Knight Optimization [Archive] - Wizards Community

Post/Author/DateTimePost
Shieldhart91

05-03-07, 04:39 PM
No, not an actual PHB2 Knight- I speak of my own custom (soon-to-be) Knight of the Hart. This was my leveling procedure.

Starting Stats: STR 15, DEX 12, CON 14, INT 10, WIS 10, CHA 14

LAWFUL GOOD

AC 20 (+9 from +1 Full Plate, +1 Dex)

Level 1: Fighter 1 - Weapon Focus (Greatsword), Power Attack, Cleave
Level 2: Fighter 2 - Great Cleave
Level 3: Fighter 3 - Mounted Combat
Level 4: Fighter 4 - Weapon Specialization (Greatsword)
Level 5: Fighter 4 / Paladin 1
Level 6: Fighter 4 / Paladin 1 / Knight Protector 1 - Leadership
Level 7: Fighter 4 / Paladin 1 / Knight Protector 2 - Iron Will

Now, all of the feats (at least, most of them) were required to get into the Order of the Hart, which, this weekend- I'll be entering into Knighthood. My equipment isn't bad: +1 Full Plate, Adamantine Greatsword, Masterwork Kheferu Greatsword, Masterwork Greatspear, Masterwork Silver Warhammer, Lance, and a Spiked Gauntlet.

Primarily, I charge and Power Attack for a small amount. If I'm playing up on the APL, or we're fighting some dangerous critter...I switch to the Tower Shield and Warhammer. This brings my AC to 24, and then - AC 26 with going Defensive.

I'm going to take one more level in Knight Protector to get the Supreme Cleave. Following which, I'll be going Knight of Furyondy PrC until retiring.

What I need are feats. Ability bumps. My cohort...which was designed on here...is a Lawful Good Ex-Bard 2/Marshall 3 that is going Divine Oracle for a while so I can beef up my bard spells, still remaining effective. He's helped quite a bit, and when he gets Haste (among other useful Bard spells), I'll be kicking ass and taking names with that power attack (+10 to hit, 2d6+20 while beefed from my Bard alone and at full power attack.)

I also need items to buy. I have access to a Standard of Heroism - 40,000 gp, however. Other goodies?

Access to Dwarvencraft armor/weapons, LOTS of Mithral Access, LOTS of Adamantine Access, a little bit of Green Starmetal access, a keelboat, those manuals that cost over 30k and increase an attribute permanently. A Rod of Sure Striking (perhaps for the bard?), a fully trained dire eagle (as a mount?), ONE of the following (Winged Shield, Minor Cloak of Displacement, Cloak of Displacement, Winged Boots, or Wings of Flying), a Circlet of Persuasion, Ring of Counterspells, Hat of Disguise, all upgrades in the DMG (including Vorpal), amulet of proof against detection and location, Cloak of Displace (minor/major, again), paralytic burst upgrade (Miniatures Handbook), Weapon/Armor Upgrades (ghost touch, etherealness, and holy), access to the desiccating weapon special ability, cloak of garden shade, glass of distance, and replenishing skin. *Heave, takes another breath* Several pearls of powers, longspoon thieves tools, immovable rod, Safewing Emblems, Magic Sleeping Bags, Druid's Vestment, Eyes of the Eagle, Lens of Detection, +2 Cold Resistance Leather Plate, Belt of HIdden Pouches, Beastskin armor enhancement...AND I THINK THAT'S IT. Help?

Special Access Feats: Energize Spell, Requiem, Vampire Hunter
jstorrie

05-04-07, 04:00 AM
Damned shame that you couldn't get one or three more paladin levels in. If you were willing to alter your plan to take Paladin 2, you could get some very excellent save bumps out of it–particularly if you ended up investing in a +4 Cha cloak and +3 Vest of Resistance. +7 to all saves! Why not?

Anyway, I'd put your level bumps in Str, to start. For feats, Melee Weapon Mastery is great, though it won't do anything for your lance. I'd still heavily recommend it if you like greatsword-hacking, and honestly, when you are able to lance charge things you're generally way above power curve anyway and don't need much help. At 12 and 15, something as generic as Improved Initiative, Armor Specialization or Improved Toughness can be a great help, or Spirited Charge if your region has a fair number of open battles. None of your special access feats are very attractive for your character type.

Mithril Fullplate may be a nice purchase for this character, before you start investing more in enhancing your suit, as it'll let you eke out another point via Dexterity. If you haven't yet, I'd pick up all the basic stat boosters that are useful for your PC–Belt of Str+4, Amulet on Con +2 or +4, Gloves of Dex +2 or +4, and possibly a Cloak of Charisma if you have Cha-based skills (I don't think I'd get it just for the smite. Is anything in Knight of Furyondy Cha-based? Cloak of Displacement or Mountebank is likely better.) Wings of Flying are awesome, but very cost-inefficient, so watch your pocketbook.

After that, you're looking at a Vest of Resistance +1 or +2, mw cold iron armor spikes, a mw +1 lance, mw silvered spiked gauntlet, a bow with a good Str rating, a Heward's Handy Haversack, a Quiver of Ehlonna, and a hefty and varied supply of consumables. Ring of Protection +x, too, and don't forget barding for your mount. You're hitting the point where you're going to start raking in more gold than xp, so spend it wisely. Your wealth, not your class levels, is going to start providing the lion's share of your power.
TWG_Prometheus

05-04-07, 04:49 PM
After that, you're looking at a Vest of Resistance +1 or +2, mw cold iron armor spikes, a mw +1 lance, mw silvered spiked gauntlet, a bow with a good Str rating, a Heward's Handy Haversack, a Quiver of Ehlonna, and a hefty and varied supply of consumables. Ring of Protection +x, too, and don't forget barding for your mount. You're hitting the point where you're going to start raking in more gold than xp, so spend it wisely. Your wealth, not your class levels, is going to start providing the lion's share of your power.

Note that Armor Spikes can be masterwork if the armor is masterwork, but you don't get an enhancement bonus to attack out of them. I'm not really certain they can be cold iron either, unless the whole armor is cold iron.
jstorrie

05-04-07, 07:21 PM
I don't see any reason why they couldn't be made of a different material than the armor. They could just be bolted on–the fact that you can buy armor, and add spikes to it later, suggests that they're not always just extended pointy bits of the suit. At any rate, I certainly haven't seen any rules test that says armor spikes must be made of the same material as the armor they are placed on.

Getting them masterwork is mainly just so that you can get them +1 at some point. There are times you'll be stuck in a grapple with a DR/magic foe and need to hurt it–and others when you'll be face to face with a DR/magic and cold iron foe, and not have time to switch weapons.
ThaiGQ

05-05-07, 10:14 AM
Could you have cold iron AND silver armor spikes?
_metz_

05-05-07, 10:43 AM
Could you have cold iron AND silver armor spikes?

I wouldn't think so.

But pouring silver sheen on your spikes could work...
Shieldhart91

05-06-07, 07:31 PM
Having cold iron on iron spikes are particularly useful. Just don't even bother with the +1 weapon enhancement...just have someone prep magic weapon or give someone a scroll of it at the beginning of the adventure.

Why? Well, Masterwork Cold Iron Armor Spikes with a couple of scrolls of magic weapon are significantly cheaper then buying actual +1 Cold Iron Armor Spikes, just because cold iron is more difficult to enchant.

I think the masterwork cold iron armor spikes sound like a good idea. I daresay I'll be fighting more enemies that will be requiring that kind of DR bypassment.

I can get through earth elemental DR, after all ;-)