The few, the proud, the knights are martial characters dedicated to restoring the ideals of knightly chivalry before they fade forever. The knights see moral decay everywhere they look in the world around them, brought on by a lapse in ethical behavior. Knights adhere to a rigid code of behavior that embraces such values as honor, honesty, chivalry, and courage. The first duty of knights is to this code and the ideals for which it stands, rather to a holy order. A knight is expected to display these ideals in all aspects of his behavior throughout all his actions and deeds, however arduous they may be.
Class Traits
Role: Defender. You are extremely durable, with high hit points and the ability to wear the heaviest armor. You can issue bold challenges to foes and compel them to fight you rather than your allies.
Power Source: Martial, Limit Break. You have become an expert in tactics through endless hours of training and practice, personal determination, and your own sheer physical toughness.
Key Abilities: Strength, Charisma, Constitution, Intelligence
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 17 + Constitution score
Hit Points per Level Gained: 7
Healing Surges per Day: 10 + Constitution modifier
Trained Skills: From the class skills list below, choose three trained skills at 1st level: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha).
Class Features: Challenge, Combat Leader, Commanding Presence, Sentinel, inspiring word.
Class Features
All of the following are class features of the knight.
Challenge
The challenge of a knight is filled with menace. You can use the challenge power to mark an enemy of your choice.
Combat Leader
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
Commanding Presence
Choose one of the following two benefits. The choice you make also provides bonuses to certain knight powers. Individual powers detail the effects (if any) your Commanding Presence selection has on them.
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Inspiring Presence: When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one-half your level + your Charisma modifier.
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Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier.
Sentinel
The knightâs sentinel is truly awe to behold. You can use the sentinel power to increase your defenses at a cost of movement.
Inspiring Word
Using the inspiring word power, knights can grant their comrades additional resilience with nothing more than a shout of encouragement.