Knight Protector

"Nerath might have fallen, but the need for just warriors who abide by a code of honor remains still."

Prerequisite: Fighter

In this age of darkness, covered by the shadow of fallen empires, never has there been a greater need for those who champion the causes of the innocent. Not since the fall of Nerath has a coherent force of warriors been guided by honor and justice in all that they do. Bold knights who fought for King Elidyr of Nerath are long lost, and the honor code to which they adhered is a curiosity of history to most. However, some see the need for such nobility today, and they try to live up to the standards set by righteous soldiers long dead. These modern fighters name themselves the knight protectors.
    Some of those who call themselves knights could equal Nerath’s storied fighters in might and zeal. Without a code, though, who can say with certainty if the new knights can match bygone honor? Without a fellowship, how can like-minded individuals work toward similar ends and police their own? Indeed, a number of those who claim to be knights—and even a few who call themselves knight protectors—are anything but counterparts to the admirable warriors of old. Far too many use their self-claimed title for profligate or brutal gain.
    A loose confederation of knight protectors acts as an organization for those who claim this path. Its members are pledged to look out for one another and to keep the principles of the order. Courage, industriousness, respect, courtesy, and the glory of battle are all guiding principles. Those who fail to uphold these standards quickly find themselves at odds with other knight protectors.
    Taking up the sword and cloak of a knight protector, you see it as your task to emulate the knights of old. A warrior and something of a leader, you abide by the knight protector code for personal glory and out of respect for the past. In life, you strive to be noble, honest, and fair. When you and your comrades come under attack, you are at the forefront, testing and displaying your courage. Even if smaller minds mock you as an idealist, you know you fight with dignity and purpose.

KNIGHT PROTECTOR PATH FEATURES

    Devoted Protector (11th level): When an enemy marked by you attacks an ally adjacent to you, you can slide the ally 1 square as an immediate interrupt.
    Protector's Action (Knight Protector) (11th level): When you spend an action point to take an extra action, one ally within 5 squares of you gains a +4 bonus to AC until the end of your next turn.
    Knight's Focus (16th level): When you can make an attack because of the Combat Challenge class feature or an opportunity attack, you can instead grant adjacent allies a +2 bonus to AC until the start of your next turn as an immediate interrupt.

Knight Protector Attack 11Protector's Strike

You smite your chosen opponent, wreaking vengeance for its attack on an ally.

Encounter        Martial, Weapon
Standard Action      Melee weapon

Target: One creature marked by you

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier damage. If the target attacked any of your allies since the end of your last turn, the attack deals extra damage equal to your Wisdom modifier, and the target is dazed until the end of your next turn.


Knight Protector Utility 12Knightly Bulwark

At your beckoning, an ally uses you as a shield against danger.

Encounter        Martial
Minor Action      Close burst 5

Target: One ally in the burst you can see

Effect: The target can shift into a square adjacent to you as a free action and gains a +2 power bonus to AC until the start of your next turn.


Knight Protector Attack 20Blood Justice

Your foe sends an ally staggering, and you instantly drive that enemy back with a devastating smite.

Daily        Martial, Weapon
Immediate Reaction      Melee weapon

Trigger: An adjacent enemy bloodies an ally with a melee attack

Target: The triggering enemy

Attack: Strength vs. AC

Hit: 5[W] + Strength modifier damage, and you slide the target 1 square. You can shift into the space it occupied.

Miss: Half damage, and no slide.

Effect: The ally gains a +2 power bonus to AC until the start of your next turn.


Published in Martial Power, page(s) 30.