Knight Commander

Prerequisite: Warlord, proficiency with heavy armor

Your path as a warlord has led you to assume the status of a knight commander, an armored epitome of leadership and combat who has no fear of leading from the front—and who has the requisite skills and abilities to handle that responsibility. You inspire by example, you press every offensive, and you rally your allies with powerful attacks and stirring tactics.

KNIGHT COMMANDER PATH FEATURES

    Honor and Glory (11th level): Allies gain a +2 power bonus to attack rolls while adjacent to you.
    Knight Commander's Action (11th level): When you spend an action point to take an extra action, your allies gain a +1 bonus to all defenses until the start of your next turn. To gain this bonus, an ally has to see and hear you when you spend the action point.
    Press of Arms (16th level): When you or an ally within 3 squares of you makes an opportunity attack, that attacker gains a bonus to the damage roll. The bonus equals your Charisma modifier.

Knight Commander Attack 11Slash and Press

You slash your enemy across the midsection and push it back. You then turn with a snarl and beat back all other nearby foes.

Encounter        Martial, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Effect: After making the attack, you can push each enemy adjacent to you 1 square.


Knight Commander Utility 12Break Their Nerve

You make your enemy second-guess its decision to face you and your comrades in battle.

Encounter        Martial
Minor Action      Melee 1

Target: One enemy

Effect: The target is marked until the end of your next turn.


Knight Commander Attack 20Control the Field

You dominate the field of battle so strongly that enemies find your mere presence overwhelming.

Daily        Martial, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage.

Effect: Each enemy within 5 squares of you is marked until the end of your next turn, and each takes ongoing 10 damage (save ends). While adjacent to you, an enemy takes a penalty to saving throws against this ongoing damage. The penalty equals your Charisma modifier.


Published in Player's Handbook, page(s) 154, Class Compendium.