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KNIGHT OF NERAKA Building A Knight of Neraka

The ways of the former Dark Knights haven't changed


“Honor thy foe, even as he is crushed under much in the wake of the War of Souls. Applicants and
your heel.” Squires are still trained in rigid, highly disciplined units.
Every Knight has some experience with close combat,
and most will have mastered a wide variety of weapons
With the loss of their Dark Queen for a second time, by the time they ascend to knighthood.
the former Knights of Takhisis are in crisis. No longer a The powers from this theme work best if the Knight is
single cohesive order spanning the breadth of Ansalon, in a tightly clustered group, and working with others
the order was broken in the wake of the War of Souls who know how to fight as a team. Though the
and now exists as a collection of isolate units and cells. Nerakans have their own spellcasting wings, even the
Though all are still dark knights, these separate groups Skulls and the Thorns are at home shoulder to shoulder
are each working toward their own goals, pulling the with their allies on the battlefield.
knighthood even further apart, or even setting it against
itself in some cases.
The spiritual revival of the knightood during the War of Knight of Neraka Powers
Souls came crashing to an end with the death of its The following powers are available to any character
patron goddess. Robbed of their divine purpose for a who has chosen the Knight of Neraka theme.
second time, some groups of knights turned back to
mercenary work. Some fell as far as raiding villages,
even though doing so was a clear violation of the Overwhelming Force KoN Feature
purpose of the knighthood.
Your weapon whips toward your harried foe, taking
The knights of today are not so unlike those seen in
advantage of their split attention.
their heyday during the Fifth Age. There are pockets of
ardent believers and militaristic conquerors whose only Encounter Martial, Weapon
concern is rebuilding the empire that the Dark Knights Standard Action Melee weapon
once controlled in the name of their Queen. Others Target: One enemy
have turned to mercenary work, selling the skills of their Effect: If one of your allies is adjacent to the target,
units as peace-keepers and wartime advisors. the target grants Combat Advantage to you for this
As before, the average Dark Knight is a direct, attack.
unflinching, aggressive individual. Many are conscripts, Attack: Primary ability vs. AC
brought in as fodder for the pike lines only to prove Hit: 1[W] damage. Until the end of your next turn,
themselves in their first few battles and be elevated to your allies gain a bonus to damage rolls against the
the rank of squire. For a lot of these new knights, the target equal to the number of your allies adjacent to
Knighthood is a means to elevate themselves from the the target.
life they would have lived.
Level 11: 2[W] damage. The damage bonus
increases to twice the number of allies adjacent to the
REQUIREMENTS target.
Race: Human, Half-Elf, Goliath (Tarmak), Level 21: 3[W] damage. The damage bonus
Dragonborn (Draconian). While humans and half- increases to three times the number of allies adjacent
elves are the only races officially accepted into the to the target.
ranks, the Knighthood works closely with Tarmak and
Draconian support forces.
Power Source: Any, though Divine will be very rare Level 2 Utility Exploit
and limited to worshiping Fallen Takhisis, Sargonass
or occasionally Zeboim. The Dark Knights have Strength In Numbers KoN Utility 2
largely come to rely on primal magic for their visions
and battlefield healing. Training for battle has taught you to rely on your
comrades in arms.
Daily Martial, Stance
KNIGHT OF NERAKA TRAITS Minor Action
Secondary Role: Leader Effect: While you are in this stance, each of your
Power Source: Martial allies that is adjacent to you gains a bonus to their AC
Granted Power: Overwhelming Force equal to the total number of allies adjacent to you.
Level 3 Encounter Exploit Level 7 Encounter Exploit

Shared Vision KoN Attack 3 Driving Wedge KoN Attack 7

Two brothers in arms, executing a well-drilled killing You surge forward, leading your allies and splintering
maneuver. the enemy lines.
Encounter Martial, Weapon Encounter Martial, Weapon
Immediate Interrupt Melee Weapon Standard Action Close blast 3
Trigger: An ally makes an attack roll against an Target: Each enemy in blast.
enemy adjacent to you. Attack: Primary ability vs. AC
Target: One enemy Hit: 1[W] + primary ability damage and the target is
Attack: Primary ability vs. AC pushed 2 squares. You and one ally within 3 squares
Hit: 1[W] + primary ability damage and your ally gains of you can move 4 squares to a square within the
a bonus to the triggering attack roll equal to your blast.
primary ability modifier.
Level 11: 2[W] + primary ability damage
Level 13: 2[W] damage. Level 21: 3[W] + primary ability damage
Level 23: 3[W] damage.

Level 9 Daily Exploit


Level 5 Daily Exploit
One Purpose KoN Attack 9
Bound In Blood KoN Attack 5
The training was harsh, but it was worth it.
The ties of your order run deep, deep enough to pull
Daily Martial
you through the toughest fights.
Standard Action Melee weapon
Daily Martial, Weapon Target: One enemy
Standard Action Melee weapon Attack: Primary ability vs. AC
Target: One enemy Hit: 1[W] + primary ability damage and the target
Attack: Primary ability vs. AC grants Combat Advantage to your allies (save ends).
Hit: 1[W] + primary ability damage, and one ally within Effect: Until the end of the encounter, when one of
3 squares of you can spend a healing surge. your allies hits the target while they have combat
Effect: Until the end of the encounter, whenever one advantage against it, that ally deals extra damage with
ally within 3 squares of you regains hit points, you can that attack equal to your primary ability modifier.
give another ally within 3 squares a number of
Level 19: 2[W] + primary ability damage
temporary hit points equal to your primary ability
Level 29: 3[W] + primary ability damage.
modifier as a free action.
Level 15: 2[W] + primary ability damage
Level 25: 3[W] + primary ability damage Level 10 Utility Exploit

Level 6 Utility Exploit Vision of Greatness KoN Utility 10

You reach inside yourself and share your portion of


the vision with your allies, driving them onward.
Shared Suffering KoN Utility 6
Daily Martial
When one suffers, all suffer.
Standard Action Close burst 3
Encounter Martial Effect: Each ally in the burst can spend a healing
Free Action surge to regain hit points and make a saving throw
Trigger: An ally you can see fails a save against a against one effect with a bonus equal to the number of
status a save can end. allies included in this burst.
Effect: You gain the same status. When one of you
successfully saves against the status, the effect
ceases on both of you.

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