Hey VB, here's a link to the rough draft of my
Knight class.
Knight
“I swear upon my liege’s honor, your life shall pay the forfeit of your treachery!”
Role: Controller
Power Source: Martial
Key Abilities: Strength, Intelligence, Charisma
Armor Training: Plate, Heavy Shield +others?
Weapon Proficiencies: Longsword, Lance +others?
Bonus to Defense: +1 Fortitude, +1 Will
Trained Skills: 4
Class Skills: Athletics, Diplomacy, Dungeoneering, Endurance, Heal, History, Insight, Intimidate, Perception, Religion
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 7 + Constitution modifier
Build Options: Crown Knight, Order Knight, Knight Errant
Class Features: Cataphract, Chivalric Code, Declare Arena, Regal Aura: Frightening Presence, Regal Aura: Sunder Morale, Retainers
Knights are elite cavalry controlling the battlefield. They challenge their rivals to honorable combat in the midst of battle, intimidate masses of foes with their regal bearing, and use their warfare experience to leverage terrain to their advantage.
As a knight, though you face vicious rivals and slander of your family name, you know your honor will define you. You could be the loyal but dissenting voice in a tyrant’s court, upstart victor in the rigged annual jousting tournament, a squire prematurely dubbed in the wake of your mentor’s death, the persecuted heir apparent with a cadre of loyalists, or a romantic wanderer haunted by sins from a past life seeking redemption.
Donning your gleaming armor atop your proud steed, you survey the demesnes of your forefathers, ready to answer any stain against your honor on the field of battle. Will the bards not sing of your valor this day?
Characteristics: Exploiting your foes’ strategic weaknesses and numbers allows you the full benefit of your powers. Likewise, the more you can prepare for a battle, the more control you have over the battlefield.
Religion: Knights prefer deities of battle, honor, and nobility including Bahamut, Kord, and Erathis. Evil knights often worship Bane.
Races: Those who value personal honor and service to a higher cause make ideal knights, including dwarves, dragonborn, and eladrin.
CREATING A KNIGHT
There are three knight builds: The Crown Knight exerts the authority of the monarch’s office by intimidating foes. The Order Knight is sworn to uphold the tenets of a chivalric
military order. The Knight Errant wanders the land performing great deeds while pursuing an elusive quest.
Crown Knight
You serve a monarch, either believing in the monarch’s fitness to rule, right to rule, or striving to minimize the tyrannies of the monarch’s rule. You rely on powers that intimidate your foes and break their morale. Many of your skills and powers are Charisma based, so keep that your highest ability score. Strength should be a close second – it increases your damage and it can determine other effects of your attacks. Intelligence is a good third ability, especially if you choose powers
Suggested Feat: Regal Aura: Mighty Challenge (Human feat: Human Perseverance)
Suggested Skills: Diplomacy, History, Insight, Intimidate
Suggested At-Will Powers: Disarm, Test of Grace
Suggested Encounter Power: Dominating Blow
Suggested Daily Power: Noble’s Challenge
Order Knight
You belong to a chivalric military order, and fight to uphold the chivalric code. Standing by your brethren through thick and thin, you have given your life to serving the order. You rely on powers that threaten large areas of the battlefield and disrupt your foes, allowing you to wreck havoc upon them in the aftermath. Charisma is important for many of your powers, so it should be your highest ability score. Strength and Intelligence are equally important to you; Strength because it will help you win in a “fair fight”, and Intelligence because it allows you to take full advantage of your threatening powers.
Suggested Feat: Arming Squire (Human feat: Human Perseverance)
Suggested Skills: Diplomacy, Heal, History, Religion
Suggested At-Will Powers: Test of Honor, Threatening Stance
Suggested Encounter Power: Majestic Charge
Suggested Daily Power: Onslaught
Knight Errant
You travel the land on a quest, ever invoking the name of your beloved who you shall some day be reunited with. You might be a young squire trying to prove yourself a knight or you might be on an extended quest for your liege. You rely on powers that use enemies against themselves and strip them of any advantages they might have over you so that you can prove yourself on equal terms. Strength is your most important ability, as your powers invite conflict. Intelligence and Charisma are equally important for you, as you rely on skillful planning as much as bravado against powerful foes.
Suggested Feat: Beloved (Human feat: Human Perseverance)
Suggested Skills: Athletics, Diplomacy, Endurance, History
Suggested At-Will Powers: Pressing Strike, Test of Mettle
Suggested Encounter Power: Even the Field
Suggested Daily Power: Foe Shield
KNIGHT CLASS FEATURES
Cataphract
You begin with an armored warhorse. When mounted, you gain a bonus to certain knight powers. Individual powers detail the effects (if any) Cataphract has on them.
Chivalric Code
A knight observes a code of chivalry. In battle, you may never flank, attack a flat-footed opponent, or deal lethal damage to a helpless foe. Additionally, you are expected to honor your oaths, serve as a shining example of etiquette and courtly love, and show courage in battle. Failure to do so results in a loss of the Regal Aura class feature until atonement is made, and may also have role-playing repercussions.
Declare Arena
You manipulate the enemy’s position to take advantage of the terrain.
At Will * Martial
Minor Action
Effect: So long as you are not surprised, at the beginning of the encounter you may indicate a number of squares equal to half your level + Intelligence modifier as difficult terrain or cover.
Cataphract: If you are mounted increase the number of squares to your level + Intelligence modifier.
Special: When you choose the battlefield or have ample time to prepare you may declare a number of squares equal to double your level + Intelligence modifier.
Regal Aura: Frightening Presence
You invoke the name of your liege and forefathers, striking fear into lesser foes.
Encounter * Martial
Special: You can use Frightening Presence or Sunder Morale once per encounter, but not two or more of these in the same encounter.
Standard Action
Target: All minions within a number of squares equal to half your level + Charisma modifier.
Attack: Charisma vs. Will
Effect: Frightened; save ends.
Regal Aura: Sunder Morale
You make a stunning revelation to your foes, breaking their spirit for battle.
Encounter * Martial
Special: You can use Frightening Presence or Sunder Morale once per encounter, but not two or more of these in the same encounter.
Standard Action
Target: All lower-level foes within a number of squares equal to half your level + Charisma modifier.
Attack: Charisma attack vs. Will
Effect: Disallows use of Second Wind by lower-level foes; save ends.
Retainers
Befitting one of your station, you are served by retainers who tend your steed, sharpen your weapons, help you don your armor, etc. You may choose to bring a number of minions into battle equal to your Charisma modifier; they operate 3 levels lower than you (minimum 1st level) and each has a hit point total equal to your level. You may take a free action to direct these minions. However, the DM may rule that certain circumstances prevent you from calling upon your retainers.
KNIGHT POWERS
Your powers are valiant exploits relying on your courage, strategy, and prowess. Some of your powers require you to use a weapon. If a power does not state “weapon” then you don’t need to have a weapon at hand.
AT-WILL POWERS
Disarm
Knight Attack 1
You send your opponent’s weapon hurtling out of their grasp.
At-Will * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: Target is disarmed, and you slide their lost weapon a number of squares equal to your Charisma modifier.
Miss: Target gains combat advantage against you.
Pressing Strike
Knight Attack 1
You put pressure on your foe, not allowing them a moment to regroup.
At-Will * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: melee vs. AC
Hit: 1[W] + Strength damage,
Secondary Attack: Charisma vs. Will
Hit: Cannot use Second Wind; save ends.
Cataphract: Gain +2 on your Secondary Attack.
Test of Grace
Knight Attack 1
You challenge the composure of your foes with your perfect poise.
At-Will * Martial, Challenge
Standard Action Area burst 10
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: 1d6 + Charisma damage if the target attacks you or your allies. If the target’s HP is reduced to 0 or less, they surrender.
Miss: Target is immune to your powers with the “challenge” keyword for the rest of the encounter.
Test of Honor
Knight Attack 1
You challenge your shameful foes to fight honorably.
At-Will * Martial, Challenge
Standard Action Area burst 10
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: 1d6 + Charisma damage if the target flanks, attacks a flat-footed opponent, deals lethal damage to a helpless foe, or flees the battle. If the target’s HP is reduced to 0 or less, they surrender.
Miss: Target gets combat advantage against you.
Test of Mettle
Knight Attack 1
You challenge your foes to prove themselves against your steel.
At-Will * Martial, Challenge
Standard Action Area burst 10
Target: Each creature in burst
Attack: Charisma vs. Will
Hit: 1d6 + Charisma damage unless the target attacks you on its next turn. If the target’s HP is reduced to 0 or less, they surrender.
Miss: Target gets partial concealment from you.
Threatening Stance
Knight Attack 1
You adopt a threatening stance, using wide arcs of attack to face off your foes.
At-Will * Martial, Weapon
Standard Action Area burst 1 + weapon’s reach (centered on you)
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: Subject to an opportunity attack.
Special: Your reach becomes threatening for that round, and you can sustain your threatening reach as a minor action
Cataphract: Your reach + 1 is threatening.
ENCOUNTER POWERS
Dominating Blow
Knight Attack 1
Your terrible blow momentarily shocks nearby enemies.
Encounter * Martial, Reliable, Weapon
Reliable: If you miss with this power, you do not expend its use.
Standard Action
Melee weapon
Primary Target: One creature
Attack: melee vs. AC
Hit: 1[W] + Strength damage
Secondary Target: Close burst 2
Secondary Attack: Charisma vs. Will
Hit: Dazed; save ends.
Special: If you reduce the target to 0 HP, bloodied opponents are staggered instead.
Cataphract: +2 on the Secondary Attack.
Even the Field
Knight Attack 1
Your perceptive strike strips your foe of a tactical advantage.
Encounter * Martial, Reliable, Weapon
Reliable: If you miss with this power, you do not expend its use.
Standard Action
Melee weapon
Target: One creature
Attack: melee vs. AC
Hit: 1[W] + Strength damage, and the target loses one tactical advantage of your choice (e.g. flanking, combat advantage, cover).
Cataphract: If you are mounted, strip the foe of all tactical advantages.
Oath-Binding
Knight Utility 2
When you swear an oath, it rings with the grave sincerity of your honor.
Encounter * Martial
Minor Action
Prerequisite: You must uphold the Chivalric Code.
Effect: All present immediately realize your honest intention and do not doubt your ability to follow through on what you say you’ll do. Take 20 on a Diplomacy check.
Majestic Charge
Knight Attack 1
Your fearless charge sends the enemy scattering.
Encounter * Martial, Weapon
Standard Action Melee weapon
Prerequisite: You must be charging
Primary Target: All creatures in path of your charge
Attack: Charisma vs. Reflex
Hit: Slide the target 1 square, and they do not get an opportunity attack.
Miss: The target becomes your secondary target and your charge ends.
Secondary Target: One creature
Secondary Attack: melee +1 (for charge) vs. AC
Hit: 1[W] + Strength damage
Cataphract: +2 with your primary attack, and on a hit slide the target falls prone as they dive out of your warhorse’s way.
Ready Stance
Knight Utility 2
You alert for danger, and prepared to take advantage of the enemy’s mistakes.
Encounter * Martial
Standard Action, Personal
Effect: Until the start of your next turn, you gain an additional number of Opportunity Attacks equal to your Intelligence modifier. In addition, Opportunity Attacks are provoked from you by any movement within any of the squares you threaten, even just to enter or leave those squares.
DAILY POWERS
Foe Shield
Knight Attack 1
You use nearby enemies as a shield against attacks.
Daily * Martial, Weapon
Standard Action
Melee weapon
Target: One creature
Hit: 1[W] + Strength damage, and all enemies within a number of squares of target equal to your Intelligence provide you and your allies with cover and partial concealment from ranged and reach attacks.
Miss: Slide the target you missed 1 square, and the target now provides you and your allies with cover and partial concealment from ranged and reach attacks.
Sustain: Minor Action, and you maintain the target(s) as cover and partial concealment.
Noble’s Challenge
Knight Attack 1
You call out to an enemy in the heat of battle, challenging them to face you.
Daily * Martial, Challenge
Standard Action Ranged 10
Prerequisite: Target cannot be immobilized or stunned.
Target: One creature
Attack: Charisma vs. Will
Hit: 2d6 + Charisma damage unless the target moves to engage you in one-on-one combat. All minions cease attacking you as long as none of your allies fight against the target with you.
Special: If the target refuses to engage you, regardless of whether you hit or miss, all enemy minions suffer 4 damage.
Onslaught
Knight Attack 1
You lash out against the enemy, driving them back in terror.
Daily * Martial, Weapon
Standard Action Close: Cone 5
Target: All creatures within cone
Attack: melee vs. AC
Hit: 2[W] + Strength damage and target is frightened (Will vs. Charisma save ends)
Hit or Miss: Your reach is threatened for the remainder of the round, and you may sustain your threatened reach as a minor action.
Special: At the end of the maneuver you are positioned 2 squares forward in the direction of the attack. Push any intervening models up to 1 square.
KNIGHT FEATS
Arming Squire
Tier: Heroic
Prerequisite: Retainers class feature
You are served in the field by a squire (a minion 3 levels beneath you, with a number of hit points equal to your level). Each round, you may perform a number of minor actions equal to your Charisma modifier as free actions – these tasks are handled by your squire. For example, a knight with a +3 Charisma modifier could have his squire take his sword, nock a bow, and equip him with the bow as free actions.
Beloved
Tier: Heroic
Prerequisite: Power with the “challenge” keyword
When you win a challenge (issued using a power with the “challenge” keyword) in the name of your beloved, you may make an extra use of second wind.
Regal Aura: Mighty Challenge
Tier: Heroic
Prerequisite: Regal Aura class feature
Benefit: Discharge a use of the Regal Aura power for that encounter as a free action to boost a power with the “challenge” keyword, inflicting an additional 2d6 damage on a hit if the target refuses to meet your challenge, and increasing collateral damage to minions (if any) by half your level