The Knight-Errant, a class for fallen paladins (2nd draft)


Homebrew and House Rules


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THE KNIGHT-ERRANT
The knight-errant is a 20 level alternate base class allowing a fallen paladin character to exchange her ex-paladin level for knight-errant levels on a 1-to-1 basis, without turning to evil powers.

While similar to the 3e D&D blackguard and Pathfinder RPG antipaladin in this regard, the knight-errant is not meant to create a villain. This class attempts to create a tragic hero with a troubled soul and a taint of shame that might never leave.

Disclaimer: This class assumes that the gaming group is comfortable with the idea that a paladin may fall and still progress as a player character of comparable strength. For both mechanical and roleplaying reasons, this class was created with the purpose of offering a middle ground between total absolution and restoration of all lost powers, and total abandon to the forces of evil.

I hope you will enjoy it.

'findel

Credits go to Dabbler for the original design of the class. The original idea of this class was discussed in this thread.


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The Knight-Errant
The paladin’s code is a hard one to withhold. It demands no less than a lifetime of absolute dedication and doesn’t allows for the slightest excess of conduct. Those who manage to live by this code are truly remarkable heroes indeed. But for each paladin that succeeds, many will fall, sully their honour and lose the favours of their gods. Most fallen paladins retire in shame, a few even retreat in bitterness, give-in to their heart’s dark desires and forever turn to evil...

But there is a third grouping who do neither. Taking up their fallen weapons, they do not abandon their allies, their faith and their cause. Despite their tarnished honour, they adventure for redemption and for the love of their companions, in the hopes of one day redeem themselves for their fall. These are the knights-errant, sworn to continue the battle against evil regardless of their own weak failings.

Role: The Knight-errant is a warrior first and foremost. He is both defensively and offensively strong, buoyed by the strength of his convictions. Ex-paladins are the most likely candidate to multiclass as knights-errant as special advantages are granted to them when taking levels in this class. However, this class is also apt to fit other classes (or character concepts) with a defined alignment, code of conduct, order or any other requirement of honour that was broken or somehow violated. Hence it may also include ex-cavaliers, ex-clerics, ex-monks and others. It is also possible for a character to start as a knight-errant from 1st level if it fits the character’s concept.

Alignment: Knights-errant are almost always Lawful, the requirements of fidelity make it hard for non-lawful characters to embrace it. That does not preclude such however, and the class faces no alignment restriction.
Hit Die: d10
Class Skills: Craft (Int), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility), Knowledge (religion), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival and Swim (Str).
Skill ranks at each level: 2 + Int bonus.
BAB: good
Fort: good
Ref: poor
Will: good
Spells: none

level 1: Oath, taboo, taint of shame, zeal 1/day
level 2: Oath ability
level 3: Inner strength
level 4: zeal 2/day,
level 5: Bonus feat
level 6: Inner strength
level 7: zeal 3/day
level 8: Oath ability
level 9: Inner strength
level 10: zeal 4/day
level 11: Bonus feat
level 12: Inner strength
level 13: zeal 5/day
level 14: Inspiring presence
level 15: Oath ability
level 16: zeal 6/day
level 17: Bonus feat
level 18: intimidating presence
level 19: zeal 7/day
level 20: Redemption

Class Features
All of the following are class features for the Knight-Errant class.

Weapon and Armour Proficiency: The knight-errant is proficient with all simple and martial weapons, with all types of armour (heavy, medium, and light), and with shields (except tower shields).

Taint of Shame: A fallen paladin may trade all of her ex-paladin levels for knight-errant levels on a 1-to-1 basis. This is not an instantaneous traumatic experience as it is for antipaladins, and the change is a slow process that doesn’t occur overnight. As a rule of thumb, a character is allowed to exchange 1 level per game session until the transition is completed.
When doing so, the fallen paladin has forever abandoned paladinhood and no longer possesses any former glory to sell to the forces of evil. It should be stressed that a character choosing to exchange ex-paladin levels for knight-errant levels cannot regain lost abilities via an atonement spell, nor can she exchange ex-paladin levels for antipaladin levels. It is in the acceptance of its fate that the knight-errant finds the strength to go on.

Oath: Upon taking his first level in this class, the knight-errant must swear an oath. This oath is usually linked to the reasons of his fall from grace, and the precise details and wordings are left up to the player to determine. Each oath has its own requirements, so it is best to discuss your oath with the DM before selecting it, as it can sometimes determine the direction of a campaign.
This iteration suggests four oaths to choose from, as detailed below.

Taboo: With each oath comes a taboo; a self-imposed condition that the knight-errant undertakes to better remember and respect his oath. If the knight-errant violates his taboo in some way, he loses all benefits of his oath for a full day. Every knight-errant must select at least one taboo, but a player may choose to take two or even more to fit its character’s concept. In this case, the advantages granted by each taboo stack, but so does the penalties for the violation of every taboo possessed by the character. A knight-errant violating two taboos in a single day loses all oath abilities for two consecutive days for example.
The following list suggests seven taboos for the knight-errant to choose from. This list is by no mean exhaustive, and you or your DM may propose different taboos of comparable restriction and benefits.


    Anonymity (Su): The knight-errant removes his coat of arms, changes his appearance, abandons his former name and takes every measure to sever himself from the person he once was. Leaving his past behind, the knight-errant seeks out redemption without seeking fame or distinction within the gentry, church or military. This self-denial makes the knight-errant hard to locate and read via magical means. The effect of this taboo is identical to an amulet of mind shielding. In addition, the knight-errant receives a +4 bonus to resist being located through the use of a scrying spell or device.

    Asceticism (Su): The knight-errant swears off all pleasures of the flesh. Fine food, alcohol and lovers: all are taboo to the knight-errant. Some go so far as to mortify themselves in their pursuit of redemption. This contemplation teaches mental resilience. The knight-errant is immune to charm spells and effects and receives a +2 bonus on saving throws against spells from the school of enchantment.

    Charity (Su): The knight-errant will not refuse requests for aid from any, be they so ever humble. He must divest himself of any wealth he knows he will not immediately need, and give it to those that do. This should reflect in about 20% - 25% of the character’s wealth. In doing so, the knight-errant keeps his conscience strong and clean, gaining one extra daily use of his inner strength ability.

    Exile (Su): The knight-errant leaves his past and shame behind – literally – by leaving his homeland and living the life of a vagabond, never to settle permanently in any country or organisation. In his wanderings, the knight-errant learns to mingle in many cultures. The knight-errant gains the ability to communicate with all typical player character races of all nations, although his accent and mannerism always betray him as a foreigner.

    Forsworn Weapons (Su): The knight-errant has forsworn the use of any martial and exotic weapons, instead vowing to use only simplistic tools to defend himself and attacks his foes. The following list constitutes the weapons allowed to the knight-errant forswearing the use of weapons: club, hatchet, quarterstaff, dagger and sling, in addition to any improvised weapons he may come across. Whenever the knight-errant uses one these weapons, he benefits from an improved magic weapon spell as if cast by a spellcaster of his level. The knight-errant treats all these weapons as a single group for the purpose of weapon specific feat like weapon focus or improved critical. Upon acquiring this taboo, a knight-errant automatically re-trains any weapon related feat to fit this group of weapons.

    Forsworn Armour (Ex): The knight errant has forsworn wearing armour of any sort (but may still use shields and other protective magic items). This has given him insights he would not have had otherwise. The knight-errant receives an insight bonus to his AC equal to a Monk of the same level.

    Forsworn Mount (Ex): The knight-errant has sworn to go without mount, cart or carriage. This has given him a better stride and a superior endurance when travelling over long distances. Add +10 feet to the knight-errant base land speed. In addition, the knight-errant is considered possessing the endurance feat for the purpose of determining Fortitude save bonus when performing a forced march.


Zeal (Ex): Once per day, a knight-errant can declare that he is fighting for the fulfillment of his oath. Bolstered by his convictions, the knight-errant’s melee attacks deal extra damage equal to his level. This ability remains in effect for a number of rounds equal to the knight-errant’s Charisma modifier and affect all attacks against any number of opponents until the duration expires. The knight-errant can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of four times per day at 10th level.
The knight-errant gains additional benefits when performing his zeal based on the oath the he has vowed (see Knight-Errant Oaths below).

Inner Strength (Su): Starting from 3rd level, the knight-errant can draw on his reserves of inner strength when a condition weakens his abilities. Initially, the knight-errant can remove only one condition, but he learns how to remove a new one for every three levels beyond 3rd until 12th level.
This ability is usable on the knight-errant only, once per day as a standard action. The specific conditions cured with this ability depend on the oath the knight-errant has vowed (see Knight-Errant Oaths below).

Oath Ability: Upon reaching 2nd, 8th and 15th level, the knight-errant gains new abilities based on the oath he has vowed. All oath abilities are lost for a period of 24 hours if the knight-errant fails to respect his taboo.

Bonus Feat: From 5th level and every 6th levels thereafter, the knight-errant gains a bonus combat feat.

Inspiring Presence (Su): Upon reaching 14th level, the knight-errant has proven that one can fall and rise again, inspiring his friends’ stalwartness. As long as the knight-errant is conscious and visible, all allies within 60 ft. benefit from a bless spell-like effect.

Intimidating Presence (Sp) Upon reaching 18th level, the knight-errant also becomes a symbol of fear in the eyes of his enemies. This ability is identical to a prayer spell that the knight-errant can cast as a spell-like ability once per day.

Redemption (Su): At 20th level, the knight-errant has finally earned his redemption and may seek atonement for the acts of his fall. While the knight-errant cannot regain his paladin levels, he may abandon all taboos (but still benefit from their advantages) and truly reunites with his god. The knight-errant gains DR 10/evil and immunity to all compulsion spells and effects.

KNIGHT-ERRANT OATHS
The following oaths represent the most common sworn vows by knights-errant.

OATH OF PROTECTION
Upon taking this oath, the knight-errant swears to protect the innocents, the weak and those who are in distress. This oath is popular among ex-paladins who fell by choosing between two evils, usually to the detriment of friends or innocents who lost their lives in the process. The knight-errant may not have lived up the code as a paladin, but never again will he let down his friends and those who count on his sword and shield for protection.

Oath of Protection:

Zeal: A protector knight-errant is stalwart in his defence. Whenever a protector knight-errant declares his zeal, he receives a bonus to his armour class equal to his Charisma modifier in addition to the bonus to damage granted by this ability.

Inner Strength: The protector knight-errant can rely on his reserves of strength to stay alert and ready to protect his friends and wards. When using this ability, the knight-errant automatically recovers from the sickened condition.


    At 6th level, the protector knight-errant can also cure the diseased condition.
    At 9th level, the protector knight-errant can also cure the nauseated condition.
    At 12th level, the protector knight-errant can also cure the blinded/deafened conditions

Oath Abilities: A knight-errant who pledge to this oath gains the following abilities as he increases in levels.

Zealous Shielding (Ex): Starting from 2nd level, a protector knight-errant may extend its bonus to armour class provided by its zeal ability to an adjacent ally. This ability increases as the knight-errant gains level. At 11th level, the knight-errant may protect two adjacent allies. This bonus last for as long as the knight-errant’s zeal ability is in effect.

Lunging Opportunist (Ex): Upon reaching 8th level, a protector knight-errant may take a 5-foot step before taking an attack of opportunity. Once the movement is completed, the attack of opportunity is resolved as normal. This movement may allow the protector knight-errant to take attacks of opportunity against targets that would not have been eligible otherwise. A protector knight-errant may intercept a charge this way, in which case he becomes the new target of the charge (after having delivered his attack of opportunity). The charger is allowed to charge the protector knight-errant even if this interruption makes the charge illegal by restricting the charger’s movement to less than 10ft.

Intercept (Ex): At 15th level, a protector knight-errant can redirect a blow aimed at an adjacent target upon himself. The protector knight-errant thus becomes the new target of the attack and receives damage accordingly (if applicable). While this ability does not require an attack roll, it uses one of the knight-errant’s attacks of opportunity. The protector knight-errant may use his lunging opportunist ability to move up to 5 ft. in order to get closer to his ward. This ability must be declared before the attack roll is made. The attack is made against the knight-errant’s AC and defences, even if the creature could not normally reach or attack the knight-errant. The knight-errant loses any cover or concealment bonuses when redirecting the attack.

OATH OF QUEST
Upon taking this oath, the knight-errant swears to undertake a quest for some cause, ideal, item, or person. Regardless of the object of the quest, it always is a representation of some idyllic concept that can never truly be achieved. Even quests that start with a realistic goal eventually evolve in something more sublime and archetypical. This oath is popular among ex-paladins whose fall was caused by their own pride or other personal flaw. Through these quests, the knight-errant hopes to regain much of his former glory and purity.

Oath of Quest:

Zeal: A questing knight-errant is both focused and strong willed. Whenever a knight-errant declares his zeal, he receives a bonus to all his saving throws equal to his Charisma bonus in addition to the bonus to damage granted by this ability.

Inner Strength: The questing knight-errant can focus on the object of his quest to gather inner strength when he feels weakened. When using this ability, the knight-errant automatically recovers from the fatigued condition.


    At 6th level, the questing knight-errant can also cure the dazed condition.
    At 9th level, the questing knight-errant can also cure the exhausted condition.
    At 12th level, the questing knight-errant can also cure the stunned condition.

Oath Abilities: A knight-errant who pledge to this oath gains the following abilities as he increases in level.

Healing (Su): At 2nd level, the knight-errant can surrounded himself with a healing light, gaining fast healing 1 whenever he declares his zeal. This causes the knight-errant to heal 1 point of damage each round as long as he is alive and his zeal ability is in effect. The amount of healing increases by 1 point for every three knight-errant levels he possesses.

Divine Bond (Sp): Upon reaching 8th level, the questing knight-errant reunites with his bonded weapon or mount during one of its quests (or forms a bond if he had never made one before). This ability is otherwise identical to the paladin’s ability of the same name. The exact figures of this ability are calculated retroactively from 5th level.

Purity of Body: Upon reaching 15th level, the knight-errant gains immunity to all diseases (including supernatural and magical diseases) and poisons of all kind.

OATH OF RETRIBUTION
Upon taking this oath, the knight-errant swears to take revenge on those he deems responsible for his fall. This oath is frequently taken by ex-paladins who lost their paladinhood through the manipulations and treacheries of others. Knights-errant who swear this oath are often driven by a slow-burning bitterness, allowing them to track down these individuals, foiling their plans, and confronting their emissaries. As with the oath of quest, this oath usually evolves into a perpetual fight against similar deceitful organizations and societies, long after the initial perpetrators have been brought down by the knight-errant.

Oath of Retribution:

Zeal: An avenger knight-errant is determined to bring his enemies down. Whenever a knight-errant declares his zeal, he receives a bonus to his attack rolls equal to his Charisma modifier in addition to the bonus to damage granted by this ability.

Inner Strength: The avenger knight-errant can rely on his resolve to overcome moments of weakness. When using this ability, the knight-errant automatically recovers from the shaken condition.


    At 6th level, the avenger knight-errant can also cure the staggered condition.
    At 9th level, the avenger knight-errant can also cure the frightened condition.
    At 12th level, the avenger knight-errant can also cure the paralysed condition.

Oath Abilities:[/i] A knight-errant who pledge to this oath gains the following abilities as he increases in level.

[b]Zealous Smite (Ex): From 2nd level, the avenger knight-errant’s zeal ability improves when targeted against the subjects of his oath of retribution. When the knight-errant declares his zeal against such an opponent, the extra damage granted by the ability is doubled (2 points of damage per level instead of 1) and automatically bypasses any DR the creature might possess. In addition, while zealous smite is in effect, the knight-errant gains a dodge bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target(s) of the zealous smite. The duration of the knight-errant’s zeal is unaffected by this ability.

Sworn Enemy (Ex): Upon reaching 8th level, the knight-errant declares a specific group of people or creatures as his sworn enemy in accordance to the subjects of his oath. This is a much narrower category than a ranger’s favoured enemy. Sworn enemies include nationalities, ethnicities, groups, tribes and organizations within a given type or subtype of creatures (evil human cultists for example) or a specific race of creatures within a given type or subtype (like demons or devils). Against these enemies, the avenger knight-errant gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against the selected group. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. An avenger knight-errant may make Knowledge skill checks untrained when attempting to identify these creatures. In the case of knights-errant with ranger levels, this ability stacks with bonuses granted by the favoured enemy class feature as long as the knight-errant’s sworn enemy is a subset of his favoured enemy as a ranger.

Grim Determination: Upon reaching 15th level, the avenger knight-errant becomes so focused and determined that he becomes immune to all mind-affecting spells when he has declared his zeal.

OATH OF PIETY
Upon taking this oath, the knight-errant swears to withhold the tenets of his faith above any other cause. The knight-errant may have failed to hold the high standards of paladinhood, but he has not forsaken his god, goddess or celestial patrons. This oath is popular amongst ex-paladin who felt torn between their code and their religious doctrines, knowing that unhampered faith will allow them to succeed where they have failed before. Many such knights-errant multiclass as clerics or inquisitors.

Oath of Piety:

Zeal: A pious knight-errant knows that he is never alone and always looked upon. Whenever a knight-errant declares his zeal, he becomes immune to charm and fear spells and effects for as long as the ability is in effect.

Inner Strength: Once per day the pious knight-errant can channel the might of his god or goddess to help himself. Firm in his religious believes, the pious knight-errant can cure three conditions at 3rd level instead of one, and three more every time they gain a new inner strength.

    At 3rd level, the pious knight-errant can cure the fatigued, shaken, and sickened conditions.
    At 6th level, the pious knight-errant can also cure the dazed, diseased and staggered conditions.
    At 9th level, the pious knight-errant can also cure the exhausted, frightened and nauseated conditions.
    At 12th level, the pious knight-errant can also cure the blinded/deafened, paralyzed and stunned conditions.

Oath Abilities: A knight-errant who pledge to this oath gains the following abilities as he increases in level.

Enduring Faith (Ex): While the knight-errant does not have access to spells on its own, a pious knight-errant of 2nd level with levels in the inquisitor or cleric character classes adds his knight-errant levels to his caster level for the purpose of determining the range, duration and effects of spells.

Channel Positive Energy (Su): When a pious knight-errant reaches 8th level, he gains the supernatural ability to channel positive energy like a cleric. A knight-errant can use this ability a number of times per day equal to his charisma modifier and uses his knight-errant level as his effective cleric level when channelling positive energy. This is a Charisma-based ability.

Inspire Inner Strength (Su): Upon reaching 15th level, the pious knight-errant can whisper inspiring words of determination to an affected ally. This ability allows the pious knight-errant to use his inner strength ability on an ally within 5 ft. as a standard action. This ability uses the knight-errant’s inner strength ability for the day


Edited from first draft:

  • Added inspiring presence at 14th level
  • Added intimidating presence at 18th level
  • Added redemption at 20th level
  • Added benefits to taboos that didn't have any.
  • Multiple text edit

  • Grand Lodge

    Interesting concept... I was thinking it was some sort of Hell Knight, Anti paladin thing before I read it but after a viewing think its rather cool.

    One quick comment

    Inner Strength: The avenger knight-errant can rely on his resolve to overcome moments of weakness. When using this ability, the knight-errant automatically recovers from the shaken condition.

    At 6th level, the avenger knight-errant can also cure the staggered condition.

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    Change to "remove or recover from" - cure sort of seems a bit 'divine'-ish.


    Helaman wrote:


    Change to "remove or recover from" - cure sort of seems a bit 'divine'-ish.

    Agreed. Fixed for next edition.

    Helaman wrote:


    Interesting concept... I was thinking it was some sort of Hell Knight, Anti paladin thing

    What I wanted was an option other than antipaladin that wasn't a simple atonement. I found out that the 'fallen paladin case' is a sensitive and controversial subject on these boards, but I want to reserve the atonement for cases where the paladin actually deserves to recuperate his powers, not a speed bump in the adventure because 'if I don't recuperate my powers then my character is way to weak and I'll forever hate you as a DM!'

    Since I agree with the fact that playing a considerably sub-par character for the sake of R-P isn't in the spirit of the game, I made that class.

    That being said, I can totally imagine a Lawful-Evil knight-errant with Oat of Retribution, doing the dirty work for the cause of good...

    'findel


    Wow, that's a really nice work! Congratulations, really!

    Do you mind if i present it to my group? I think they would appreciate it as much as i did...


    Looks quite good. Most of the times I've seen stuff like this floated around, it's little more than a reflavored paladin, which I think is what most people dislike. I especially think the taboos could be interesting even for Paladins undergoing atonement for groups that want to rp it out rather then the spell taking immediate effect. Can't speak much for mechanics since I don't do much with that but you did well on building a class that feels like a fallen knight seeking redemption.

    The Exchange

    Love the way this is going. Dotting for future reference.


    Ricardo Pennacchia wrote:

    Wow, that's a really nice work! Congratulations, really!

    Do you mind if i present it to my group? I think they would appreciate it as much as i did...

    Please steal away!


    Bah! Found plenty of editing errors and bad English phrasings...

    A few questions:

    Is the 14th-level ability to have bless always on too strong? At this level, a +1 to hit isn't that overpowered, but is the 'no activation time' a potential issue? The bard grants much better bonuses with its inspire courage, but its duration is limited and requires a swift action to maintain.

    Is the 15th level Oath Ability for the Oath of Quest - purity of body (immune to disease and poison) - a lackluster for this level? Does it balance the 2nd level healing ability that is rather good compared with other 2nd-level abilities? How about the Oath of Retribution 15th-level ability of being immune to compulsion effects only during zeal?

    Is the Oath of Piety 2nd-level ability that only kicks-in if the character multiclass a good idea? If so, is the 1-1 caster level contribution too much?

    'findel

    RPG Superstar 2013 Top 8

    1 person marked this as a favorite.
    Laurefindel wrote:


    Is the Oath of Piety 2nd-level ability that only kicks-in if the character multiclass a good idea? If so, is the 1-1 caster level contribution too much?

    'findel

    I'd say the caster level increase isn't a problem. Doesn't grant new spell access, just beefs up some stats on spells and grants access to some feats. Maybe give them some orisons, though, in the case that they're not multiclassing? Kind of lame (gameplay-wise), imho, for a class feature to only do anything if you multiclass. I love the flavor, though.


    Flak wrote:
    Laurefindel wrote:


    Is the Oath of Piety 2nd-level ability that only kicks-in if the character multiclass a good idea? If so, is the 1-1 caster level contribution too much?

    'findel

    I'd say the caster level increase isn't a problem. Doesn't grant new spell access, just beefs up some stats on spells and grants access to some feats. Maybe give them some orisons, though, in the case that they're not multiclassing? Kind of lame (gameplay-wise), imho, for a class feature to only do anything if you multiclass. I love the flavor, though.

    +1.

    Seriously though, I love the idea, but it doesn't grant them anything unless they multiclass, which seems slightly broken to me. As for 0-level spells, I've never actually had a *need* to use one. Ever. That said, maybe some form of very limited spellcasting, or magical talents would be appropriate. (UMD bonuses/As cleric? Maybe a counterspelling ability of some kind?)


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    this is exactly the kind of class I have been looking for for practically my entire Tabletop Fantasy RPG life. I am definitely going to include this in my D&D games.

    I will say, that I think the ability that works only if you multiclass seems a little uncomfortable.... but on teh one hand, even just dipping a single level into Cleric or something is enough to benefit from it, and is even thematic. I just think that it should be regardless of multiclassing still have some effect. perhaps expand it to grants spellcasting ability as a cleric of the same level, but without domains or spontaneous casting, unless he multiclasses to get those extra benefits? so for example, if he doesn't multiclass, he just gets the spells without domains and spontaneous casting. if he multiclasses cleric, he adds his Knight-Errant levels to his Cleric levels for determining his Cleric Spellcasting ability. if he multiclasses Druid, he adds his Knight-Errant levels the same way (hey look, spontaneous Summon Nature's Ally), and so on. if he multiclasses into multiple divine spellcasting classes, he adds each level of Knight-Errant separately as he chooses among his divine spellcasting classes.

    of course, this is me coming at it from a D&D 3.0/3.5e background, not so much a Pathfinder background...

    anyway, I also think that there should be some alignment restriction. I'm going to use it with that the Knight-Errant must be any Lawful or any Good alignment. they can be Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, or Lawful Evil, but cannot be Neutral EVil, CHaotic Evil, Chaotic Neutral, or True Neutral. I think that makes the most sense, personally. what do you think?

    Sovereign Court

    dot for later reading


    Dotting as well.

    Sovereign Court

    There's a few language errors, but conceptually this is a very cool class.


    Ascalaphus wrote:
    There's a few language errors, but conceptually this is a very cool class.

    Indeed, English isn't my first language. I have a final draft somewhere that is a bit better. I'll look into it this afternoon.

    'findel

    (also, dotting my own thread. what happened to all my older dots?)


    Solid class dripping with flavor. I can see this being played as a standalone class without having to first go through paladin.

    Nothing shouts overpowered, nor does it seem underpowered.

    Thought, as mentioned before by others, I would change enduring faith to be something that works both with and without multiclassing. Maybe gain orisons as a first level cleric if he has no (other) caster levels.


    dot


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    Here's the updated version.

    Feel free to report mistakes, and your comments are welcome.

    I started a new thread here for the 3rd draft, but for the sake of those who dotted this one, here it is in full:

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    The Knight-Errant
    The paladin’s code is a hard one to withhold. It demands no less than a lifetime of absolute dedication and doesn’t allows for the slightest excess of conduct. Those who manage to live by this code are remarkable heroes indeed, but not all succeed. Those who fail to live-up to these standards lose their honor, the confidence of their order, the favors of their gods and their faith in themselves. When a paladin falls, the very foundations of their soul shatter. Some quest for atonement, some others retire in disgrace. A few even give-in to their heart’s dark desires and forever turn to evil…

    Then there are those who refuse to yield despite their tarnished honor. Picking up their fallen weapons, they do not abandon their allies, their faith and their cause. These are the knights-errant, paladins no more but great heroes still.

    Role: The Knight-errant is a warrior first and foremost. He is both defensively and offensively strong, buoyed by the strength of his convictions. Ex-paladins are the most likely candidate to multiclass as knights-errant as special advantages are granted to them when taking levels in this class. However, this class is also apt to fit other classes (or character concepts) with a defined alignment, code of conduct, order or any other requirement of honor that was broken or somehow violated. Hence it may also include ex-cavaliers, ex-clerics, ex-monks and others. It is also possible for a character to start as a knight-errant from 1st level if this class fits the character’s concept.

    Alignment: Knights-errant are often Lawful for the requirements of fidelity make it hard for non-lawful characters to embrace this class. That does not preclude such however, and the class faces no alignment restriction.
    Hit Die: d10
    Class Skills: Craft (Int), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility), Knowledge (religion), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival and Swim (Str).
    Skill ranks at each level: 2 + Int bonus.
    BAB: good
    Fort: good
    Ref: poor
    Will: good
    Spells: none

    level 1: Acceptance of fate, oath, taboo, zeal 1/day
    level 2: Oath ability
    level 3: Inner strength
    level 4: zeal 2/day
    level 5: Bonus feat
    level 6: Inner strength
    level 7: zeal 3/day
    level 8: Oath ability
    level 9: Inner strength
    level 10: zeal 4/day
    level 11: Bonus feat
    level 12: Inner strength
    level 13: zeal 5/day
    level 14: Inspiring presence
    level 15: Oath ability
    level 16: zeal 6/day
    level 17: Bonus feat
    level 18: intimidating presence
    level 19: zeal 7/day
    level 20: Redemption

    Class Features
    All of the following are class features for the Knight-Errant class.

    Weapon and Armour Proficiency: The knight-errant is proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Acceptance of Fate (Ex): Once he has accepted his failure, the fallen paladin trades in all his ex-paladin levels for knight-errant levels on a 1-to-1 basis. Unlike the swift and traumatic transformation of the antipaladin, the passage form ex-paladin to knight-errant is a slow process taking weeks, sometimes months to occur.

    Paladins choosing to become knights-errant cannot regain lost paladin abilities via an atonement spell, nor can they exchange ex-paladin levels for antipaladin levels; the knight-errant has relented any former glory to atone or bargain for darker powers. It is in the acceptance of his fate that the knight-errant finds the strength to carry on.

    Oath (Ex): Upon taking his first level in this class, the knight-errant swears the oath that will guide his actions for the rest of his adventuring days. Unlike the paladin’s strict code of conduct, the knight-errant’s oath is a broad directive without specific edicts, granting the knight-errant a number of special abilities.

    Taboo (Ex): With each oath comes a taboo; a self-imposed condition that the knight-errant undertakes to remember and respect his oath. At first level, the knight-errant must select one of the following taboos. If the knight-errant violates his taboo in any way, he loses all benefits of his oath for 24 hours.

    Anonymity (Su): The knight-errant removes his coat of arms, changes his appearance and abandons his former name to sever himself from the person he once was. Leaving his past behind, the knight-errant seeks redemption without fame or distinction. This self-denial makes the knight-errant hard to read via magical means. The effect of this taboo is identical to an amulet of mind shielding.

    Asceticism (Su): The knight-errant swears off all pleasures of the flesh such as fine food, alcohol and lovers. This contemplation teaches mental resilience. The knight-errant is immune to sleep and charm spells.

    Charity (Su): The knight-errant will not refuse any requests for aid or alms. He must divest himself of any wealth not immediately needed, giving it to those that do. The knight-errant must give 25% of his personal wealth or downtime between adventures. In doing so, the knight-errant keeps his conscience strong and clean, gaining one extra daily use of his inner strength ability.

    Exile (Ex): The knight-errant leaves his past behind – literally – by leaving his homeland and living the life of a vagabond, never to settle permanently in any country or organization. In his wanderings, the knight-errant learns from many cultures, gaining the ability to communicate with any humanoid creature. However, the accent and mannerism of the knight-errant always betrays him as a foreigner.

    Forsworn Weapons (Su): The knight-errant has forsworn the use of any martial and exotic weapons, instead vowing to use only simplistic tools to defend himself and attacks his foes. The following list constitutes the only weapons allowed to the knight-errant: club, hatchet, quarterstaff, dagger and sling, in addition to any improvised weapons he may come across. This narrow focus allows the knight errant to channel his inner self, gaining the ability to cast greater magic weapon on his own weapons once per day as a cleric of his level.

    In addition, the knight-errant treats all these weapons as a single group for the purpose of weapon specific feats such as weapon focus or improved critical. Upon acquiring this taboo, a knight-errant automatically re-trains any weapon related feat to fit this group of weapons.

    Forsworn Armour (Ex): The knight-errant has forsworn the use of armor of any sort (but may still use shields and other protective magic items). This has given him insights he would not have had otherwise. When unarmored and unencumbered, the knight-errant adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a knight-errant gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four knight-errant levels thereafter, up to a maximum of +5 at 20th level.

    Forsworn Mount (Ex): The knight-errant has sworn to go without mount, cart or carriage. This has improved the knight-errant’s stride and endurance. Add +10 feet to the knight-errant base speed. In addition, the knight-errant is gains a +4 morale bonus on Fortitude saving throws when performing a forced march.

    Zeal (Ex): Once per day, a knight-errant can declare that he is fighting for the fulfillment of his oath. Bolstered by his convictions, the knight-errant’s melee attacks deal extra damage equal to his level. This ability remains in effect for a number of rounds equal to the knight-errant’s Charisma modifier and affect all attacks against any number of opponents until the duration expires. The knight-errant can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

    The knight-errant gains additional benefits with this ability based on his sworn oath, as indicated below.

    Inner Strength (Su): Starting at 3rd level, the knight-errant can draw on his reserves of inner strength to shrug off a condition that weakens his abilities. The knight-errant can remove one condition at 3rd level as specified by his oath, plus one additional condition every three levels beyond 3rd, to a maximum of four specific conditions at 12th level. The knight-errant can use this ability a number of times per day equal to his Charisma modifier (minimum 1).

    Oath Ability (Ex or Su): Upon reaching 2nd, 8th and 15th level, the knight-errant gains new abilities based on the oath that he has vowed.

    Bonus Feat (Ex): At 6th level, and at every six levels thereafter, a knight-errant gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The knight-errant must meet the prerequisites of these bonus feats.

    Inspiring Presence (Ex): Upon reaching 14th level, the knight-errant has proven that one can fall and rise again, inspiring his friends’ to greatness. As long as the knight-errant is conscious and visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear. In addition, allies within 60 feet receive a +2 morale bonus on attack and damage rolls made as part of a charge.

    Intimidating Presence (Ex): Upon reaching 18th level, the knight-errant’s inspiring presence improves further, striking doubt and fear in his foes. Following a charge led by the knight-errant, all enemies within 60 feet receive a -2 penalty on all attack rolls until the knight-errant’s next round. This ability is a fear effect.

    Redemption (Su): At 20th level, the knight-errant has finally redeemed his past actions and may seek atonement for his fall from grace. While the knight-errant cannot regain his paladin levels this way, he may ignore his taboo’s limitations while conserving its benefits. Reunited with his patron deity, the knight-errant gains DR 10/evil and immunity to all compulsion spells and effects.


    How about also open to those turning from evil.


    KenderKin wrote:
    How about also open to those turning from evil.

    You mean evil baddies converting to the good side? Interesting. The class wasn't created with that in mind, but that could work. Another oath tailored for that perhaps?


    My favorite thing about this is the wonderful blend of crunch and fluff inherant to the oath and taboo class features. A hard thing to accomplish.

    However, I'm seeing a -bit- of a problem with violations of the taboos. Some of them are violated mechically, some through role-playing. In some groups, this is a non-issue. For the benefit of other groups, I recommend expanding the description of some of the taboos to include one or to examples of how a violation happens.

    For example, how does one violate anonymity? By adopting a new name and gain reknown? By going back to his homeland and taking advantage of the rights and privaledges of being born to a rich family? Sounds easy to never violate - except in a backstory-heavy campaign.

    On the opposite end of the spectum, the "forsword" taboos have clear mechanical means of violating them. No roleplaying neccessary.

    Forsworn weapons needs a fix or two. First, it would be easier and more clear to say that he can cast greater magic weapons once per day as a spell-like ability, instead of as a cleric. Also, feats such as weapon focus and improved critical do not affect weapon groups - they affect specific weapons.

    I would expand forsword mount a bit. In all my years of gaming I have never had to make a check for a forced march. Perhaps it could be change to a +4 bonus to Constitution checks made to avoid becoming fatigued or exhausted. Still not something that will come up a lot, but broader in scope and more liekly to come up at all.


    Ciaran Barnes wrote:

    However, I'm seeing a -bit- of a problem with violations of the taboos. Some of them are violated mechically, some through role-playing.

    For example, how does one violate anonymity? By adopting a new name and gain reknown? By going back to his homeland and taking advantage of the rights and privaledges of being born to a rich family? Sounds easy to never violate - except in a backstory-heavy campaign.

    On the opposite end of the spectum, the "forsword" taboos have clear mechanical means of violating them. No roleplaying neccessary.

    Forsworn weapons needs a fix or two (...)

    Solid points all around. I've imported your message here


    personally, I liked the name "Taint of Shame" better for the class feature about retraining Paladin levels, but that's a thematic thing. but whatever.

    I gotta speak up about Ciaran's comments, though. in my games, I tend to enforce heavy roleplay in my games (usually with awarding small amounts of EXP for good roleplaying; penalizing EXP for metagaming, disrupting the game, or breaking character too much; and awarding an Action Point for doing something dramatic). so I didn't even consider the possibilities for abusing the non-mechanical taboos. I frankly like them as they are. however, I suppose that he brings up a valid concern. I would suggest coming up with a phrasing that makes them more clear, or else make a more mechanical condition for those taboos and mention that as an optional rule with DM/GM permission you could use the less mechanical taboo conditions. fr myself, I'll likely continue to just use them as they currently are, though.

    and similarly, I tend to use Weapon Groups rather than the Simple/Martial/Exotic categories. but he's right, that in the core rules that's not the way it works. Weapon Groups is a variant that can be adopted as a house rule. I seem to have a bad habit of not noticing issues with rules I don't use. XD oops.

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