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Ramifications of the Knight's Bulwark of Defense class feature

Felon

First Post
A knight's foes must treat all squares the knight threatens as difficult terrain. This has always struck me as a poorly-conceived ability. At a glance, it sounds like it just eats up movement, but difficult terrain also prevents charges. Can't charge the knight or past him unless your reach exceeds his.

This class feature seems pretty much a no-go IMHO on that basis alone (I just happen to think that the image of the knight standing up to a brutal charge is not something to throw on a poor-conceived ability), but are there even further ramifications beyond that?
 

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Felon said:
A knight's foes must treat all squares the knight threatens as difficult terrain. This has always struck me as a poorly-conceived ability. At a glance, it sounds like it just eats up movement, but difficult terrain also prevents charges. Can't charge the knight or past him unless your reach exceeds his.

This class feature seems pretty much a no-go IMHO on that basis alone (I just happen to think that the image of the knight standing up to a brutal charge is not something to throw on a poor-conceived ability), but are there even further ramifications beyond that?

No 5-foot steps?

Add in Mageslayer feat and spellcasters are screwed...
 


hong said:
Just jump over the difficult terrain. Even a dwarf should be able to handle a 5' jump....

Just to clarify, charging would work fine. The terrain is only difficult if you begin your turn in them.

So if you are looking to move away, no 5-foot step. You have to use a Move Action, which will cause you to provoke. I suppose you could do a Withdraw?

If you tried a 5 foot jump away, this would provoke (unless you can Jump as part of a Withdraw?).

You could also Tumble away I believe.
 

Felon said:
A knight's foes must treat all squares the knight threatens as difficult terrain. This has always struck me as a poorly-conceived ability. At a glance, it sounds like it just eats up movement, but difficult terrain also prevents charges. Can't charge the knight or past him unless your reach exceeds his.

I'm away from my PHB2. But doesn't it only count as difficult terrain if the knight threatens you at the start of your turn?

Not many people are going to start charging the knight from within his threatened area.

Edit - what RigaMortus said.

Will it prevent a 5' step away, though? It will certainly prevent a 5' step around the knight - moving from one square he threatens to another. But retreating out of the knight's threatened area altogether, you're moving to a non-difficult square. Since this only costs 5 feet of movement, your movement is not 'hampered by difficult terrain', and so a 5' step should be legal, right?

It makes it harder for people to flank the knight, but it won't prevent the 5'-stepping archer from making his full attacks...

-Hyp.
 
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Yeah i agree with rigamortus, You should read the entry again. You can easilly charge in or past them. Unless your starting your turn in them.

I personally like it, put them within range of mages, and watch the mages try to 5 foot step back and rage. I dont think its that overpowering, having a warrior get some gusto vs. caster.

Best case scenario is to have a reach weapon that can be used adjacent with the knight. (the one handed kusari-gama sp? from dmg and oriental is nice!!)

@ hyp, i *THINK* it would prevent a 5' step away, you cant 5' step through difficult terrain, i would assume you'd have to move through the square you are in?? -i'll check my phb when i get the chance and clerify, Unless anyone has one handy and knows for sure?*

But yeah, with a reach it still applies

Its not as crazy as the op thinks it is
But this ability in the right situation can be nice

But imho not overpowered
 

bestone said:
@ hyp, i *THINK* it would prevent a 5' step away, you cant 5' step through difficult terrain, i would assume you'd have to move through the square you are in?? -i'll check my phb when i get the chance and clerify, Unless anyone has one handy and knows for sure?*

If I'm in an empty square, and I want to move into an overgrown square considered difficult terrain, it costs me 10 feet of movement.

If I'm in an overgrown square considered difficult terrain, and I want to move into an empty square, it costs me 5 feet of movement; moving into an empty square, my movement is not hampered...

-Hyp.
 

i realize that, i just wanst sure if you could 5' while IN difficult terrain?!?!? i dont have a phb handy so i cant look it up

Edit - After reading, no i was definetly incorrect *stupid memory*!

But still, pick up a reach and you'll own

Small spiked chain anyone?
 
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This ability is rather nasty when combined with Defensive Sweep. Unless you have some ability to ignore difficult terrain, you will be taking an AoO each round.

It has an odd grab bag of effects. There's no 5' step around the knight. Characters will find it more difficult to jump away from the knight, should they wish to. Tumblers, who already face a severe penalty, will have very slow movement. Virtually no character is going to move more than one square diagonally, and if the knight stands next to a wall, they're going to be nearly impossible to get around.

On the other hand, I don't think there's such a thing as "twice difficult terrain." Hence, if your guy gets in melee with the knight, you might as well throw an entangle or web on the area, too.
 

pawsplay said:
On the other hand, I don't think there's such a thing as "twice difficult terrain." Hence, if your guy gets in melee with the knight, you might as well throw an entangle or web on the area, too.

Actually, there is potential provision for it:

Double Movement Cost: When your movement is hampered in some way, your movement usually costs double. For example, each square of movement through difficult terrain counts as 2 squares, and each diagonal move through such terrain counts as 3 squares (just as two diagonal moves normally do).

If movement cost is doubled twice, then each square counts as 4 squares (or as 6 squares if moving diagonally). If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on. This is an exception to the general rule that two doublings are equivalent to a tripling.


-Hyp.
 

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