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View Full Version : Player Help Feats needed to have a good Knight?



TheEggKing
2014-06-12, 09:56 PM
I'm building a Knight for the first time and I wasn't sure what feats I should get. I like the idea of being strong at mounted combat, but I have four feats to choose at level one (Human + Base + Two flaws) and Knights naturally get Mounted Combat at level two, so I want to hold off on getting any of that feat tree for now. I did some casual looking around and had trouble finding anything other than the somewhat bland Power Attack tree. Without going super crazy on the optimization, what are some good feats for a Knight?

What I've got so far for Sir Siegfried Andere (http://www.myth-weavers.com/sheetview.php?sheetid=925199)

Pardon any breaking of etiquette I may have made, my experience with posts here is very limited. Thanks for your time.

Flickerdart
2014-06-12, 10:01 PM
Knights are actually pretty rubbish at mounted combat. Their class abilities all support standing between your squishies and the enemies.

TheEggKing
2014-06-12, 10:13 PM
Knights are actually pretty rubbish at mounted combat. Their class abilities all support standing between your squishies and the enemies.

Well, be that as it may, what are some feats that would work well for the Knight in general? Any mounted feats would come after level two. My problem right now is that I found very little that actually seemed any kind of useful at level one.

Azoth
2014-06-13, 12:50 AM
This is generic sword and board kind of stuff. Classic Knight fluff when not mounted. Should hold pretty well in a group that a Knight can survive in.

Feats:
Flaw: power attack
Flaw: improved shield bash
Human: shield specialization
1st: agile shield fighter

Basically a str based twfer. Grab a longsword (or other one hander of your choice) and a heavy steel shield.

From here you can go tripper, bullrusher, ect...

I do recommend at some point picking up Shield Ward to boost your Touch AC.

Sian
2014-06-13, 02:46 AM
best way to play a Knight is probably playing a Crusader

VariSami
2014-06-13, 02:54 AM
From a fluff standpoint, I am keen on Constant Guardian (http://dndtools.eu/feats/drow-of-the-underdark--93/constant-guardian--3328/) and Dutiful Guardian (http://dndtools.eu/feats/drow-of-the-underdark--93/dutiful-guardian--3422/) from Drow of the Underdark. There are also Shieldmate (http://dndtools.eu/feats/miniatures-handbook--75/shieldmate--2600/) and Improved Shieldmate (http://dndtools.eu/feats/miniatures-handbook--75/improved-shieldmate--1553/) in the Miniature's Handbook. However, the latter in particular are far from optimal and actually work the best with NPCs.

Stand Still (http://dndtools.eu/feats/expanded-psionics-handbook--65/stand-still--2759/) is a staple but it meshes badly with a sword and board build because it almost requires one to utilize a reach weapon.

Kaeso
2014-06-13, 03:15 AM
I like the idea of being strong at mounted combat

No offense, but you can do that with as good as any class. Even a sorcerer would make a good knight if built well and using certain ACFs. A knight doesn't have to be a knight (http://www.giantitp.com/comics/oots0209.html).

Jeff the Green
2014-06-13, 03:28 AM
best way to play a Knight is probably playing a Crusader

Even if you want to go mostly knight, strategic Crusader dips can be very helpful. A dip at 5 and another at 7 will get you Shield Block (immediate action to give an ally your shield bonus + 4 to AC without hurting yours), Iron Guard's Glare (be even better at making enemies attack you), Thicket of Blades (enemies can only avoid your AoOs if they tumble, and the area you threaten makes them take a penalty to tumbling) and some other handy tricks. You could also take Martial Study at 9th to get White Raven Tactics.

For feats, what's your alignment? If Evil, consider Willing Deformity + Willing Deformity (tall) to add reach. If not evil, Aberration Blood + Inhuman Reach does the same, but gives you a -1 penalty to attack.

Ossian
2014-06-13, 03:37 AM
I like knights who are good at bleeding a lot and still stand to protect their Lord/Lady. Diehard and Improved toughness will be there to make sure you can be feathered with arrows and wade in gore for 8 hours and and still not feel it :)

PS
I am aware they are very much rubbish feats, but hey, the story they tell! :smalltongue:

HammeredWharf
2014-06-13, 03:46 AM
Knight's third level ability makes them pretty good battlefield control characters, so I'd pick Combat Expertise, Combat Reflexes, Improved Trip and Exotic Weapon Proficiency: Spiked Chain. Take Stand Still at third level. It may seem excessive, but there will be targets you can't trip. After three levels, take a level of Fighter for a bonus feat, then dip into Swordsage for Step of the Wind. Then go Crusader and never come back.

Knight is a very weak class on its own, so leaving it after the decent lvl 3 ability is advised even if you don't have access to Tome of Battle for some reason.

Gwendol
2014-06-13, 08:13 AM
Agreed on account of feats.

Here's a progression of feats through level 5

Combat reflexes (Human bonus feat)
Exotic weapon: Spiked chain (1st level)
Mage slayer (3rd level)
Stand still (flaw: Shaky)
Power attack (flaw: Inattentive)
Mounted combat (class)
Ride-by-attack (class level 5 bonus)

For level 6 pick Leadership and get yourself a Bard squire.

The knight is a fun class to play, even though its test of mettle scales terribly.

Rebel7284
2014-06-13, 08:25 AM
Knight 4/Crusader the rest of the way is probably best for playing a knight.

If you want some batman flavor, add a level of cleric and go into Ruby Knight Vindicator - the best tanking class in the entire game.

Gwendol
2014-06-13, 08:46 AM
The class capstone is very cool, but to endure 19 levels of mediocrity...