CLASS TRAITS
Role: Defender.
Power Source: Martial.
Key Abilities: Strength, Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; heavy shields, light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Bonus to Defense: +2 Fortitude.
Hit Points at 1st Level: 15+ Constitution Score.
Hit Points per Level Gained: 6
Healing Surges per Day: 9+ Constitution Modifier.
Trained Skills: From the class skills list below, choose 3 trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Intimidate (Cha).
Class features: Battle Guardian, Defender Aura, Knight Fighter Stances, Power Strike, Shield Finesse, Spinning Deflection, Weapon Talent.
Along the borderlands, knights are the stalwart commanders of peasant militias, caravan guards, and adventuring groups. Their cunning and skill puts them in control of the battlefield and lets them minimize the onslaught of their enemies. Rampaging monsters fear a knight above almost any other attacker. While the knight locks down a formidable foe, the other members of a party close in for the kill.
Many knights are members of chivalrous orders, though some are independent warriors who wander wherever their hearts take them. Each order combines a rigid sense of honor and relentless training to produce champions of the borderlands. Whenever ogres descend from the hills, when hobgoblins march from their strongholds, and when necromancers call forth armies of undead, a noble knight is the best defense an isolated community can hope for.
All sorts of warriors follow the path of the knight: young wanderers seeking to prove their mettle and gain full membership into a knightly order, reclusive warriors who abandon material comforts in favor of crusades for justice, or self-centered mercenaries who hope to claim treasure and power after every fight.
Most knights start as squires, training with orders that have heroic and historic names such as the Knights of the Watch or the Order of the Silver Dragon. Through study, martial practice, and adventuring, a squire earns the right to wear armor and bear the weapons of a knight. Orders maintain small keeps on the borderlands, from which they send out patrols, enforce the law, and repel monstrous incursions.
BATTLE GUARDIAN
You gain the battle guardian power.
Ignoring you in battle leaves a foe open to a devastating assault.
At-Will
Martial
Opportunity Action Personal
Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.
Effect: You make a melee basic attack against the triggering enemy. If the attack misses, the enemy still takes damage equal to your Strength modifier.
DEFENDER AURA
You gain the defender aura power.
You work to occupy nearby foes using a combination of fighting skill and clever tactics to keep them distracted.
At-Will
Aura
Minor Action Personal
Effect: You activate an aura 1 that lasts until you end it as a minor action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
KNIGHT FIGHTER STANCES
You gain two of the following powers of your choice.
You channel your anger into each strike, dealing devastating damage to your foes.
At-Will
Martial, Stance
Minor Action Personal
Effect: You assume the battle wrath stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of basic attacks using a weapon.
Level 11: +3 power bonus.
Level 21: +4 power bonus.
Your wide, sweeping attacks carry through to let you lash out at another nearby foe.
At-Will
Martial, Stance
Minor Action Personal
Effect: You assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your Constitution modifier.
Your attack staggers a foe, hindering its attempts to flee from you.
At-Wil
l Martial, Stance
Minor Action Personal
Effect: You assume the defend the line stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of your next turn.
After a successful strike, you teleport away to appear where your enemy least expects.
At-Wi
ll Martial, Stance, Teleportation
Minor Action Personal
Prerequisite: You must be eladrin, and you must have the fey step power.
Effect: You assume the glimmering blade stance. Until the stance ends, each time you hit an enemy with a melee basic attack using a weapon, you can teleport up to 2 squares to an unoccupied square adjacent to that enemy.
You throw your weight into each attack, striking with such force that you drive your enemy before you.
At-W
ill Martial, Stance
Minor Action Personal
Effect: You assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.
Each carefully timed strike lets you slip through your foes without fear of reprisal.
At-
Will Martial, Stance
Minor Action Personal
Effect: You assume the measured cut stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can shift 1 square as a free action.
You settle into an offensive stance, your poise and focus making every strike count.
At
-Will Martial, Stance
Minor Action Personal
Effect: You assume the poised assault stance. Until the stance ends, you gain a +1 power bonus to the attack rolls of basic attacks using a weapon.
POWER STRIKE
You gain the power strike power.
By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.
Enc
ounter Martial, Weapon
No Action Special
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit
Effect: The target takes 1[W] extra damage from the triggering attack.
Level 17: 2[W] extra damage.
Level 27: 3[W] extra damage.
Update (3/28/2011)
Change usage to "No Action" and change range to "Special".
SHIELD FINESSE
You gain the Shield Finesse feat.
SPINNING DEFLECTION
While you are wielding a quarterstaff, you are considered to be wielding a shield for powers and effects that require you to wield one, and you gain a +1 shield bonus to AC and Reflex.
WEAPON TALENT
You gain a +1 bonus to the attack rolls of weapon attacks.
LEVEL 2 KNIGHT UTILITY POWER
You gain one of the following powers of your choice.
Your leadership experience lets you enable nearby allies to move safely through combat.
En
counter Martial
Move Action Close burst 2
Prerequisite: You must have training in Diplomacy.
Target: Each ally in the burst
Effect: Each target can shift 1 square as a free action.
Your intimidating presence distracts your enemies as they attempt to attack your allies.
E
ncounter Martial
Minor Action Close burst 2
Prerequisite: You must have training in Intimidate.
Target: Each enemy in the burst
Effect: Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you.
Your ability to withstand hardship grants you a temporary boost in combat.
Encounter Martial
Minor Action Personal
Prerequisite: You must have training in Endurance.
Requirement: You must be bloodied.
Effect: You gain 5 temporary hit points.
Level 11: 10 temporary hit points.
Level 21: 15 temporary hit points.
Through careful timing and balanced footwork, you avoid your enemies’ attacks as you advance.
Encounter Martial
Move Action Personal
Prerequisite: You must have training in Athletics.
Effect: You shift up to 3 squares to a square adjacent to an enemy.
LEVEL 3 IMPROVED POWER STRIKE
You gain one more use of power strike per encounter, but you can still use it only once per turn.
KNIGHT COMBAT READINESS
You gain a +2 bonus to initiative.
WEAPON MASTERY
You gain a +1 bonus to the damage rolls of weapon attacks.
LEVEL 6 KNIGHT UTILITY POWER
You gain one of the following powers of your choice.
You easily shake off a debilitating effect that would cripple another warrior
.
Encounter Martial
No Action Personal
Prerequisite: You must have training in Endurance.
Trigger: You make a saving throw and dislike the result.
Effect: You can reroll the saving throw but must use the second result.
Your stalwart presence helps fortify an ally you reach out t
o.
Encounter Martial
Minor Action Melee 1
Prerequisite: You must have training in Heal.
Target: One ally
Effect: The target makes a saving throw.
You point your weapon at your enemy. Its allies look at it expectantly, as it wavers between accepting your challenge and losing face before its frien
ds.
Encounter Martial
Minor Action Close burst 3
Prerequisite: You must have training in Intimidate.
Target: One enemy in the burst whose Will is equal to or lower than 12 + your level
Effect: You pull the target up to 2 squares. You cannot pull the target into hindering terrain.
Your physical training lets you surge quickly across the battlefi
eld.
Encounter Martial
Move Action Personal
Prerequisite: You must have training in Athletics.
Effect: You move a number of squares up to your speed + your Constitution modifier.
KNIGHT WEAPON SPECIALIZATION
You gain one of the benefits of your choice.
Bladed Step
After you use power strike with a heavy blade, you can immediately shift 1 square to a square adjacent to an enemy. You then gain combat advantage against that enemy until the end of your next turn.
Bludgeoning Staff
When you use power strike with a staff, you can push the target up to 2 squares and can shift 2 squares.
Staggering Hammer
When you use power strike with a hammer and the target is adjacent to you, the target is also immobilized until the end of your next turn or until you are no longer adjacent to it. You also gain combat advantage against the target until the end of your next turn.
LEVEL 7 EXTRA KNIGHT STANCE
You gain one additional fighter stance.
You channel your anger into each strike, dealing devastating damage to you
r foes.
At-Will Martial, Stance
Minor Action Personal
Effect: You assume the battle wrath stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of basic attacks using a weapon.
Level 11: +3 power bonus.
Level 21: +4 power bonus.
Your wide, sweeping attacks carry through to let you lash out at another nea
rby foe.
At-Will Martial, Stance
Minor Action Personal
Effect: You assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your Constitution modifier.
Your attack staggers a foe, hindering its attempts to flee
from you.
At-Will Martial, Stance
Minor Action Personal
Effect: You assume the defend the line stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of your next turn.
After a successful strike, you teleport away to appear where your enemy leas
t expects.
At-Will Martial, Stance, Teleportation
Minor Action Personal
Prerequisite: You must be eladrin, and you must have the fey step power.
Effect: You assume the glimmering blade stance. Until the stance ends, each time you hit an enemy with a melee basic attack using a weapon, you can teleport up to 2 squares to an unoccupied square adjacent to that enemy.
You throw your weight into each attack, striking with such force that you drive your enemy
before you.
At-Will Martial, Stance
Minor Action Personal
Effect: You assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.
Each carefully timed strike lets you slip through your foes without fear
of reprisal.
At-Will Martial, Stance
Minor Action Personal
Effect: You assume the measured cut stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can shift 1 square as a free action.
You settle into an offensive stance, your poise and focus making every
strike count.
At-Will Martial, Stance
Minor Action Personal
Effect: You assume the poised assault stance. Until the stance ends, you gain a +1 power bonus to the attack rolls of basic attacks using a weapon.
SHIELD BLOCK
You gain the shield block power.
You lunge with your shield to protect an ally fro
m an attack.
Encounter Martial
Immediate Interrupt Melee 1
Requirement: You must use this power with a shield.
Trigger: An attack hits or misses you or an ally adjacent to you and deals damage
Target: The character hit or missed by the triggering attack
Effect: The damage dealt to the target is reduced by 1d10 + your Constitution modifier.
Level 11: 2d10 + Constitution modifier.
Level 21: 3d10 + Constitution modifier.
GREATER COMBAT READINESS
The bonus to initiative provided by your Combat Readiness class feature increases to +4.
LEVEL 10 KNIGHT UTILITY POWER
You gain one of the following powers of your choice.
Your attention enables a comrade to draw on his or her own reserve
s of healing.
Encounter Healing, Martial
Standard Action Melee 1
Prerequisite: You must have training in Heal.
Target: You or one ally
Effect: The target can spend a healing surge.
As you advance toward a chosen foe, you confound all attempts
to attack you.
Encounter Martial
Move Action Personal
Prerequisite: You must have training in Athletics.
Effect: You gain a +2 power bonus to all defenses until the end of your next turn, and you shift up to your speed to a square adjacent to an enemy.
The threat you pose is enough to set your enemies on edge, giving you and your allies a tempo
rary advantage.
Encounter Fear, Martial
Minor Action Close burst 3
Prerequisite: You must have training in Intimidate.
Target: Each enemy in the burst
Effect: Each target grants combat advantage until it hits or misses you or until the end of your next turn.
You draw on your inner strength to resist even the de
adliest effects.
Encounter Martial
Immediate Interrupt Personal
Prerequisite: You must have training in Endurance.
Trigger: You take damage.
Effect: You take only half of the triggering damage.
LEVEL 13 IMPROVED POWER STRIKE
You gain one more use of power strike per encounter, but you can still use it only once per turn.
PARAGON WEAPON MASTERY
The bonus to damage rolls granted by your Weapon Mastery class feature increases to +2.
BOLSTERING STRIDE
You gain the bolstering stride power.
You rush to your friend’s side, ready to stan
d in his defense.
Encounter Martial
Move Action Personal
Effect: You move up to your speed + 2 squares, ending in a square adjacent to an ally. You then gain temporary hit points equal to 2d8 + your Constitution modifier.
Update (8/4/2010)
Power updated to match Essentials data.
LEVEL 17 EXTRA KNIGHT STANCE
You gain one additional fighter stance.
You channel your anger into each strike, dealing devastating
damage to your foes.
At-Will Martial, Stance
Minor Action Personal
Effect: You assume the battle wrath stance. Until the stance ends, you gain a +2 power bonus to the damage rolls of basic attacks using a weapon.
Level 11: +3 power bonus.
Level 21: +4 power bonus.
Your wide, sweeping attacks carry through to let you lash out a
t another nearby foe.
At-Will Martial, Stance
Minor Action Personal
Effect: You assume the cleaving assault stance. Until the stance ends, whenever you hit with a melee basic attack using a weapon, one enemy adjacent to you other than the target of that attack takes damage equal to your Constitution modifier.
Your attack staggers a foe, hindering its atte
mpts to flee from you.
At-Will Martial, Stance
Minor Action Personal
Effect: You assume the defend the line stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, that enemy is slowed until the end of your next turn.
After a successful strike, you teleport away to appear where yo
ur enemy least expects.
At-Will Martial, Stance, Teleportation
Minor Action Personal
Prerequisite: You must be eladrin, and you must have the fey step power.
Effect: You assume the glimmering blade stance. Until the stance ends, each time you hit an enemy with a melee basic attack using a weapon, you can teleport up to 2 squares to an unoccupied square adjacent to that enemy.
You throw your weight into each attack, striking with such force that you driv
e your enemy before you.
At-Will Martial, Stance
Minor Action Personal
Effect: You assume the hammer hands stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can use a free action to push that enemy 1 square and then shift the same distance to a square adjacent to the enemy.
Each carefully timed strike lets you slip through your foes
without fear of reprisal.
At-Will Martial, Stance
Minor Action Personal
Effect: You assume the measured cut stance. Until the stance ends, whenever you hit an enemy with a melee basic attack using a weapon, you can shift 1 square as a free action.
You settle into an offensive stance, your poise and focus
making every strike count.
At-Will Martial, Stance
Minor Action Personal
Effect: You assume the poised assault stance. Until the stance ends, you gain a +1 power bonus to the attack rolls of basic attacks using a weapon.
DEVOTED KNIGHT
When you use your second wind or take the total defense action, you activate an aura 1 that lasts until the end of your next turn. While in the aura, each ally gains a +2 power bonus to all defenses.
KNIGHT'S VALOR
You gain the knight’s valor power.
With a moment’s focus, you renew your vigor before unleashing a powerful a
ssault against your foes.
Encounter Healing, Martial
Minor Action Personal
Requirement: You must be bloodied.
Effect: You can spend a healing surge. In addition, you gain a +2 power bonus to attack rolls and saving throws. The bonus lasts until the end of your next turn.
RELENTLESS KNIGHT
When you use your second wind, you can spend an additional healing surge.
EPIC WEAPON MASTERY
The bonus to damage rolls granted by your Weapon Mastery class feature increases to +3.
SPIRIT OF WAR
At the start of your turn, you can make a saving throw against one effect that a save can end. If the saving throw succeeds, the effect ends, preventing it from affecting you on your current turn.
If the saving throw fails, you still make a saving throw against the effect at the end of your turn.
Published in Heroes of the Fallen Lands, page(s) 123.