concern ourselves with Paths that would make you a better character overall. I also note the expected (note: not required) race for the Path, as well as the Dragonmark Feat you have to take to gain access.</p><p><strong></strong></p><p><strong><span style="color: #00ccff">Lyrandar Wind-Rider </span>(Half-Elf - Mark of Storm)</strong> - Adding your prized secondary (or primary, depending on your build) to damage as well as a +1 to hit is an excellent add-on to the base Mark of Storm Knight package.<strong></strong></p><p><strong></strong> </p><p></p><p><strong>Epic Destinies: Foundations of Honor</strong></p><p></p><p><strong>Knight Epic Destinies</strong></p><p> </p><p>As is the norm, we'll only talk about Epic Destinies worth having (<strong>Black</strong> or higher) here.</p><p></p><p><strong><span style="color: #0000ff">Adamantine Soldier</span> (MP)</strong> - Gives you plenty of love for being in heavy armor, which is right up your alley.</p><p></p><p><strong><span style="color: #00ccff">Ceaseless Guardian</span> (D 387)</strong> - The ability to take opportunity actions even while dazed and stunned is a great boon to a Defender.</p><p></p><p><strong><span style="color: #0000ff">Champion of Prophecy</span> (EPG)</strong> - Very similar to Demigod, but with an increased emphasis on milestones. That extra swinginess makes it a bit less awesome, but it's still effective.</p><p></p><p><strong><span style="color: #00ccff">Chosen</span> (DP)</strong> - Built the same way as Demigod, but with a larger array of Utility powers to choose from.</p><p></p><p><strong>Darklord (D 372)</strong> - While the Grim Reaper fluff is cool, I don't feel there's enough meat on the features to make it a top pick.</p><p></p><p><strong><span style="color: #00ccff">Demigod</span> (PHB)</strong> - The classic Epic Destiny in 4e. Bonuses to two attributes are a godsend for most Fighter builds, and the durability enhancers only strengthen the case.</p><p></p><p><strong><span style="color: #00ccff">Destined Scion</span> (HotFK)</strong> - Another off-shoot from the Demigod tree, a straight-up attack and save bonus along with the two ability score bonuses make it a strong choice.</p><p></p><p><strong><span style="color: #0000ff">Eternal Defender</span> (MP)</strong> - Despite its name, this is one of the most aggressively inclined Epic Destinies available to you. Reach, bigger weapons, and more strength make a good case, and the power sweetens the deal. A good pick.</p><p></p><p><strong>Free Soul (D 376)</strong> - A racial Epic Destiny geared to fight off status effects can be pretty nice on a Knight, and you can wring some use out of the racial choice it requires (Revenant).</p><p></p><p><strong>Harbinger of Doom (PHB 2)</strong> - While no feature here is actively bad, none of them really provides enough "wow" factor to elevate this Epic Destiny above the competition.</p><p></p><p><strong><span style="color: #00ccff">Heir of Siberys</span> (D 388)</strong> - A branch off the Demigod ED tree, this one offers a variety of effects to choose from as a Utility power. A Knight will probably find Finding, Healing, or Scribing to be the most appealing powers.</p><p></p><p><strong><span style="color: #00ccff">Hordemaster</span> (DSCS)</strong> - An interesting spin on the classic Demigod Epic Destiny, this one has some nice Leader-y flavor and powers you could use to good effect.</p><p></p><p><strong><span style="color: #00ccff">Indomitable Champion</span> (HotFL)</strong> - Essentially an expansion of the Demigod chassis, this ED offers some hefty extra HP and a bonus to NAD's, in addition to some neat defensive abilities and the traditional double stat boost.</p><p></p><p><strong><span style="color: #0000ff">Invincible Vanguard</span> (MP 2)</strong> - A couple of solid features for a charger, should you be inclined toward that combat style.</p><p></p><p><strong><span style="color: #00ccff">Keeper of the Everflow</span> (HoS)</strong> - A quality ED, it gives an ability score bump along with a variety of effects you can mix-and-match to fit the situation (and there's a good straight standby effect you can rock, too).</p><p></p><p><strong>Legendary Sovereign (MP 2)</strong> - Apart from Sword of Kings (the L30 ED feature), this choice is rather unexceptional. That said, Sword of Kings can allow for some pretty crazy spam.</p><p></p><p><strong><span style="color: #00ccff">Marshal of Letherna</span> (HoS)</strong> - Er... wow. You get the ability bump of your choice, and every square within 2 of you is difficult terrain? Where do I sign up?</p><p></p><p><strong>Planeshaper (D 372)</strong> - The ability score bonus may be wasted on you, but the ability to double up on a prized Encounter power or send someone for an extraplanar loop on a critical certainly is not, plus the capstone allows for all sorts of wacky stuff. A surprisingly good pick.</p><p></p><p><strong><span style="color: #0000ff">Prison of the Winds</span> (D 371)</strong> - While the attribute bonuses go to secondary ability scores, a bonus to speed, revival, flight, and being insubstantial while bloodied, so it does just about everything else right.</p><p></p><p><strong><span style="color: #0000ff">Raven Knight</span> (D 380)</strong> - While the ability scores aren't perfect (close to it, though), literally everything else is amazing for what you want to do in combat.</p><p></p><p><strong>Reborn Champion (D 365)</strong> - While it has plenty of cool stuff, it's missing that one feature it needs to establish itself as a top-tier option. Still a worthy pick, though.</p><p></p><p><strong>Storm Sovereign (D 372)</strong> - A collection of solid, but unexceptional benefits.</p><p></p><p><strong><span style="color: #00ccff">Unyielding Sentinel</span> (D 388)</strong> - Rolling all your saves twice is a sweet benefit, and it gives you ability score bumps the traditional Knight will appreciate. While the big Utility power is a Stance and therefore conflicts with some of your stuff, this is still a rock-solid ED choice.</p><p> </p><p></p><p><strong>Multiclassing: How Others Attain Honor</strong></p><p></p><p>This will be a collection of goodies you can steal from other classes. As usual, only things that would be considered <strong>Black</strong> and above for a Knight make the cut.</p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Any Arcane Class</strong></strong></span></p><p></p><p>While not a defined multiclass in and of itself, this category will encompass the additional options made available to you for choosing a multiclass feat from an arcane class.</p><p></p><p><strong>Feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Quickened Spellcasting</span> (Epic Tier - AP)</strong> - While the traditional Knight will not have use for this, a Half-Elf with the right Dilettante power can use it for some nice extra punch once per eno<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />er.</p><p></p><p><strong><span style="color: #00ccff">White Lotus Master Riposte</span> (Paragon Tier - D 374)</strong> - A reprisal attack when you get hit can help will do wonders for your damage output if you're a Half-Elf with the proper Dilettante.</p><p></p><p><strong><span style="color: #0000ff">White Lotus Riposte</span> (Heroic Tier - D 374)</strong> - A bit of autodamage when you get hit, if you're a Half-Elf with the right Dilettante.</p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><strong><span style="color: #0000ff">Academy Master</span> (D 374)</strong> - A very nice Paragon Path for Half-Elves who branched out into the Arcane arts.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Any Divine Class</strong></strong></span></p><p></p><p>While not a defined multiclass in and of itself, this category will cover the additional options made available to you for choosing a multiclass feat from any divine class.</p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><strong><span style="color: #0000ff">Morninglord</span> (FRPG)</strong> - If you like Radiant weapons, this Paragon Path can offer you a very hefty dose of extra damage, which is (of course) very nice to have.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Barbarian</strong></strong></span></p><p></p><p>This multiclass tree offers a solid entry benefit, and a gem in the later levels for those who like to charge.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Berserker's Fury</span> (PHB 2)</strong> - +2 damage for a whole encounter can be pretty decent.</p><p> </p><p></p><p><strong>Feats</strong></p><p> </p><p><strong><span style="color: #00ccff">Overpowering Charge</span> (Epic Tier - PrP)</strong> - Every charge knocks prone with this bad boy. A very good use of a feat.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff"><strong>Cleric</strong></span></strong></span></p><p></p><p>This choice will actually have a couple of things you'll want to have, apart from the MC feat itself.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Initiate of the Faith</span> (PHB)</strong> - While Religion is not all that hot as far as skill training is concerned, an emergency healing power is useful to anyone.</p><p> </p><p></p><p><strong>Feats</strong></p><p> </p><p><strong><span style="color: #00ccff">Radiant Advantage </span>(Epic Tier - DP)</strong> - While it does come in late in your career, it can be tremendously useful to you and your party, if you are properly equipped.</p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><strong><span style="color: #00ccff">Anointed Champion</span> (DP)</strong> - This Paragon Path is an excellent expansion upon the Knight's default capabilities, allowing to grant temporary HP out like candy. That said, it is a path for a more unconventional sort of Knight.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff"><strong>Paladin</strong></span></strong></span></p><p></p><p>While the average Knight sees this as a bit of a stretch, there is a gem hidden in here for any Tieflings in the audience.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong>Soldier of Faith (PHB)</strong> - Marking kind of messes with your Defender aura, but an encounter-long one that requires to action to enforce and can be maintained at range can be useful should you ever encounter an enemy that you find difficult to engage.</p><p></p><p><strong>Soldier of Virtue (DP)</strong> - The ability score requirement is rather high for the average Knight, but having a use of Virtue's Touch is pretty sweet.</p><p> </p><p></p><p><strong>Feats</strong></p><p> </p><p><strong><span style="color: #00ccff">Wrath of the Crimson Legion </span>(Heroic Tier - D 381)</strong> - An absolutely amazing feat for Tiefling Knights (in fact, I consider it one of the key pieces that makes the entire concept worthwhile). You get a full-strength MBA based on Charisma, which is a very good thing. While the mass-sanction Utility power may be of limited use to you if enemies are close by, its range 5 lets you influence what will likely amount to be the entire encounter before you actually get adjacent. A quality choice. </p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff"><strong>Swordmage</strong></span></strong></span></p><p></p><p>Another option for those looking to make an unconventional Knight, this offers a full Intelligence-based Melee Basic Attack.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong>Blade Initiate (FRPG)</strong> - A daily AC bump for an encounter (likely only +1, since you're wielding a shield most if not all the time) is a pretty solid thing to have on an entry feat.</p><p> </p><p></p><p><strong>Feats</strong></p><p> </p><p><strong><span style="color: #00ccff">Intelligent Blademaster</span> (Heroic Tier - FRPG)</strong> - More than likely the reason you're here, as this makes Intelligence-based Knights very effective. To boot, it even works on thrown weapon basic attacks.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><strong>Warlock</strong></strong></span></p><p></p><p>A pretty off-the-wall option, this one actually is only here because of some interesting synergy with an unorthodox build of Knight.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong>Pact Initiate (PHB)</strong> - You're unlikely to get much mileage out of this, but hey, you get it for free.</p><p></p><p><strong><span style="color: #0000ff">Student of Malediction</span> (AP)</strong> - A touch of easily applicable extra damage is actually useful.</p><p> </p><p></p><p><strong>Paragon Paths</strong></p><p> </p><p><strong><span style="color: #0000ff">Evermeet Warlock</span> (FRPG)</strong> - A sweet combo with the Eladrin Knight options, this makes catch-22 defending easy to set up and execute.</p><p></p><p><strong><span style="color: #0000ff">Long Night Scion</span> (D 374)</strong> - The ability to slow and damage opponents when you teleport away from them can make for some good fun with an Eladrin Knight.</p><p> </p><p></p><p style="text-align: center"><span style="font-size: 18px"><strong><span style="color: #0000ff"><strong>Warden</strong></span></strong></span></p><p></p><p>Though the Multiclass feat likely doesn't do a whole lot for you, it does open access to a couple of feats that work beautifully with what you want to do.</p><p></p><p><strong>Entry Feats</strong></p><p> </p><p><strong>Defender of the Wild (PHB 2)</strong> - This feat has marginal application to you at best (basically only worth it to mark people you won't be engaging en route to the ones you will be), but it lets you take some other feats that are worth the price of admission.</p><p> </p><p></p><p><strong>Feats</strong></p><p> </p><p><strong><span style="color: #00ccff">Crippling Crush</span> (Heroic Tier - PrP)</strong> - This adds a hefty amount of damage to what was already likely to be your favorite Stance, which is an excellent expansion of your capabilities.</p><p></p><p><strong>Sudden Roots (Heroic Tier - PHB 2)</strong> - This can be a nice feat to free up your Stance slot if you think your enemies are going to bolt. Note that it doesn't work with Battle Guardian (an opportunity attack is a specific thing).</p></blockquote><p></p>
[QUOTE="Veep, post: 6707936, member: 6793297"] [CENTER][SIZE=5][b]Paragon Paths: Bastions of Honor[/b][/SIZE][/CENTER] Since the Knight gets to partake in the Fighter's Paragon Path list, he will have a pretty good selection of Paragon Paths available to him that will help him do his job. If you don't find anything you like there, there are a few racial paths that will help you as well. If you are interested in the Paragon Paths from other classes, you can find them in the Multiclass section. [b]Knight Paragon Paths[/b] [b]Arena Champion (D 368)[/b] - While I do think it's cool that the powers directly use your MBA and as such don't require you to give up your usual benefits, there are a couple of things that are rather inapplicable to you or just not that powerful. It's still a respectable option, though. [b][COLOR=#800080]Avenging Slayer[/COLOR] (MP)[/b] - Some of the features and powers require marks (which you don't have), and some of the ones that don't are rather unconventional, anyway. Not what I'd pick. [b][COLOR=#0000ff]Draeven Marauder[/COLOR] (D 365)[/b] - Improved criticals and mobility combine for a good overall chassis on a Knight, especially when gaining that improved critical feature could have been problematic for most Knights. A pretty good pick. [b][COLOR=#00ccff]Dreadnought[/COLOR] (MP)[/b] - Makes you significantly tougher to impede, which is definitely a good thing. [b][COLOR=#800080]Dread Reaper[/COLOR] (MP)[/b] - I'm of the opinion that two-handers won't do much for you, which basically takes this entire path out of contention. [b]Doomguard Marauder (MOTP)[/b] - It has a sweet extra-damage AP feature, healing on a crit, and a boost to hit when you miss, which are all good, solid boosts, and the powers can see some good use as well. A surprisingly solid pick. [b][COLOR=#0000ff]Eldritch Knight[/COLOR] (Eladrin - D 395)[/b] - A remarkably solid Paragon Path (note that it requires training in Arcana), this gives you the ability to bring allies along when you teleport (and if you took the alternate features, that should be pretty much all the time), it gives you access to a Wizard power (awesome if you're running off Intelligence), and adds a hefty teleport to your Power Strike. Not bad at all. [b][COLOR=#00ccff]Gladiator Champion[/COLOR] (DSCS)[/b] - Outright disallowing shifts is enough to make this Path good all by itself, and to boot it has a couple of other nice goodies too. One of the prime picks. [b]Glorious Myrmidon (MP 2)[/b] - A couple of neat mobility upgrades, which can be of some use for a Knight. [b][COLOR=#0000ff]Iron Vanguard[/COLOR] (PHB)[/b] - Damage when pushing and proning is easy to achieve for you, and the rest of the goodies work well with your default package. A pretty good pick. [b]Ironstar Mauler (MP 2)[/b] - The bonus to hit works well, but a lot of the other things require you to have access to things that you can't get very easily, being an Essentials class. The bonus to hit does count for something, though. [b][COLOR=#00ccff]Kensei[/COLOR] (PHB)[/b] - A straight-up bonus to hit and damage will work well for virtually anyone. [b][COLOR=#0000ff]Knight Protector[/COLOR] (MP)[/b] - The features and powers are certainly useful for a pure Defender-type, especially the Immediate Actions, since they expand your capabilities more than they do for most other Defenders. Good stuff. [b][COLOR=#0000ff]Kulkor Arms Master[/COLOR] (MP 2)[/b] - Figuring out how to knock enemies prone is the challenge, but if you can, this Paragon Path will add a lot of damage potential for you. Pretty good. [b][COLOR=#800080]Pit Fighter[/COLOR] (PHB)[/b] - While I do like the AP feature, and +1 AC is always good, the powers are just all right, and the proverbial "money feature" is useless to you. Nah. [b][COLOR=#800080]Polearm Master[/COLOR] (MP)[/b] - The money feature at L16 requires an enemy to be marked, which is something you can't produce reliably, plus you have to forsake your shield. Nah. [b]Purple Dragon Knight (FRPG)[/b] - It gives you a collection of OK benefits, but nothing that really stands out. Plus, I don't expect you to hit the broad side of a barn with the Daily. Average. [b][COLOR=#800080]Rakehell Duelist[/COLOR] (MP 2)[/b] - This Path has an emphasis on dual-wielding, which is something that is not you'll typically be into. I wouldn't. [b]Rampaging Brute (MP 2)[/b] - This Path is build around charging, which is something a Knight can do, but most won't focus on. [b][COLOR=#800080]Scale-Breaker[/COLOR] (D 369)[/b] - Apart from a pretty good setup Daily power, this Path is just too conditional on facing dragons to truly be a good universal choice. [b][COLOR=#800080]Shield Adept[/COLOR] (MP)[/b] - While this Path does favor the Shield-using style, I find that the features are kind of underwhelming, and the only power you can really use effectively is the Daily. Meh. [b][COLOR=#800080]Shock Trooper[/COLOR] (MP)[/b] - While this Paragon Path does have some quality goodies, they don't match up with the typical Knight in the ability scores they want or in the weapon style they require. Not for you. [b][COLOR=#800080]Snapping Testudo[/COLOR] (D 385)[/b] - One shield works well for you. Two... not so much. It's still workable with the right Shield enchantment, though it's still not very impressive. [b][COLOR=#0000ff]Stalwart Knight[/COLOR] (HotFL)[/b] - This is the default Knight path, and it offers a surprisingly nice amount of goodies, including an additional use of Power Strike (which is sweet, especially for Hammer users), a nice speed bonus to help you engage, and resist 5 all when bloodied to keep you upright. All in all, a pretty good Path. [b][COLOR=#800080]Steel Vanguard Master[/COLOR] (MP 2)[/b] - Another PP that favors two-handers. Skip this. [b][COLOR=#0000ff]Swordmaster[/COLOR] (PHB)[/b] - While you do miss out on one feature (not that you need it), the ability to recover your Encounter power on a critical can be pretty sweet to have. [b]Warhound of Bane (MP 2)[/b] - The powers are all right, and the features are solid, but unexceptional. A rather plain choice overall. [b]Racial Paragon Paths[/b] Here, I'll be marking the race that corresponds to the Path along with the source. We'll only be concerning ourselves with the recommended Paragon Paths here, that is to say, those rated [b]Black[/b] or higher. If it's not on the list and it's in my sources, it's not a good idea. [b][COLOR=#00ccff]Adroit Explorer[/COLOR] (Human - PHB 2)[/b] - Picking a choice power from the Fighter list is great, and the rest of the features are quite good as well. A prime pick. [b][COLOR=#0000ff]Dwarven Defender[/COLOR] (Dwarf - MP)[/b] - Forced movement arguably affects the Knight more than most flavors of Defender (who can have lingering mark penalties). This Paragon Path can deal with that issue quite handily, and it has a sweet Utility power as well. [b]Eartheart Defender (Dwarf - FRPG)[/b] - While rather one-dimensional, this Path does provide some good value when you get banged up, and any competent Defender will [b][/b]probably get banged up by sheer exposure to attacks. Solid. [b][/b] [b][COLOR=#0000ff]Goliath Juggernaut[/COLOR] (Goliath - D 386)[/b] - A sweet paragon Path, it packs a set of nice durability-oriented goodies that a Knight can take advantage of. [b]Inner Dragon (Dragonborn - MP)[/b] - While this Paragon Path is all about the Dragon Breath power (not something I recommend you devote your entire build to), it can have some nice tools you can put to decent use. [b][COLOR=#00ccff]Mithral Arm[/COLOR] (Dragonborn - PHB 2)[/b] - Having a power from the base list works well, and the rest of the package is appealing as well. [b]Storvakal (Githzerai - D 378)[/b] - The features can help keep you up and running at top efficiency, and the powers are respectable. Solid enough. [b][COLOR=#0000ff]Warforged Juggernaut[/COLOR] (Warforged - EPG)[/b] - The combination of charge-oriented goodies with durability boosters make this Path quite appealing for Knights. [b]Wildfire Genasi (Genasi - FRPG)[/b] - While the powers are unfortunately rather inaccurate, they work well if they do hit, and a constant feature to punish attacks against you isn't half bad, either. [b]Dragonmarked Paragon Paths (EPG)[/b] Again, we will only concern ourselves with Paths that would make you a better character overall. I also note the expected (note: not required) race for the Path, as well as the Dragonmark Feat you have to take to gain access. [b] [COLOR=#00ccff]Lyrandar Wind-Rider [/COLOR](Half-Elf - Mark of Storm)[/b] - Adding your prized secondary (or primary, depending on your build) to damage as well as a +1 to hit is an excellent add-on to the base Mark of Storm Knight package.[b] [/b] [b]Epic Destinies: Foundations of Honor[/b] [b]Knight Epic Destinies[/b] As is the norm, we'll only talk about Epic Destinies worth having ([b]Black[/b] or higher) here. [b][COLOR=#0000ff]Adamantine Soldier[/COLOR] (MP)[/b] - Gives you plenty of love for being in heavy armor, which is right up your alley. [b][COLOR=#00ccff]Ceaseless Guardian[/COLOR] (D 387)[/b] - The ability to take opportunity actions even while dazed and stunned is a great boon to a Defender. [b][COLOR=#0000ff]Champion of Prophecy[/COLOR] (EPG)[/b] - Very similar to Demigod, but with an increased emphasis on milestones. That extra swinginess makes it a bit less awesome, but it's still effective. [b][COLOR=#00ccff]Chosen[/COLOR] (DP)[/b] - Built the same way as Demigod, but with a larger array of Utility powers to choose from. [b]Darklord (D 372)[/b] - While the Grim Reaper fluff is cool, I don't feel there's enough meat on the features to make it a top pick. [b][COLOR=#00ccff]Demigod[/COLOR] (PHB)[/b] - The classic Epic Destiny in 4e. Bonuses to two attributes are a godsend for most Fighter builds, and the durability enhancers only strengthen the case. [b][COLOR=#00ccff]Destined Scion[/COLOR] (HotFK)[/b] - Another off-shoot from the Demigod tree, a straight-up attack and save bonus along with the two ability score bonuses make it a strong choice. [b][COLOR=#0000ff]Eternal Defender[/COLOR] (MP)[/b] - Despite its name, this is one of the most aggressively inclined Epic Destinies available to you. Reach, bigger weapons, and more strength make a good case, and the power sweetens the deal. A good pick. [b]Free Soul (D 376)[/b] - A racial Epic Destiny geared to fight off status effects can be pretty nice on a Knight, and you can wring some use out of the racial choice it requires (Revenant). [b]Harbinger of Doom (PHB 2)[/b] - While no feature here is actively bad, none of them really provides enough "wow" factor to elevate this Epic Destiny above the competition. [b][COLOR=#00ccff]Heir of Siberys[/COLOR] (D 388)[/b] - A branch off the Demigod ED tree, this one offers a variety of effects to choose from as a Utility power. A Knight will probably find Finding, Healing, or Scribing to be the most appealing powers. [b][COLOR=#00ccff]Hordemaster[/COLOR] (DSCS)[/b] - An interesting spin on the classic Demigod Epic Destiny, this one has some nice Leader-y flavor and powers you could use to good effect. [b][COLOR=#00ccff]Indomitable Champion[/COLOR] (HotFL)[/b] - Essentially an expansion of the Demigod chassis, this ED offers some hefty extra HP and a bonus to NAD's, in addition to some neat defensive abilities and the traditional double stat boost. [b][COLOR=#0000ff]Invincible Vanguard[/COLOR] (MP 2)[/b] - A couple of solid features for a charger, should you be inclined toward that combat style. [b][COLOR=#00ccff]Keeper of the Everflow[/COLOR] (HoS)[/b] - A quality ED, it gives an ability score bump along with a variety of effects you can mix-and-match to fit the situation (and there's a good straight standby effect you can rock, too). [b]Legendary Sovereign (MP 2)[/b] - Apart from Sword of Kings (the L30 ED feature), this choice is rather unexceptional. That said, Sword of Kings can allow for some pretty crazy spam. [b][COLOR=#00ccff]Marshal of Letherna[/COLOR] (HoS)[/b] - Er... wow. You get the ability bump of your choice, and every square within 2 of you is difficult terrain? Where do I sign up? [b]Planeshaper (D 372)[/b] - The ability score bonus may be wasted on you, but the ability to double up on a prized Encounter power or send someone for an extraplanar loop on a critical certainly is not, plus the capstone allows for all sorts of wacky stuff. A surprisingly good pick. [b][COLOR=#0000ff]Prison of the Winds[/COLOR] (D 371)[/b] - While the attribute bonuses go to secondary ability scores, a bonus to speed, revival, flight, and being insubstantial while bloodied, so it does just about everything else right. [b][COLOR=#0000ff]Raven Knight[/COLOR] (D 380)[/b] - While the ability scores aren't perfect (close to it, though), literally everything else is amazing for what you want to do in combat. [b]Reborn Champion (D 365)[/b] - While it has plenty of cool stuff, it's missing that one feature it needs to establish itself as a top-tier option. Still a worthy pick, though. [b]Storm Sovereign (D 372)[/b] - A collection of solid, but unexceptional benefits. [b][COLOR=#00ccff]Unyielding Sentinel[/COLOR] (D 388)[/b] - Rolling all your saves twice is a sweet benefit, and it gives you ability score bumps the traditional Knight will appreciate. While the big Utility power is a Stance and therefore conflicts with some of your stuff, this is still a rock-solid ED choice. [b]Multiclassing: How Others Attain Honor[/b] This will be a collection of goodies you can steal from other classes. As usual, only things that would be considered [b]Black[/b] and above for a Knight make the cut. [CENTER][Size=5][b][b]Any Arcane Class[/b][/b][/size][/CENTER] While not a defined multiclass in and of itself, this category will encompass the additional options made available to you for choosing a multiclass feat from an arcane class. [b]Feats[/b] [b][COLOR=#0000ff]Quickened Spellcasting[/COLOR] (Epic Tier - AP)[/b] - While the traditional Knight will not have use for this, a Half-Elf with the right Dilettante power can use it for some nice extra punch once per eno:):):):)er. [b][COLOR=#00ccff]White Lotus Master Riposte[/COLOR] (Paragon Tier - D 374)[/b] - A reprisal attack when you get hit can help will do wonders for your damage output if you're a Half-Elf with the proper Dilettante. [b][COLOR=#0000ff]White Lotus Riposte[/COLOR] (Heroic Tier - D 374)[/b] - A bit of autodamage when you get hit, if you're a Half-Elf with the right Dilettante. [b]Paragon Paths[/b] [b][COLOR=#0000ff]Academy Master[/COLOR] (D 374)[/b] - A very nice Paragon Path for Half-Elves who branched out into the Arcane arts. [CENTER][Size=5][b][b]Any Divine Class[/b][/b][/size][/CENTER] While not a defined multiclass in and of itself, this category will cover the additional options made available to you for choosing a multiclass feat from any divine class. [b]Paragon Paths[/b] [b][COLOR=#0000ff]Morninglord[/COLOR] (FRPG)[/b] - If you like Radiant weapons, this Paragon Path can offer you a very hefty dose of extra damage, which is (of course) very nice to have. [CENTER][Size=5][b][b]Barbarian[/b][/b][/size][/CENTER] This multiclass tree offers a solid entry benefit, and a gem in the later levels for those who like to charge. [b]Entry Feats[/b] [b][COLOR=#0000ff]Berserker's Fury[/COLOR] (PHB 2)[/b] - +2 damage for a whole encounter can be pretty decent. [b]Feats[/b] [b][COLOR=#00ccff]Overpowering Charge[/COLOR] (Epic Tier - PrP)[/b] - Every charge knocks prone with this bad boy. A very good use of a feat. [CENTER][Size=5][b][COLOR=#0000ff][b]Cleric[/b][/COLOR][/b][/size][/CENTER] This choice will actually have a couple of things you'll want to have, apart from the MC feat itself. [b]Entry Feats[/b] [b][COLOR=#0000ff]Initiate of the Faith[/COLOR] (PHB)[/b] - While Religion is not all that hot as far as skill training is concerned, an emergency healing power is useful to anyone. [b]Feats[/b] [b][COLOR=#00ccff]Radiant Advantage [/COLOR](Epic Tier - DP)[/b] - While it does come in late in your career, it can be tremendously useful to you and your party, if you are properly equipped. [b]Paragon Paths[/b] [b][COLOR=#00ccff]Anointed Champion[/COLOR] (DP)[/b] - This Paragon Path is an excellent expansion upon the Knight's default capabilities, allowing to grant temporary HP out like candy. That said, it is a path for a more unconventional sort of Knight. [CENTER][Size=5][b][COLOR=#0000ff][b]Paladin[/b][/COLOR][/b][/size][/CENTER] While the average Knight sees this as a bit of a stretch, there is a gem hidden in here for any Tieflings in the audience. [b]Entry Feats[/b] [b]Soldier of Faith (PHB)[/b] - Marking kind of messes with your Defender aura, but an encounter-long one that requires to action to enforce and can be maintained at range can be useful should you ever encounter an enemy that you find difficult to engage. [b]Soldier of Virtue (DP)[/b] - The ability score requirement is rather high for the average Knight, but having a use of Virtue's Touch is pretty sweet. [b]Feats[/b] [b][COLOR=#00ccff]Wrath of the Crimson Legion [/COLOR](Heroic Tier - D 381)[/b] - An absolutely amazing feat for Tiefling Knights (in fact, I consider it one of the key pieces that makes the entire concept worthwhile). You get a full-strength MBA based on Charisma, which is a very good thing. While the mass-sanction Utility power may be of limited use to you if enemies are close by, its range 5 lets you influence what will likely amount to be the entire encounter before you actually get adjacent. A quality choice. [CENTER][Size=5][b][COLOR=#0000ff][b]Swordmage[/b][/COLOR][/b][/size][/CENTER] Another option for those looking to make an unconventional Knight, this offers a full Intelligence-based Melee Basic Attack. [b]Entry Feats[/b] [b]Blade Initiate (FRPG)[/b] - A daily AC bump for an encounter (likely only +1, since you're wielding a shield most if not all the time) is a pretty solid thing to have on an entry feat. [b]Feats[/b] [b][COLOR=#00ccff]Intelligent Blademaster[/COLOR] (Heroic Tier - FRPG)[/b] - More than likely the reason you're here, as this makes Intelligence-based Knights very effective. To boot, it even works on thrown weapon basic attacks. [CENTER][Size=5][b][b]Warlock[/b][/b][/size][/CENTER] A pretty off-the-wall option, this one actually is only here because of some interesting synergy with an unorthodox build of Knight. [b]Entry Feats[/b] [b]Pact Initiate (PHB)[/b] - You're unlikely to get much mileage out of this, but hey, you get it for free. [b][COLOR=#0000ff]Student of Malediction[/COLOR] (AP)[/b] - A touch of easily applicable extra damage is actually useful. [b]Paragon Paths[/b] [b][COLOR=#0000ff]Evermeet Warlock[/COLOR] (FRPG)[/b] - A sweet combo with the Eladrin Knight options, this makes catch-22 defending easy to set up and execute. [b][COLOR=#0000ff]Long Night Scion[/COLOR] (D 374)[/b] - The ability to slow and damage opponents when you teleport away from them can make for some good fun with an Eladrin Knight. [CENTER][Size=5][b][COLOR=#0000ff][b]Warden[/b][/COLOR][/b][/size][/CENTER] Though the Multiclass feat likely doesn't do a whole lot for you, it does open access to a couple of feats that work beautifully with what you want to do. [b]Entry Feats[/b] [b]Defender of the Wild (PHB 2)[/b] - This feat has marginal application to you at best (basically only worth it to mark people you won't be engaging en route to the ones you will be), but it lets you take some other feats that are worth the price of admission. [b]Feats[/b] [b][COLOR=#00ccff]Crippling Crush[/COLOR] (Heroic Tier - PrP)[/b] - This adds a hefty amount of damage to what was already likely to be your favorite Stance, which is an excellent expansion of your capabilities. [b]Sudden Roots (Heroic Tier - PHB 2)[/b] - This can be a nice feat to free up your Stance slot if you think your enemies are going to bolt. Note that it doesn't work with Battle Guardian (an opportunity attack is a specific thing). [/QUOTE]
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Death Before Dishonor: A Knight's Guide (By lorduskblade)
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