Lord Zardoz
Explorer
The only thing I think is anywhere near broken about this is that the Spiked Chain threatens both near and far squares. The ability its self I have no problem with. What is really mean is Fighting a Hydra in a Swamp (10 foot reach with 6 AoO per round, and the rules are a bit hazy if its one attack per Opportunity or if each head can strike on a single Opportunity).
But lets get away from that for a moment.
I think that the way the Knight is designed is to make it a Melee attacker who is very difficult for other melee attackers to deal with. If you want to stick to the rules as written, even this can be dealt with. All you have to do is choose actions that do not amount to a Full Attack.
- Get out of Melee and make yourself a shiny new pin cushion
- Ready an action to Disarm or Sunder the next time the Knight attacks you
- Make your single attack a Grapple, which forces him to not use his reach weapon.
-- End the grapple on your turn and pick up his chain with your action
- If you have the option, use Ride By Attack or Leap Attack to avoid the AoO
- Bull Rush him into a corner so he cannot step away (may take a while)
- Use your own Reach weapon and even the playing field a bit. Let him step back, attack anyway.
- Dont fight fair. Poison your weapon. His Fort save sucks anyway.
- Role play it a bit. Challenge him to a 'fair fight' bare handed. You could make the case that he would go for it, what with the Chivalry and all.
-- Cheat anyway.
Knight with 10 foot reach that also threatens adjacent can be difficult to handle. But going toe to toe with a Raging Barbarian is not exactly easy either. And while were at it, those Monks are way too good at taking down spell casters.
Each class has something it is good at, and some classes have things that add up to very nasty synergies (Fly + Improved Invis + Blasting spells is a classic example if something that is hard to deal with if you are not prepared for it).
END COMMUNICATION
But lets get away from that for a moment.
I think that the way the Knight is designed is to make it a Melee attacker who is very difficult for other melee attackers to deal with. If you want to stick to the rules as written, even this can be dealt with. All you have to do is choose actions that do not amount to a Full Attack.
- Get out of Melee and make yourself a shiny new pin cushion
- Ready an action to Disarm or Sunder the next time the Knight attacks you
- Make your single attack a Grapple, which forces him to not use his reach weapon.
-- End the grapple on your turn and pick up his chain with your action
- If you have the option, use Ride By Attack or Leap Attack to avoid the AoO
- Bull Rush him into a corner so he cannot step away (may take a while)
- Use your own Reach weapon and even the playing field a bit. Let him step back, attack anyway.
- Dont fight fair. Poison your weapon. His Fort save sucks anyway.
- Role play it a bit. Challenge him to a 'fair fight' bare handed. You could make the case that he would go for it, what with the Chivalry and all.
-- Cheat anyway.
Knight with 10 foot reach that also threatens adjacent can be difficult to handle. But going toe to toe with a Raging Barbarian is not exactly easy either. And while were at it, those Monks are way too good at taking down spell casters.
Each class has something it is good at, and some classes have things that add up to very nasty synergies (Fly + Improved Invis + Blasting spells is a classic example if something that is hard to deal with if you are not prepared for it).
END COMMUNICATION