Knights of 4E

Daern

Explorer
While preparing to run my campaign today (converted from 3rd to 4th), I realized that there have been very few mundane/historical monsters and NPCs released for the new system. My campaign restarted with medieval tournament and joust, so I went looking through the Compendium for Knights or equivalent mounted warriors. I was surprised to find that there were none to be had! There were some human guards, and there is a single human Paladin, and thats it! This is surprising. The game's data bases could use some more variety of NPCs/Monsters for these situations, so here is what I whipped up with using the Monster Generator (it may not be legal as I may have tweaked some numbers). Anyone else have any good low level mounted knight stats?

Tourney Knight
A knight of courtly valor, jousting for glory and gold.

Tourney Knight Level 3 Soldier
Medium Natural Humanoid XP 150
Initiative +3 Senses Perception +7;
HP 46; Bloodied 23
AC 20; Fortitude 16, Reflex 13, Will 14
Speed 5 (Mounted 7)

Furious Strike (standard; at-will) * Weapon
+10 vs AC; 1d10 + 3 damage
Target is Marked
Mounted Combat: 1d10+8 damage when charging.

Mighty Charge (standard; encounter) * Weapon
+10 vs Reflex; 2d10 + 8 damage
Must move at least 2 squares

Languages: Common
Skills: Athletics +4, Diplomacy +2, Mounted Combat
Str 17 (+4) Dex 11 (+1) Wis 11 (+1)
Con 14 (+3) Int 11 (+1) Cha 13 (+2)

Equipment: Plate, Shield, Longsword, Warhorse

Tourney Knight Tactics
A Tourney Knight begins combat with a Mighty Charge, but is merciful to any Bloodied opponent who wishes to surrender.

Tourney Knight Lore
DC 15 to recognize Heraldic Device and know the knight's name and reputation.
 

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LostSoul

Adventurer
I wrote up a knight for a game, but never used him. I didn't look at the mounted combat rules so the knight & his mount are considered one creature. Though he can be unhorsed.

Knight of Nerath Level 8 Elite Soldier
Large humanoid, human XP 700
Initiative +9 Senses Perception +7
HP 184; Bloodied 92
AC 25; Fortitude 23, Reflex 20, Will 22
Saving Throws +1
Speed 5
Action Points 1

:bmelee: Spear (standard; at-will) ✦ Weapon
+15 vs. AC; 2d6+5 damage, and the target is marked until the end of the knight's next turn.

:melee: Hoof Smash (standard; at-will )
Requires warhorse; +13 vs. Ref; 1d8+5 damage, and the target is pushed one square and falls prone. The knight may shift into the space.

:melee: Brutal Charge (standard; at-will; on charge only)
Requires warhorse; the knight charges and makes a spear and hoof smash attack.

Shield Block (immediate interrupt, when hit by a melee attack; encounter)
The knight forces a re-roll, taking the second value, and gains a +2 to AC and Reflex until the end of his next turn.

Grim Determination (immediate reaction, when first bloodied; encounter)
The knight gains a +2 bonus to attack and damage rolls.

Mounted
Requires warhorse; the knight gains a +2 bonus to attack and damage rolls, a +2 bonus to Athletics and Endurance, and his speed is increased to 8.

Alignment Unaligned Languages Common
Skills Athletics +14, Endurance +14, Intimidate +12
Str +9 Dex +7 Wis +7
Con +9 Int +7 Cha +7
Equipment plate mail, spear, shield, warhorse
 


Gort

Explorer
I usually use knights as heroic NPCs - they can be of pretty much any level, and each one is unique. They are supposed to be the hardest guys in the kingdom, after all.
 

LostSoul

Adventurer
That's very good, and how 4th edition opponents would look like as stat blocks. Very good.

Thanks!

Now that I look him over, I might change a few things, but I'm pretty happy with him.

I'm also glad I made him a level 8 Elite because when the PCs do finally meet this guy, he'll still be a decent threat.
 

Daern

Explorer
Knights of the Dale

Here is another stab at it. These will be the cavalry and militia commanders of the local region. They would normally command a squad of Pikemen minions. I want to establish a baseline in my campaign. I think 4th level is good. That makes them bad ass for beginning PCs but then not too tough later on. They could probably beat an orc sergeant. But City guards will be more along the lines of the Pikemen, although perhaps with standard hp.

Knight of the Dale
XP 175 Level 4 Soldier (Leader)

Initiative +5 Senses Perception +9
HP 55; Bloodied 27
AC 20; Fortitude 19, Reflex 17, Will 18
Speed 5 (7 mounted)

Lance or longsword (Standard, at-will) Weapon
+11 vs Armor Class; 1d10+4 damage (1d10+9 mounted)
Target is Marked(-2)

Tactical Deployment (Minor, recharge 6)
Close burst 5; allies in the burst shift 3 squares.

Lead from the Front
When the Knight of the Dale’s melee attack hits an enemy, allies gain a +2 bonus to attack rolls and damage rolls against that enemy until end of the knight’s next turn.

Mounted Combat: Knight deals +5 damage on a mounted charge

Alignment Lawful Good Languages Common
Skills Athletics +11, Intimidate +7
Str 18 (+5) Dex 14 (+3) Wis 16 (+4)
Con 16 (+4) Int 12 (+2) Cha 10 (+1)

Equipment: heavy shield, plate armor, lance, longsword, warhorse.

Decription: The the cavalry of the Dale is fierce and well-armed, though few in number.

*****

Dale Pikeman or Dale Archer

XP 38 Level 3 Minion
Medium natural humanoid

Initiative +4 Senses Perception +1; low-light vision
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Speed 6

Longbow (Standard, at-will) Weapon
+6 vs Armor Class; 6 damage; Range 15/30

Lonspear (Standard, at-will) Weapon
+6 vs AC; 6 damage; Reach 2

Alignment Nuetral Good Languages Common
Skills Athletics +6, History +2
Str 18 (+5) Dex 14 (+3) Wis 13 (+2)
Con 15 (+3) Int 10 (+1) Cha 9 (0)

Equipment: leather armor , buckler, longsword, longspear .

These are sturdy men of the Dale, drilled once a week on piker tactics and archery to fight incursions against their homes. They may be led by a knight of the Dale.
 


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