Death Before Dishonor: A Knight's Guide (By lorduskblade)

Equipment: The Tools of Honor

Here, we'll be talking about the weapons and armor that would serve you the best. Magic equipment is discussed in the following section.

Weapon Groups: Enforcers of Honor


Axes - While the weapons do pack a wallop, they're rather scarce in the Defender support department. That said, you can probably find something you like here, and qualifying for Weapon Mastery should be nominally easy for you.

Recommended Axes

Khopesh (AV) - While the stats aren't all that pretty, this weapon at least gets to partake in Heavy Blade support while still being an Axe.

Waraxe (AV) - A one-handed d12 weapon will bring plenty of threat to your attacks.

Bows - Most Knights won't have the Dexterity for this, and even the ones that do are better off focusing on Melee (it's not like you can maintain a mark at range like a Fighter can).

Crossbows - The same thing that applies to the Bow is relevant here.

Flails - While Weapon Mastery looks like a bit of a stretch, they do have quality Defender support, so they make pretty good weapons for Knights.

Recommended Flails

Alhulak (DSCS) - It has Longsword numbers, which is good when combined with Flail support.

Flail (PHB) - Warhammer stats, and access to that rock-solid Flail support.

Net (D 368) - If you're willing to put up with the weaker stats, this weapon packs its own slow, so it can help out a Knight who wants to branch out into other Stances.

Triple-Headed Flail (AV) - The best one-handed Flail around, and it's a pretty good weapon for you.

Hammers - Arguably the best sort of weapon for a Knight, it has quality Defender support along with matching up perfectly with where the Knight wants his ability score points.

Recommended Hammers

Craghammer (AV) - A d10 with brutal 2 makes for some good, reliable damage.

Throwing Hammer (PHB) - A thrown option, should you need it.

Warhammer (PHB) - If spending a feat for a weapon is out of the question, this weapon is your best default option.

Heavy Blades - Another well-supported weapon group for a Knight, this weapon group also offers the gift of enhanced accuracy to the Knight.

Recommended Heavy Blades

Bastard Sword (PHB) - Pretty much the best stats you can get on a one-handed weapon.

Longsword (PHB) - Some great default weapon stats for a Knight.

Light Blades - While they don't carry as much default support as some other weapon groups, their weapon-specific feats easily make up for this by making these weapons exceedingly accurate.

Recommended Light Blades

Dagger (PHB) - If you must throw something at your opponent, though your damage will suffer.

Rapier (PHB) - Pretty much the best weapon in the group, especially now that it doesn't cost a feat.

Short Sword (PHB) - If you must have an off-hand weapon, this is a decent option.

Maces - Basically Hammers... minus all the support that make Hammers awesome and dealing less damage. Yuck.

Picks - These weapons do have a smidgen of support for a Knight, though the stats certainly aren't the best.

Recommended Picks

War Pick (PHB) - Respectable stats, and has a bit of support available.

Polearms - I'm not a fan of this weapon group, since a Knight usually has to endeavor to engage his opponents (so Polearm Gamble will be hard to trigger), and because it separates you from your shield.

Spears - While the stats on these weapons are kind of so-so, they do have some solid support at their back, and being throwable helps their stock as well.

Recommended Spears

Javelin (PHB) - While it is rather flimsy in Melee, it presents a rock-solid Ranged option.

Tratnyr (AV) - Long range and solid damage in Melee. A fairly good weapon.

Trident (AV) - The range isn't great, but it can be thrown, and it does get Spear support.

Staffs - Despite some support on its behalf (for a change), the stats on this weapon are bad enough to keep most Knights away, especially when you throw in the fact that you forsake a Shield in order to wield it.

Armor: Protectors of Honor


Cloth - Why you would do this to yourself is beyond me.

Leather - If you must wear light armor, wear Hide.

Hide - While the typical Knight will scoff at the idea of walking around in Hide, some niche builds can actually muster the same AC with it as they would with Plate, and that's worth noting.

Chain - Like all the other heavy armors... only weaker. Avoid.

Scale - Those few who are concerned about their movement rate and armor check penalties can use this instead of Plate, though I don't really endorse that idea.

Plate - You get the best armor in the game for free; why not use it?

Shields - You have a class feature or two tied to these, plus you get Shield Finesse for free so they don't impede you much at all. With that in mind, I can't really think of a good reason to not have one.

Magic Equipment: Deliverers of Honor

As is the norm for sections in this Handbook, if the piece of magic equipment isn't rated Black or higher, I won't be talking about it (especially important because this game has a colossal amount of equipment available).

Armor

I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.

Level 2+

Dwarven Armor (Chain, Scale, Plate) (PHB) - Healing as a free action that doesn't spend a surge, and a bonus to Endurance checks as a bonus? OK!

Screaming Armor (Hide, Scale, Plate) (AV) - A free bonus to Intimidate, and a nifty debuffing power (with range, no less). A nice choice.

Level 3+

Defensive Armor (Any) (PHB 3) - This property features a solid Daily defense-booster, which becomes meatier with power points (it's better if you have access to those).

Level 4+

Verve Armor (Scale, Plate) (AV) - This armor basically says, "I get up from being down," once per day.

Level 5+

Agile Armor (Chain, Scale, Plate) (AV) - Not really worth it until Paragon Tier (and even then only for higher-Dexterity folks), but good enough during Epic that it’s worth mentioning.

Supporting Armor (Scale, Plate) (AV 2) - Helps you keep your wits about you, which is always good.


Level 8+

Bloodiron Armor (Scale, Plate) (AV) - While you're usually not packing the array of mass-targeting powers that would make this armor work, your ability to dole out multiple punishment attacks can help you spread out the benefit and thus derive some use of this item.

Level 15+

Trollskin Armor (Hide, Scale) (PHB) - Regen is always a nice thing to have in your back pocket, but its steep cost puts a ceiling on how awesome it can be (plus, it's not in Plate).

Weapons

I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.

Level 2+

Farbond Spellblade (Heavy Blade, Light Blade) (AV 2) - A great way for Heavy Blade and Light Blade users to get a genuine Ranged option. A darned awesome property for a backup weapon.

Vicious (Any) (PHB) - Pretty basic, but d12 crit dice are nice to have.

Level 3+

Blood Fury Weapon (Axe, Heavy Blade) (AV 2) - A couple of sweet benefits when you're Bloodied. A solid weapon to have for the power.

Carnage (Axe, Heavy Blade, Mace) (DSCS) - If you're in the gambling mood, this weapon can provide a very respectable damage bonus (which you can get more reliably if the weapon die is smaller or if you have multiple dice).

Cunning (Any Melee) (AV) - If you like (save ends) effects, this is the weapon for you. That said, as a Knight, you probably won't have many of them.

Frost (Any) (PHB) - Combines with Wintertouched and Lasting Frost for eternal combat advantage and +5 damage. Better than ever, thanks to other items helping it beat cold resistance.

Frost Fury (Axe) (AV 2) - Pretty solid extra damage, and it has cold damage attached to it.

Inescapable (Any) (AV) - Buffs your attack bonus after a miss. Solid.

Luckblade (Heavy Blade, Light Blade) (AV) - Rerolls, which are great to have around.

Quick (Any) (AV) - Free basic attacks are fun, especially for an Essentials class.

Vanguard (Any Melee) (AV) - A bonus to damage while charging can be sweet for a Knight who partakes in that combat style.

Level 4+

Avalanche Hammer (Hammer) (AV 2) - Some sweet extra damage when you charge. Some prime reinforcement for what is arguably the best weapon choice for you.

Battlecrazed (Axe, Heavy Blade) (AV) - Some hefty extra damage while you’re bloodied, and its power makes you “bloodied” for 2 turns. Can be solid.

Master's Blade (Heavy Blade, Light Blade) (AV 2) - An amazing property for Knights, since you're in a Stance all the time, and the ability to assume two Stances at a time as a Daily is also sweet. Highly recommended.

Level 5+

Flaming (Any) (PHB) - This weapon is OK by itself, but it's great for Tieflings, thanks to Hellfire Blood and the rest of their fire-based racial goodies.

Lightning (Any) (PHB) - Makes Mark of Storm users very happy.

Level 8+

Dread (Any) (AV) - Slaps out defensive penalties like it's nobody's business. Great for setting your allies up for something ridiculous.

Level 9+

Feyslaughter (Any) (AV) - Helps you deal with one of the few enemies who can evade your grasp by default (teleporters).

Level 12+


Jagged
(Axe, Heavy Blade, Light Blade) (AV)
- Improved critical hits, a whole tier early. Pretty nice.

Level 13+

Bloodiron (Any) (AV) - Your criticals are so nice, they damage twice.

Farslayer (Any Melee) (AV) - I don't know about you, but engaging enemies from 5 squares away sounds like a good thing to have to me.

Thundergod (Any Melee) (AV) - +2d6 damage on charges at Epic is a nice upgrade from Vanguard.

Withering (Any Melee) (AV) - Slapping on defensive penalties by the truckload is nice to have.

Level 14+

Battlemaster's (Any) (AV) - An extra go with an Encounter power for an Item Daily? That's always a good deal, especially for a Knight, who doesn't get many full-fledged Encounter powers in the first place.

Voidcrystal (Any Melee) (AV) - I'm usually not a big fan of weapons that only offer a Daily power over a plain old magic weapon, but this is good enough a Daily to merit being picked.

Level 15+

Battle Spirit (Axe, Flail, Hammer, Heavy Blade, Mace, Spear) (AV 2) - This weapon allows you to make attacks against any target you can reach without having to worry about going around people, which can be useful for you. That said, engaging the frontline is usually what you do the best.

Chill Wind (Heavy Blade) (D 386) - It's expensive, but the properties it provides are a straight upgrade over the already awesome Frost Weapon. Excellent.

Radiant (Any) (AV) - Despite the rather high cost on this enchantment, it frees up some gold (and item slots) by providing a handy bonus to damage.

Reaper’s Axe (Axe) (AV 2) - A free attack and shift when you drop an opponent. Solid.

Arms

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 2

Bracers of Mighty Striking (L2/12/22) (PHB) - Pretty much the same as Iron Armbands of Power for you, except they cost a lot less and are Common. Amazingly good.

Level 4

Counterstrike Guards (L4/14) (AV) - A decent item, it grants you more attacks as a reaction to your oppponent attacking you. The upgraded version is light-years better, as it allows you to do it every encounter.

Level 6

Iron Armbands of Power (L6/16/26) (AV) - A very handy item bonus to damage, but it really comes into play if you picked a Melee power with Reserve Maneuver or picked a non-basic attack At-Will, and as such isn't the dominant choice for a Knight.

Level 10

Bloodsoaked Bracers (L10/20/30) (AV) - If you're OK with your damage being a huge spike instead of a steady flow, this is the item for you. Be warned, though; it doesn’t stack very well with other sources of damage, and it burns up a Magic Item Daily to do its job.

Level 19

Trollhide Braces (L19/29) (AV) - Regeneration is always a solid defensive choice.

Feet

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 2

Acrobat Boots (AV) - Cheap, and they let you stand up as a minor action (a very useful property).

Boots of Adept Charging (AV) - Dirt cheap, and they give you some extra mobility after a charge.

Level 7

Boots of the Fencing Master (AV) - Rewards you for moving around. What's not to like?

Rushing Cleats (AV) - This helps Mark of Storm users get their push or slide shenanigans up and running.

Level 8

Boots of Quickness (L8/18/28) (AV) - A decent boost to your Reflex defense.

Level 9

Boots of Eagerness (AV) - Pretty cheap, and they pack a nice action advantage power.

Level 10

Boots of the Mighty Charge (D 381) - Using your prized Encounter power on a charge once per day can be awesome.

Level 11

Steady Boots of the Ram (AV 2) - Some nice mobility properties, and it's part of a pretty good item set.

Level 12

Battlestrider Greaves (PHB) - Given that positioning is more important for you than it is for most other Defenders, a boost to speed is a nice help.

Level 16

Survivor’s Boots (AV 2) - Yeah, they require you to be bloodied, but after that, you can pretty much do whatever you want in combat. That's gotta be worth something.

Level 22

Boots of Speed (AV) - +2 to speed and a decent power.

Level 24

Boots of Caiphon (AV 2) - They sap your HP, but it’s probably less damage than you would take for eating an OA, especially at these levels, and you ARE moving with a minor action...

Level 25

Sandals of Avandra (AV) - Expensive, but very powerful and allow for crazy mobility.

Level 28

Boots of Teleportation (AV) - Get them if you can afford them. That is all.

Hands

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 3

Gloves of Piercing (PHB) - Real cheap, and they should punch through most resistance to your attacks if they're not element-based.

Level 4

Gauntlets of Blood (L4/14/24) (AV 2) - A sweet damage bonus against bloodied targets.

Level 8

Gauntlets of the Ram (PHB) - More push can be nice for the Knights that favor forced movement.

Level 10

Dwarven Throwers (AV) - This allows you to make a basic attack with your main weapon at range once per encounter. Pretty cool.

Strikebacks (AV) - Hitting back when you get hit is an awesome property for a Knight, and the bonus to hit on OA's isn't half bad either.

Level 11

Gloves of Ice (L11/21) (AV 2) - More damage for your cold attacks, or punch through cold resistance. Glorious, especially with Frost Weapons.

Level 13

Gloves of Missile Deflection (AV) - Some solid resistance against Ranged attacks.

Level 18

Gauntlets of Destruction (PHB) - A superior version of Brutal 1. Sweet.

Head

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 4

Casque of Tactics (L4/14/24) (AV) - An initiative bonus is good for anyone.

Level 6

Horned Helm (L6/16/26) (PHB) - Extra d6's while charging can be useful for those aggressive Knights who like to charge in.

Level 8

Coif of Mindiron (L8/18/28) (AV) - Protects against an increasing array of mental conditions (albeit only against Will) as an ENCOUNTER POWER. Sexy.

Level 9

Helm of Battle (L9/19/29) (PHB) - Initiative bonuses for everyone!

Level 12

Charger's Headdress (AV 2) - Accuracy bonuses while charging are always appreciated, and it's part of an item set that gives you even more accuracy on a charge.

Level 14

Helm of Able Defense (AV 2) - A bonus to Will, and a bump to all defenses until you get hit is pretty good if you ask me.

Level 15

Carcanet of Psychic Schism (AV) - Slaps a penalty on you, but it sure beats being incapacitated.

Level 21

Coif of Focus (AV) - Comes by later in your career, and burns up a Magic Item Daily, but negating Daze or Stun is awesome.

Level 22

Helm of Ghostly Defense (PHB) - Helps you take the sting off your opponent’s hits.

Level 23

Eye of Awareness (AV) - A decent bonus to Will defense, and a huge initiative boost on top of that.

Neck

I'm taking a leaf from the designers' book with regards to level distribution: the + sign indicates a progression every 5 levels, there's another version of the armor with an additional +1 enhancement bonus.

Level 2+

Badge of the Berserker (AV 2) - You don't provoke OA's when charging. Ever. Probably the key piece for a charging Knight.

Cloak of Resistance (PHB) - Decent resistance for a turn.

Level 4+

Cloak of Distortion (AV) - Forces your enemies to get in close enough for you to engage them if they want to hit you with any kind of regularity.

Level 8+

Steadfast Amulet (AV) - This prevents daze or stun. 'Nuff said.

Level 9+

Amulet of False Life (PHB) - Your healing surge value in THP is a sweet ability, even if it's a Daily.

Amulet of Vigor (AV 2) - A boost to your healing surge value is a good thing to have, as is the ability to pile on extra healing once per day.

Level 10+

Periapt of Cascading Health (D 369) - Ends one effect per encounter, no questions asked. Win.

Level 13+

Amulet of Scales (D 365) - Scaling, immediate-application, encounter-long resistance to a keyword (which includes Arcane, Weapon, and the like, by the way) is nice.

Level 14+

Flamewrath Cape (AV) - Offers a nice damage boost, as well as disincentive for enemies attacking you. Only for one turn, though.

Timeless Locket (AV 2) - Turn a Minor into a Standard, and it has a hefty initiative bonus as well? A pretty good choice, even if the standard can't be used to attack.

Level 15+

Brooch of Vitality (AV) - More HP is NICE, especially the Epic Tier versions.

Cloak of Displacement (AV) - A nice bonus to AC and Reflex until you get hit, and a pretty cool power. Worth a look.

Necklace of Fireballs (AV) - Defense that packs some decent offense.

Torc of Power Preservation (AV) - It retains Encounter powers when you use them. Need I really say more?

Level 30

Scarab of Invulnerability (PHB) - Makes you immune to everything for a round. Sure, it's a Level 30 item, but you will enjoy the short amount of time you'll have it.

Rings

Remember, you can have two of these, so look out for Rings that either work well together or work well in doubles.

Level 13

Ring of Giants (D 378) - A sweet bonus to critical hit damage.

Level 14

Iron Ring of the Dwarf Lords (PHB) - An extra surge is a nice static benefit, and the ability to negate forced movement in a pinch doesn't suck, either.

Ring of Fury (D 366) - When you're bloodied, you let it be known.

Level 15

Ring of the Dragonborn Emperor (AV) - A rather nice damage bonus to close attacks, and it has a sweet way to respond when you get bloodied.

Level 16

Ring of Protection (PHB) - Generic defensive item. Useful, though it's about as exciting as watching grass grow.

Level 18

Bone Ring of Better Fortune (AV) - Since this halves all necrotic damage, it can potentially be better than a lot of resistance.

Ring of Ramming (AV) - Hands you a bit more 'oomph' on those push effects. Solid.

Level 19

Grace Ring of Prowess (AV 2) - A solid power that lets you rev up for +2 to hit before teeing off.

Level 20

Ring of Action Reversal (AV 2) - A hefty bonus to initiative checks, and a sweet benefit should you miss with your prized Encounter power.

Level 21

Ring of Heroic Insight (AV) - Allows you to buff yourself pretty well once per day.

Level 22

Blink Ring (AV) - Teleportation is nice to have.

Level 23

Greater Ring of Invisibility (AV 2) - Invisibility every encounter, and concealment the whole way after a milestone. This can be a great tool for any Defender.

Level 24

Golden Ring of Teros (AV 2) - +2 to AC and Fortitude is nice to have, even if it’s conditional.

Level 26

Ring of Guarded Will (AV 2) - A nice bump to Will defense.

Level 27

Avandra’s Ring (AV 2) - Ignoring difficult terrain is pretty cool. Too bad it shows up so late...

Ring of the Phoenix (AV) - A pretty sweet revival ability.

Shadow Band (AV) - You can't really argue against +2 to all defenses as a static property...

Level 28

Ring of Elemental Mastery (MOTP) - Allows you to shave some elemental resistance off your opponent, or flat-out ignore it after a milestone. Solid, especially for people looking to exploit elemental synergies.

Level 29

Ring of Free Time (L29) (AV 2) - Expensive, but resist all 5 is great, as is an extra minor action every turn to pull off all those Utility powers simultaneously.

Level 30

Dauntless Champion’s Ring (AV 2) - For all you non-Demigods out there (you know who you are).

Nullifying Ring (AV) - A capstone defensive item. Pretty nuts... if you can foot the bill.

Waist

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Level 8

Belt of Lucky Strikes (D 365) - A free attack after you miss is a solid benefit.

Belt of Vim (L8/18/28) (AV) - Reinforces what will usually be your strongest defense.

Level 10

Diamond Cincture (L10/20/30) (AV 2) - It enables you to heal yourself, and also packs a bonus a to Fortitude. Tasty.

Level 11

Healer's Sash (L11/21) (AV) - Anything that allows you to heal your allies is at least worth mentioning, even post-errata.

Totemic Belt (AV) - Buffs for charging are nice to have.

Level 15

Belt of Giant Strength (PHB) - A meh offensive Daily buff, but a pretty cool bonus to skills.

Girdle of the Umber Hulk (L15/25) (AV) - A solid burrow power, and a boost to Fortitude.

Level 18

Belt of Mountain Endurance (D 365) - Getting your main ability score as a bonus to your healing surge value is sweet, and having a benefit on an AP is icing. A very good item for you.

Cord of Foresight (AV) - Frontloading a surge's worth of HP can be pretty solid for you.

Level 19

Belt of Breaching (AV 2) - Healing when you score a kill. Sweet.

Level 23

Belt of Vitality (AV) - Gets you up when you're down, and boosts Fortitude. Pretty cool.

Level 25

Belt of Titan Strength (PHB) - A rock-solid buff for one turn, and strong skill bonuses.

Level 28

Sash of Regeneration (AV 2) - Regen while bloodied is nice.

Miscellaneous

Since there is no set-in-stone progression symbol for items that don't follow the standard "every 5 levels" progression, I'm going to be labeling the levels at which each version of every item in this section is available.

Dragonshard Augments:

Level 2

Eberron Shard of Lightning (L2/12/22) (EPG) - A great incentive to wield Lightning weapons.

Khyber Shard of the Fiery Depth (L2/12/22) (EPG) - Incentive for wielding Flaming weapons.

Siberys Shard of Merciless Cold (L2/12/22) (EPG) - Yet another reason to like Frost weapons.

Level 3

Siberys Shard of Radiance (L3/13/23) (EPG) - Another selling point for the Radiant weapon.

Wondrous Items:

Level 3

Demonskin Tattoo (L3/13/23) (AV 2) - While it may not be available every encounter, resistance to variable energy types is good enough to merit mention.

Level 9

Backlash Tattoo (AV 2) - A nice reprisal effect when you get bloodied.

Battle Standard of the Hungry Blade (D 381) - The constant pull effect is well worth the standard action expended in planting it. With this, no one can escape you forever, so long as you are between them and the battle standard.

Level 10

Salve of Power (AV) - Post-errata, this trades a surge for another Encounter power, which is a pretty good deal for most characters, even Defenders.

Level 11

Dice of Auspicious Fortune (D 381) - Gives you more chances to make the rolls you need to make.

Level 12

Foe Stone (AV) - Cheap, and it pinpoints your opponent’s weakest defense at will. Somebody in the party has to have this; why not you?

Stone of Earth (AV 2) - A no-questions-asked reroll for a Melee attack. Awesome.

Stone of Flame (AV 2) - Fire lovers want one of these around.

Stone of Light (AV 2) - If you're into Radiant damage, having a do-over in your back pocket sounds like a good idea to me.

Stone of Spirit (AV 2) - If you're partaking in Psychic attack support, a reroll is good stuff.

Stone of Storms (AV 2) - If lightning and thunder are your elements of choice, this is good to have.

Level 16

Solitaire (Aquamarine) (AV) - Free attacks after a critical are nice.

Level 21

Solitaire (Cerulean) (AV) - Expensive, but getting rid of (save ends) effects this easily should be.

Level 26

Solitaire (Violet) (AV) - Free AP’s after a crit are very nice to have, despite the high price tag.

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