Shiere Knight

"By the court of the Summer Queen, you shall pay for your transgressions!"

Prerequisite: Eladrin

Most noble eladrin, including bralani and ghaeles such as those described in the Monster Manual, are prominent figures in their houses, lords and ladies who have positions of authority over the lesser members of their houses. A few eladrin heroes, however, champion the cause of their race as a whole, rather than of any particular house. Though they are often anointed by house nobles, these shiere knights are free agents, beholden to no particular house and dedicated to protecting the eladrin from fomorians, spriggans, and other hostile denizens of the Feywild.
Becoming a shiere knight involves more than attaining a title. As a champion of your race, you become a living embodiment of the power of the Feywild. Your appearance is marked by a sign of the fey power within you: a faint glow that outlines your frame and burns in your eyes, an eldritch wind that constantly stirs the air around you, or some other manifestation of your otherworldly nature. You can channel this power to beguile your foes or drive them off in fear.

SHIERE KNIGHT PATH FEATURES

    Blessed of the Fey (11th level): Whenever you are affected by a charm effect that a save can end, you can make a saving throw against the effect at the start of your turn. If you don’t save, you can make another saving throw against the effect at the end of your turn.
    Fey Leap Action (11th level): You can spend an action point to teleport 10 squares, instead of taking an extra action.
    Cloaked in Magic (16th level): Whenever you teleport, you gain a +2 bonus to all defenses until the start of your next turn.

Shiere Knight Attack 11Ensorcelled Mind

You fill your foe’s mind with haunting images of the Feywild’s wonder and beauty, with the result that the enemy cannot bear to see you harmed.

Encounter        Charm
Standard Action      Ranged 5

Target: One creature

Attack: Intelligence, Wisdom, or Charisma + 4 vs. Will
Level 21: Intelligence, Wisdom, or Charisma + 6 vs. Will

Hit: Until the end of your next turn, the target can’t attack you. In addition, when any creature within the target’s reach hits or misses you, the target makes a melee basic attack against that creature as a free action, with a +2 bonus to the attack roll.

Special: When you gain this power, choose Intelligence, Wisdom, or Charisma as the ability you use when making attack rolls with this power.


Shiere Knight Utility 12Fey Escape

As your foe draws near, a swirling storm of leaves spins around you and whisks you to safety.

Daily        Teleportation
Immediate Interrupt      Personal

Trigger: An enemy enters a square adjacent to you

Effect: You teleport 5 squares.


Shiere Knight Attack 20Imperious Presence

Filled with the power of the Feywild, you drive your enemies away in fear, sapping them of their strength.

Daily        Fear
Standard Action      Close burst 2

Target: Each enemy in the burst

Attack: Intelligence, Wisdom, or Charisma + 6 vs. Will

Hit: The target is weakened (save ends). The target then moves away from you at its speed as a free action.

Miss: The target is weakened until the end of your next turn, and you push the target 3 squares.

Special: When you gain this power, choose Intelligence, Wisdom, or Charisma as the ability you use when making attack rolls with this power.


Published in Player's Handbook 2, page(s) 26.