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Knight

Divine power protects the Knight and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. A Knight can also direct this power to help others, healing her wounds or curing diseases. Finally, a Knight can use this power to destroy evil. Even a novice Knight can detect evil, and more experienced Knights can smite evil foes and turn away undead.


Requirements:[]

Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil.

Class Features:[]

Hit Dice: d10

Base Attack Bonus:

High Saves: Fortitude

Weapon Proficiences: Simple and Martial.

Armor Proficiencies: All armour. and with shields (except tower shields).

Skill Points: 2 + Int modifier per level,  x4 at first level.

Class Skills: Concentration, Craft Armor, Craft Weapon, Diplomacy, Heal, Listen, Lore, Parry, Spot, Hide, Move Silently, Intimidation

Spellcasting:

Beginning at 1st level, a Knight gains the ability to cast a small number of divine spells. These spells are drawn from the Knight spell list. A Knight must choose and prepare their spells in advance.

To prepare or cast a spell, a Knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class (DC) for a Saving Throw against a Knight’s spell is 10 + the spell level + the Knight’s Wisdom modifier.

  • Like other spellcasters, a Knight can cast only a certain number of spells of each spell level per day.
  • In addition to her base daily spell allotment, she receives bonus spells per day if she has a high Wisdom score.
  • As a divine spellcaster, a Knight's spells are unaffected by Armor-related failure.
  • A Knight's caster level that is equal to their class level.

Paths:[]

The Knight has three distinct paths that are imposed upon her based upon alignment: Paladin, Knight, and Blackguard.

Notice: as of 09/10/21 you might need to take one additional level, in any class, for the Knight to recognize your path and grant you your missing feats from the path determined by your alignment (Knight, Blackguard, Paladin). Spell casting ability and the feats that all knights (regardless of alignment) get are granted on the first knight level without a problem though.

Paladin Path[]

This path is accessible only to those with a Lawful Good alignment.

The following classes progress the Paladin path:

Smite Evil: At 1st level, the Paladin may attempt to smite evil with one normal melee attack once every 18 seconds. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Knight level. If the Knight accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up.

Divine Grace: At 2nd level, the Paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands: At 2nd level, the Paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. She can heal a total number of hit points of damage equal to her Knight level times her Charisma bonus. For example, a 7th-level Knight with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. This ability can be used once per minute.

Divine Health: At 3rd level, the Paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Aura of Courage: At 4th level, the Paladin becomes immune to fear (magical or otherwise). Additionally, each ally within 10 feet of her gains a +4 morale bonus on Saving Throws against Fear effects.

Turn Undead: At 4th level, the Paladin gains the ability to rebuke or destroy undead as a Knight of her class level. She may use this ability a number of times per day equal to 3 + her Charisma Modifier. She turns undead as a Cleric of three levels lower would. A Knight's Turn Undead can benefit from a cleric's Sun and Evil domains.

Remove Diseases: At 6th level, the Paladin can cast Remove Disease as a spell-like ability every 18 seconds.

Knightly Armor: The Paladin is usually in the front lines and has developed training to protect herself better. She gains the Heavy Armor Optimization feat at level 7, Greater Heavy Armor Optimization at level 14 and Epic Heavy Armor Optimization at level 21.

Knight Path[]

The Knight holds up ideals for King’s, Queens, for Honor and Justice, she epitomizes neutrality, gaining her powers from Divinity or Honor itself. This path is accessible only to those with a Lawful Neutral alignment.

The following classes progress the Sentinel path:

Lay on Hands: At 1st level, the Knight with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. She can heal a total number of hit points of damage equal to her Knight level times her Charisma bonus. For example, a 7th-level Knight with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. This ability can be used once per minute.

Turn Undead: At 3rd level, the Knight gains the ability to rebuke or destroy undead as a Knight of her class level. She may use this ability a number of times per day equal to 3 + her Charisma Modifier. She turns undead as a Cleric of three levels lower would. A Knight's Turn Undead can benefit from a cleric's Sun and Evil domains.

Divine Retribution: At 4th level, the Knight can use one of her Turn Undead charges to cast Divine Retribution, adding a damage shield that deals Divine Damage to those that strike the Knight. The Charisma Modifier is taking into Account when dealing the divine damage.

Sentinel’s Aura: At 7th level, the Knight gains a holy aura that imbues her allies with divine bonuses to Saving Throws and Attacks. The aura scales off her Caster Level; for every six Levels, the aura's effectiveness is increased by 1, minimum of 1.

Practiced Spell Caster: At 7th level, the Knight gains Practiced Spellcaster (Paladin), increasing her effective caster level by 4. This can't increase her caster level beyond her total Hit Dice. Even if the Knight can't benefit from the full bonus immediately, if she later gains noncaster-level Hit Die she may be able to apply the rest of the bonus.

Smite Infidel: At 14th level, the Knight gains Smite Infidel. The Knight can smite a creature of an alignment different than her own, adding her Charisma bonus to the Attack Roll and her Class Level to the Damage Roll as Magic damage. This damage is multiplied on a critical hit. [Note: This feature is currently bugged and will not affect any targets. If used repeatedly (spammed) or used in ranged combat, it will go onto cooldown without having caused any effect.]

Rescue: At 21st level, the Knight gains Rescue. When Rescue is activated, allies within 10 feet take half damage; the amount of damage not taken by her allies is taken by the Knight. The Knight also gains Damage Reduction 2/- while Rescue is active.

Blackguard Path[]

The Blackguard epitomizes evil. Consorting with demons and devils and serving dark deities, the blackguard is hated and feared by all. The blackguard has many options available to her--sending forth dark minions and servants to do her bidding, attacking with stealth and honorless guile, or straightforward smiting of the forces of good that stand in her way. This path is accessible only to those with an Evil alignment.


The following classes progress the Blackguard path:

Detailed Blackguard Progression[]
Level Features Gained
1 Use Poison, Smite Good
2 Bull's Strength x1
3 Aura of despair, Dark Blessing
4 Sneak attack +1d6, Turn Undead
5 Inflict Light Wounds x1
6 Inflict Serious Wounds x1
7 Sneak attack +2d6, Contagion x1, Feint
8 Inflict Critical Wounds x1
9 Fiendish Servant x1
10 Sneak attack +3d6
11
12
13 Sneak attack +4d6
14 Knockdown
15
16 Sneak attack +5d6
17
18
19 Sneak attack +6d6
20
21 Expose Weakness
22 Sneak attack +7d6
23 Bonus Feat
24
25 Sneak attack +8d6
26 Bonus Feat
27
28 Sneak attack +9d6
29 Bonus Feat
30 Bonus Feat


Use Poison: At 1st level, the Blackguard can safely poison her weapon(s) without the need to make a Dexterity check.

Smite Good: At 1st level, the Blackguard may attempt to smite a good-aligned enemy with one normal melee attack. The blackguard adds her Charisma bonus to the attack roll and adds 1 extra point of damage per class level. This ability has an 18 second cooldown.

Spell-Like Abilities: At 2nd level, the Blackguard gains the ability to cast Bull's Strength once per day. At 5th level, she may cast Inflict Light Wounds once per day. At 6th level, she may cast Inflict Serious wounds once per day. At 7th level, she may cast Contagion once per day. And, at 8th level, she may cast Inflict Critical Wounds once per day.

  • Inflict Serious Wounds and Inflict Critical Wounds add class level as bonus damage.

Dark Blessing: At 3rd level, the Blackguard adds her Charisma bonus to all Saving Throws.

Aura of Despair: At 3rd level, the Blackguard radiates a malign aura that causes enemies within 10 feet of her to take a -2 penalty on all saving throws.

Turn Undead: At 4th level, the Blackguard gains the ability to rebuke or destroy undead as a Knight of her class level. She may use this ability a number of times per day equal to 3 + her Charisma Modifier. She turns undead as a Cleric of three levels lower would. A Knight's Turn Undead can benefit from a cleric's Sun and Evil domains.

Sneak Attack: At 4th level, the Blackguard gains the Sneak Attack ability. This ability functions exactly like the Rogue ability of the same name. The bonus damage is +1d6 at 4th level and increases by 1d6 every 3 levels after, to a total of 9d6. If the Blackguard's alignment shifts to non-evil, they lose their sneak attack abilities.

Bonus Feats: At 7th level, the Blackguard gains Feint as a bonus feat. At 14th level, she gains Knockdown. At 21st level, she gains Expose Weakness.

Fiendish Servant: At 8th level, the Blackguard can summon a fiend to serve her. At 14th level, the servant becomes more powerful, then increases in power again at character level 25. To release the servant from her employ, the Blackguard should use Release Binding.

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