Category Archives: knight

Sword Guard of Astrazalian

Otherwise known as Class Acts: Knights, this article is about allowing an eladrin knight to swap out the usual fare in order to exploit your inherent magical capabilities. In short, you can teleport things. A lot. Before we get into the powers however, I want to mention the flavor of the article. It just breaks about a page, going into the history of the City of Starlight, which shifts between the Feywild and natural world with the seasons, and eladrin knighthood. It provids a solid backstory for why these guys exist, as well as character hooks for why you might seemingly leave the city for adventure (mostly to fight your enemies at the source).

Since eladrin have a +2 to Intelligence and a floating bonus to either Dexterity or Charisma, they aren’t exactly suited to knights, which are Strength primary and Constitution secondary. To alleviate this, the article recommends the “specialist” array (which lets you go with Strength 18 and Constitution 14). Since they rely largely on melee basic attacks, another suggestion is taking Melee Training to make your attack stat mostly Intelligence. The damage would be a bit lower, but it lets you get away with lighter armor since having an Intelligence of 18 and hide armor is the same as scale.

Ultimately, a Strength of 16 (before modifiers) is good enough for your attacks, which is what people usually buy anyway, especially considering swords have the best proficiency bonus. Yeah, you don’t have a racial, but who fucking cares? I’ve seen players go with halfling fighters (Strength 16) and I’ve played a minotaur rogue and warlord (all with “attack stats” of 16). It’s certainly doable, especially considering that the new Expertise feats scale faster and provide other bonuses. The only reason why you’d want to have a good Intelligence score is if you wanted to multiclass into an arcane class to help push the concept, or best utilize the new paragon path (see below).

Anywho, on to the powers.

  • Feywild Guardian (level 1): You swap out battle guardian for the ability to teleport to the triggering target, and then make a basic melee attack. This is pretty cool, because it allows for better positioning.
  • Glimmering Blade (level 1): A stance that lets you teleport whenever you hit an enemy. Also very nice.
  • Eldritch Tactics (level 2): This is pretty standard as far as low-level teleports are concerned: you swap places with an ally within range. Swordmages, and I think even battleminds and The Simpsons already did it.
  • Bewitching Glare (level 6): An immediate interrupt that lets you impose an attack penalty and pull the target if the attack misses. The pull cannot move them into hindering terrain, which sucks.
  • Arcane Instincts (level 10): Another immediate interrupt that gives you and all adjacent allies energy resistance against a few types. The good part is that it stops the most common kinds of energy (except for necrotic), but the downside is that allies have to be right next to you.

Not a whole lot, and I’d probably only take the level 1 and 2 stuff. But wait, the article isn’t over yet! There’s still the eldritch knight paragon path, which requires that you be trained in Arcana and have a nice Intelligence score to boot. While eladrin can take Arcana at level 1 without having to burn a feat, personally I’d recommend multiclassing into an arcane class. It’ll help push the concept, as well as give you another nifty ability.

  • Eldritch Abduction (level 11): When you teleport, an ally in your defender aura can come with you. Oddly, you cannot teleport the target into hindering terrain…but I can’t see why you would try this, except against an enemy, who probably wouldn’t take kindly to this anyway.
  • Far Step Extension (level 11): You can teleport a distance based on your Intelligence whenever you burn an Action Point. Hrmm…normally Intelligence is a dump-stat for knights. There’s no minimum distance, so if your Intelligence isn’t at least 12 or higher, this won’t do shit for you. 
  • Diversified Study (level 11): You gain a wizard encounter, and can use any weapon you want as an implement when attacking with the power you pick.
  • Eldritch Leap (level 12): Basically another fey step, except that it’s dependent on Intelligence and you have to end up next to an enemy.
  • Eldritch Blade (level 16): When you hit something with an opportunity attack, you ignore insubstantial and resistances. Great if you’re fighting ghosts, I guess? To my knowledge, weapons can turn their energy types off anyway, and since it only works on opportunity attacks it just makes this all the more limited.
  • Eldritch Isolation (level 20): When you use power strike, you can teleport both you and the target up to a (thankfully) set distance.

Now, I like the concept, and it’s doable without too much work. The problem is that it seems like an armored variation of the swordmage, which has the benefit of being Intelligence-primary from the start. With this, taking Melee Training to prevent spreading your ability scores too thin, as well as Weapon Focus to patch the damage, just makes it a less attractive option considering that as a swordmage I can just take Armor Proficiency (hide) if I want to look the same, and I won’t have to wait 10 levels in the hopes that the game goes on long enough to see if it all pays off.

In the end it’s alright, but is mostly useful to those stuck with a DM who wants to run purely Essentials games that cannot be dissuaded. Otherwise, I’d be hard-pressed to not just roll an eladrin swordmage.

Staffs & Spells

There’s some more Essentials support in the form of staff-fighting options and another mage school specialization.

Starting with staffs, the article comes in two parts. The first allows knights and slayers to pick non-parallel alternative class features in order to make the quarterstaff a viable choice, in case that’s something that appealed to you. Personally, I’m kinda meh on it because while I haven’t had a chance to take either class for a spin, using a big-ass sword appeals to me a lot more than a stick. Anywho, knights can replace Shield Finesse with Spinning Deflection, which grants an AC and Reflex bonus when wielding a staff, and you still count as using a shield for power prereqs. Additionally, they can take Bludgeoning Staff at level 7 in order to push enemies that they hit with power strike. Slayers on the other hand can take Rapid Quarterstaff at level 7 in order to deal automatic damage to adjacent critters when using power strike, and can take staggering staff for their level 12 utility, which lets them slide a target they miss as a free action.
The feat groups here are Ordained Weapon, Thief Weapon, and Weapon Training, each with their own pair of feats. Ordained Weapon feats are only useful for divine classes: Staff of Knowledge grants combat advantage for a single divine attack, while Staff of Travel lets you shift when you hit with divine attacks. Thief Weapon feats apply to thieves and/or rogues by virtue of their prereqs, allowing you to daze with a backstab or gaining both proficiency with a staff and being able to use Sneak Attack with it. That’s a bit more up my alley, evoking images of the Robin Hood movie with Kevin Costner. Finally, Stout-Handed Staff basically lets small characters use a quarterstaff, as well as shift if you prone someone when smacking them with one, while War Wizard’s Staff lets you usher an ally out of the way when using close arcane attacks. You know, if you’re the kind of character that gives a shit if you’re going to explode an ally.
Speaking of exploding allies, the new school on the block is pyromancy, which to me seems like a subset of evocation. It presents itself like the other schools do in Heroes of the Fallen Lands, just not intermixed throughout the class’s progression. In other words, its easier to determine what benefits it provides throughout your career. Starting with the heroic tier, Pyromancy Apprentice grants a passive, untyped, scaling bonus on arcane fire attacks. Wow. Pair this with a tiefling with Hellfire Blood and you’ll be packing some serious heat. Okay well, Pyromancy Expertise doesn’t give you any magical benefits, instead giving a passive bonus to Bluff and Intimidate…which are two iconic tiefling skills. Hrmm… Pyromancy Master causes area and close arcane attacks to create zones that inflict automatic damage for a turn. I wonder if tieflings in Heroes of the Forgotten Kingdoms are going to get optional Con bonuses?
I like all these features, mostly because I like tieflings a lot and it seems specifically geared towards them, which is completely fucking fine by me. At paragon tier, Pyromancy Action lets you pick an enemy when you burn an action point, and for an entire turn anytime you hit them with a fire effect, they take maximum damage.  Brutal. Kelwyn’s devouring fire is your level 11 attack, which hits a nice area and deals half damage on a miss (or you can slide them). If you kill anything, survivors take automatic fire damage again. I find it odd that you can opt to deal half damage or slide creatures outside the area of effect. I wonder if spells will be updated to represent missed targets leaping out of the way? The level 12 utility lets you transform into an elemental-type shape, granting fire immunity, a bonus on attacks based on the number of targets you’re gunning for, and automatic damage to creatures stopping next to you. Very cool if cliche. Finally, at level 20 you get a very hefty 10d10 fire damage attack that not only hits an area 2 burst within 20 squares, but chalks off half your hit points (and you cannot reduce it, either). Yeesh. Fuck meteor swarm.
Not a bad haul, though a staff-wielding defender wasn’t really one of my must haves, or even kinda-sorta-wanna haves. At least some of the new feats could be used by other characters, so there’s some nice coverage there. Mostly, I’m stoked over the pyromancer. Josh wanted someone to play a wizard, so this’ll be a good chance to tryout another tiefling that focuses on fire magic.