The word "knight" evokes an image of a warrior in shining plate armor, shield and sword in hand, fighting to protect the innocent or spread loyalty for their king. Even the phrase "knight in shining armor" is so common to most of us. However, this pinnacle of non-magical goodness is only the half of it. The other half is the fearsome knight.
Fearsome knights use their enemy's emotions against them. Instead of gleaming, polished armor, they typically wear black armor adorned with spikes, skulls, or other symbols of death. Their image is what makes them so powerful, because when a creature is afraid, their composure suffers. The fearsome knight will take advantage of any hesitation, reinforcing the frightening image their enemies have of them and refueling their power.
LEVEL 1: BATTLE TERROR
Sometimes, the threat of pain is more powerful than actually inflicting it. Fearsome knights wield intimidation and their weapon equally, making enemies shiver in terror when they are nearly sliced in half or pummeled to a pulp.
- Benefit: You can choose the battle terror power in place of battle guardian.
Battle Terror - Fighter Attack
If your enemy isn't paying attention, your sudden attack leaves them trembling with fear.
At-Will * Fear, Martial
Opportunity Action - Personal
Trigger: An enemy subject to your defender aura either shifts or makes an attack that targets an ally of yours but not you or an ally who has an active defender aura.
Effect: You make a melee basic attack against the triggering enemy. If the attack misses, the enemy takes a -2 penalty to attack rolls until the end of its next turn.
LEVEL 1: FIGHTER STANCES
Being strong does not necessarily mean being fearsome, and being weak does not necessarily mean others will be unafraid of you. Knights can learn how to use how others perceive them to their benefit.
- Benefit: You can gain the blood eyes power instead of another option.
Blood Eyes - Fighter Utility
The look in your eyes says that you mean business, rattling enemies who must face you.
At-Will * Fear, Martial, Stance
Minor Action - Personal
Effect: You assume the blood eyes stance. Until the stance ends, your melee basic attacks have the rattling keyword when you use a weapon.
LEVEL 4: UNIVERSAL FEAR
Some creatures do not feel fear, but you have learned how to essentially evoke the same response from them that fear would cause.
- Benefit: You can gain this feature instead of Combat Readiness. Your attacks ignore immunity to fear.
LEVEL 7: WEAPON SPECIALIZATION
You can gain the Gruesome Axe feature instead of another option.
Your attacks leave behind such horrid sights that your enemies think of you as even more terrifying than you are. You can then meet their expectations.
- Benefit: After you use power strike with an axe, you gain combat advantage against every enemy adjacent to you until the end of your next turn.
LEVEL 9: INSISTENT TERROR
You have established a reputation as a fearsome knight, which only fuels your power. The fame bolsters your confidence as you always maintain that demeanor.
- Benefit: You can gain this feature instead of Greater Combat Readiness. You gain a +1 bonus to Will.
LEVEL 12: GREATER WEAPON SPECIALIZATION
Stalwart Knight paragon path feature
- Benefit: You can gain the looming carver power instead of another option.
Looming Carver - Stalwart Knight Utility 12
When your enemy makes a mistake around you, their terror allows you to deliver a swift and lethal blow.
Encounter * Fear, Martial
Immediate Reaction - Personal
Trigger: An enemy misses you with a melee attack while you are wielding an axe.
Effect: You gain a +4 power bonus to damage rolls you make using an axe against the triggering enemy. The bonus lasts until the end of your next turn.
LEVEL 19: RUTHLESS KNIGHT
Your threat starts to wear off when your enemies think that they have the best of you. It causes your power over them to diminish. But when you make a sudden comeback, fear strikes their hearts once again, and your power could not be greater.
- Benefit: You can gain this feature instead of Devoted Knight. When you use your second wind or take the total defense action, you activate an aura 1 that lasts until the end of your next turn. While in the aura, each enemy takes a -2 penalty to defenses.