Thursday, June 14, 2012

The Knight

Knight

KNIGHT

Level
Class Features and Powers
1
Defender Aura, Combat Challenge, Combat Style, Master at Arms - 2 Stances, Power Strike
2
Gain 1 Boost
3
Gain 1 Stance


Role: Guardian

Armor Proficiencies: Basic light, advanced light, basic heavy, advanced heavy, basic shields, advanced shields
Weapon Proficiencies: Basic melee, basic ranged, advanced melee, advanced ranged

Starting Hit Points: 34
Hit Points Gained Per Level: 6
Vitality Points: 12

CLASS FEATURES

DEFENDER AURA
Enemies adjacent to you are marked by you.

COMBAT CHALLENGE
Whenever an adjacent enemy marked by you makes an attack that does not include you or shifts, you can make a basic melee attack against it as an immediate interrupt.

COMBAT STYLE
Choose one of the following options:
Brute Style: While you wield a two-handed melee weapon, you gain a +2 bonus to the damage rolls of weapon attacks per tier.
Longarm Style: While you are wielding a polearm, you gain a +1 shield bonus to your Armor defense.
Phalanx Style: While you are wielding a shield, allies adjacent to you gain a +2 shield bonus to their Armor defense.

HEROIC KNIGHT STANCES

Bell Ringer
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, the target moves 1 step down the Action Track.
Power Strike: If you use Power Strike, the target moves 2 steps down the Action Track instead.

Cleaving Assault
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, one enemy adjacent to you other than the target takes 1[W] damage.
Power Strike: If you use Power Strike, you can instead use a free action to make a basic melee attack against one enemy adjacent to you other than the target.

Crushing Surge
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, you gain 5 temporary hit points.
Power Strike: If you use Power Strike, you can either gain an additional 5 temporary hit points or make a saving throw.

Defend the Line
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, the target moves 1 step down the Movement Track.
Power Strike: If you use Power Strike, the target moves 2 steps down the Movement Track instead.

Funneling Flurry
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit an adjacent enemy with a basic melee attack, you can slide the target 1 square to a square adjacent to you.
Power Strike: If you use Power Strike, you can slide each enemy adjacent to you 1 square to a square adjacent to you instead.

Hammer Hands
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, you can push the target 1 square and then shift 1 square into the space it occupied.
Power Strike: If you use Power Strike, you can also knock the target prone.

Measured Cut
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit or miss with a basic melee attack, you can shift 1 square.
Power Strike: If you use Power Strike, you can shift 2 squares and pull the target 2 squares instead.

Snaring Stance
At-Will – Stance
Minor Action – Personal
Effect: Until the stance ends, whenever you hit with a basic melee attack, you can pull the target 1 square.
Power Strike: If you use Power Strike, you can also knock the target prone.

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