Essential's Heroic Knight -- not so sticky?

I'll gladly take a 90% effective feature that can work N times per round (where N is the number of opposing creatures) over one that is 100% effective and can only work once.

The only thing detracting from my slavering urge to play an Essentials Thief is my equally strong urge to play an Essentials Knight. I just wish the Knight got the Slayer's feature Armored Mobility...
 

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In practice, I tried running a Knight and the DM found it very frustrating he could not get any monsters past him. He decided the Essentials Knight was TOO GOOD as a defender and made me rework him as a PHB Fighter.

IMHO that's a bad DM, there are plenty of ways to work around a Knight, and forcing a player to change their character because you're too lazy to think of them is bad DMing.
 




And the Essentials Warpriest works nicely in concert with a Knight. The Warpriest will usually be wearing chain + heavy shield, granting good protection against anything in the Knight's aura. Sun Domain Warpriest can give the Knight damage resist, which is helpful given the amount of fire the Knight tends to attract. Alternatively the Warpriest can help the Knight shrug off any conditions with extra saving rolls.
 


One more thing. Power Strike may potentially makes a Knight more sticky than a PHB Fighter in some cases. Say, when it is likely that another 1[W] damage will drop the foe, thus eliminate that foe before it attacks the Knight's comrade.

Next Friday, I am meant to play a 4th-level Knight. After the session, I may likely to report something more.
 

The fighter is no more sticky against a shifting foe than the knight. Both get an attack to cause some damage only. The fighter's ability to root them to the spot only applies against a normal move, not a shift.
 

The fighter is no more sticky against a shifting foe than the knight. Both get an attack to cause some damage only. The fighter's ability to root them to the spot only applies against a normal move, not a shift.

While true, there are a few issues. First the opponent can only shift. If your allies are farther than 1 square from the baddy, he can't get to them.
 

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