D&D 4E Essential 4e: Heroes of the Forgotten Lands

Your analogies for Essentials make sense.

I had a few other questions about the Knight. Can you list and describe some of the other stances it can pick from at 1st level. We've seen battle wrath and cleaving assault in the fighter's preview. What are some of the other options? (sorry if you already answered this and I missed it)

Also, what sort of abilities and class features do Knights pick up in the paragon and epic tiers? Obviously they get more power strike opportunities and ability to choose more stances, but what sorts of things do they get at high level to balance against pre-Essentials fighter powers at high level?

thanks again for all your help.

Heroic Knight Level 1 Stances

Battle Wrath
Cleaving Assault
Defend the Line: when you hit, enemy is slowed
Hammer Hands: When you hit, you can push 1 square and then shift 1 square adjacent to that enemy
Measured Cut: When you hit, you can shift one square
Poised Assault: +1 to attack

Paragon Tier

11 - Stalwart Assault - gain bonus to speed and damage = CON for first turn in encounter
- Stalwart Action - when you spend AP, gain resist 10 damage
- Another use of Power Strike
12 - Shielding Blade (+2 defense vs. enemy when he misses you) OR Bludgoning Counter Strike (+2 attack when enemy misses you)
13 - Another use of Power Strike
15 - Weapon Mastery bonus damage hits +2
16 - Armor of Conviction - Resist 5 to all damage while bloodied
16 - Blostering Strike - move speed+2, end adjacent to ally, gain temp hp 2d8+CON
17 - Additional Stance
19 - Devoted Knight - when second wind or total defense, gain aura 1 granting +2 Defense to ally allies, lasts until end of next turn
20 Tactical Focus - Power strike allows you to slide the target 1 square

EPIC KNIGHT (beyond ED features)

22 - Knight's Valor - when blooded you can surge and gain +2 attack and save until EONT
23 - spend an additional surge when you second wind
25 - Weapon Mastery bonus is +3
29 - Spirit of War - You can save against 1 effect at the start and end of your turn

You know, reading through this now, I dig the knight a lot more. I was missing the Warlord, since that's my favorite new class of 4E (I like playing a martial leader), but the Knight has some leader-esque options like BATTLE LEADER (allies within 2 can shift 1) or GLOWERING THREAT (enemies within 2 take -5 to attack others) or HELPING HANDS (allows others to make a save) or BATTLEFIELD HEALING (others can spend a surge)
 

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Fiery Dragon, I would very much appreciate if you cold tell us the new Fighter stances for both builds (in the same manner you did for the Thief Tricks), as well as the Combat Readiness and Weapon Mastery class features (Knight) and the Might Slayer class feature (Slayer). My players are hitting level 5 next week, and one of them (his character just died) wants to try rolling one of the Essential Fighter builds. We got all the other bits of info from different sites / excerpts, and with these features he will be able to play a full Knight or Slayer. Thank you so much in advance! And thank you for being so polite as to answer our (not-so-polite-sometimes) questions!


HEROIC SLAYER: You gain damage bonus equal to DEX.

SLAYER stances:

BATTLE WRATH
BERSERKER'S CHALLENGE: +2 sped, +2 attacks on charge
DUELLIST'S ASSAULT: +4 damage when you're the only one adjacent
MOBILE BLADE: when you hit, you can move DEX squares
POISED ASSAULT: +1 attack
UNFETTERED FURY: -2 attack, +4 damage (+6 at Paragon, +8 at Epic)

MIGHTY SLAYER: +2 to Heroic Slayer bonus

KNIGHT
COMBAT READINESS +2 initiative
WEAPON MASTERY +1 damage to all weapon attacks
 

Just a note: I'm not being nearly as eloquent or precise as the rulebook in a lot of my little blurb write-ups. I'm skipping over some "Lasts until the end of your next turn" or typing the bonus (feat or power or untyped). While you get the gist of what the power or ability may be, the rulebook is really the source and is probably a lot more careful with some of the language that I may have blurbed over in my haste.

There, that's my sales pitch for the book.
 

THE MOST IMPORTANT QUESTION:
Magic Missile: "One target" or "One or two targets?"

I hope the former, because in my Red Box game last night the mage blasted through about half of the 16 kobolds (increased from published amount to accomodate 6 players) by himself without ever rolling a die.


Yes, very important, and something that needs to get cleared up. The answer is on page 203 of the book. Great questions.
 

Bwahhahaha. Made myself laft (which is pretty pathetic sitting alone in my home office).

One Creature is the target for Magic Missile. Can also be used to attack the darkness, and as a ranged basic attack.
 


How about more on the ED features.

Thanks again.


INDOMITABLE CHAMPION
21 Epic Heroism - 2+ to two ability scores
24 Epic Resilience - +20 hp, +1 NADs
26 Epic Tenacity - Daily Power, when you hit 0 hp, you regain as if a surge had been spent, +5 to all Defenses until EONT
30 Unmatched Defense - daily power, when hit by an attack, treat the attack roll as a natural 1
 

Thanks.

I am not seeing a lot of immediate powers or conditionals ( I.e. Anyone that hits you until the end of the encounter takes x amount of damage) which I really like.

Do you see any of those types of powers?
 


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