Stay Classy – A More Defensive Knight

As a player, and as a GM, I love options. Specifically, player-options. Now, my love of options does not necessarily mean I want more anchors to weigh down gameplay, but I do want my PCs to feel as if they can accurately create the type of hero they want at the table.

D&D Essentials has invigorated 4e, but character options seem to be trickling out a snail’s pace. Perhaps, I’m just trained to expect more options by WotC’s usual barrage of player-choice material. Regardless, I applaud their restraint while still hungering for more. Let’s say that it’s a compliment to Essentials – it is elegant and a much better take on 4e than, um, 4e was. However, so much design space seems unfilled and unused.

As that last statement regards player option, please allow this column to help fill in those holes. No less than twice a month, you can check here for new character options and a bit of my opining on the 4e system as a whole.

Without further ado . . . .

 

KNIGHT TALENTS     

Knights are meant to be erstwhile defenders, and yet, aside from a few stances and the use of heavy armor, they have very little to differentiate them mechanically from their brute cousin, the slayer.

Thankfully the answer to this dilemma exists in the knight build already. The knight begins play with one of two first level options meant to better flavor their defending abilities: shield finesse (a feat that removes check penalties from a shield) or spinning deflection (a talent that grants a staff-bearer to use the weapon as a shield).

The two options above, while not powerful, feel thematically solid. However, having only two options does seem limiting. Below are four new talents, of equivalent power, that can be used for your Knight PC.

Armored Grit: When wearing heavy armor, you are capable of shrugging off dangerous attacks. You gain a +1 bonus to Fortitude and take 1 less damage from ongoing damage.

Axe Guard: Your axe is always at the ready. Whenever a non-minion enemy misses you with a melee attack, you deal 1 point of damage to the target. The damage dealt rises to 3 point at 11th level and 5 at 21st.

Determined: Your fighting spirit is as strong as the steel in your blade. Once per encounter when you are under a condition placed on you by a save ends effect, you may ignore that effect for one round. In return, you do not make your saving throw this round.

Skilled Counter: Whenever you wield a sword and are struck by a melee attack, your next attack against the target that struck you gains a +1 bonus. This bonus rises to +2 at 11th level and +3 at 21st.

Drop me a line to let me know what you liked or didn’t. And don’t hesitate to tell me what class or race you’d like to see tinkered with next. Until then, good gaming.


Part idiot. Part old man. All geek. Matthew A. C. is a struggling writer, professor, family man, and gamer. Yes, he struggles at all those things. However, he's been fortunate enough to publish a few things here and there. You can find his RPG stuff at RPG Now and follow him on twitter (@thelastrogue).


Share

About Matthew A. C.

Matthew A. C. is a struggling writer, professor, family man, and gamer. Yes, he struggles at all those things. However, he's been fortunate enough to publish a few things here and there. You can find his RPG stuff at RPG Now and follow him on twitter (@thelastrogue).
Subscribe to Comments RSS Feed in this post

8 Responses

  1. Pingback: frothNo Gravatar

    • Pingback: ThadeouscNo Gravatar

  2. Pingback: Matthew A. C.No Gravatar

  3. Pingback: Glimm the GnomeNo Gravatar

  4. Pingback: UmbramancerNo Gravatar

  5. Pingback: JessNo Gravatar

  6. Pingback: Matthew A. C.No Gravatar

  7. Pingback: Paul SNo Gravatar

Leave a Reply

Your email address will not be published. Required fields are marked *

*
*