THE KNIGHT-ERRANT, a class for ex-paladins (P.E.A.C.H.)


Homebrew and House Rules


THE KNIGHT-ERRANT
The knight-errant is a 20 level alternate base class class allowing a paladin character that has failed to her code of honor to exchange ex-paladin level for knight-errant levels (on a 1-to-1 basis) without turning to evil powers.

While similar to the blackguard is this regard, the knight-errant is not meant to create a villain but rather a hero, albeit one with a troubled soul and a taint of shame that will never leave.

Disclaimer: The knight-errant is NOT intended to be used in all gaming groups. This class assumes a certain maturity from the group, that a paladin can fall and progress as a player character of comparable strength without seeking or receiving atonement. It exists as a sole purpose of offering a middle ground between total absolution and restoration of lost powers, and total abandon to the forces of evil, both for mechanical and roleplay reasons. If this doesn’t fly with you or your group, I suggest you stop reading and move on to another thread, now.

You’re still here? Good! Then read on!

[edit] This would be considered a pre-alpha version. Some abilities are still missing, but the "spirit" is all there.

[edit2] Credits go to Dabbler for the original design of the class. The original class can be found at the bottom of the first page of this tread.


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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 dedicated effort and allows for no excess of conduit. Those who abide by it are indeed, truly remarkable heroes. But for each paladin that succeeds, many will fall by poor act of judgment or failed promise, sully their honour, lose the favour of their gods and the respect of all. Most of these retire in shame, others retreat in bitterness and give-in to their heart’s dark desires; turning 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, and instead they set their sights on goals they can accomplish despite their tarnished honour. Some adventure for redemption, some to regain honour, some to continue the battle in another way. These are the knights-errant, sworn to keep trying at making good triumph no matter 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 to take this class, but any class (or even characters) with a defined code of conduct, or an order of association, or any requirement of honour that they fail and let down can take up this class. Hence it may contain ex-paladins, ex-cavaliers, ex-clerics and others. It is also possible for the knight-errant path to be redemption for those that have never followed a beneficent path before.

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, though. Likewise, they are often Good, but may be also neutral, a few are even evil.

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: *** TBA ***
level 15: Oath ability
level 16: zeal 6/day
level 17: Bonus feat
level 18: *** TBA ***
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).

Taint of Shame: The knight-errant has forever failed to its promise. When a character takes its first level of Knight-Errant, there is no turning back and no former glory to sell to the forces of evil. It should be stressed that an ex-paladin choosing to exchange levels for knight-errant levels forever abandons all former paladin features he has possessed and therefore cannot regain her abilities via an atonement spell. The Knight-Errant finds its new strength in the acceptance of its fate: there is no atonement possible, only redemption.

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.

Oath: Upon taking his first level in this class, the knight-errant must swear an oath. This will be linked for their reasons for falling from grace in their original class, but the precise details and wording are left up to the player to determine. Each oath has its own requirements, so it is best to discuss the oath with the DM before selecting it, as it can sometimes determine the direction of a campaign.

Taboo: With an oath, there comes a taboo, a self-imposed condition that the character undertakes with their oath. If the knight errant violates their taboo in some way, they lose all the benefits of their Oath for a full day.
Anonymity (Su): The knight-errant removes his coat of arms, changes his appearance, abandons his former name and takes other measures to sever himself from the person he once was. Leaving his past behind, the knight-errant seeks out redemption without seeking fame and distinction within the gentry, church or military. This self-denial makes the knight-errant hard to locate or 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. Your contemplation teaches you much. Effect?
Charity: the knight errant does not refuse requests for aid from any, be they so ever humble. They must divest themselves of any wealth they know they do not immediately need to those that do. This does not deprive them of being able to purchase equipment they need on their quests, but it does mean they must settle for what they need, not what they may desire.
Exile (Su): the knight errant leaves their past and shame behind, literally, by leaving a place with meaning for them and not returning. This can be a home, village, city or a nation. It may be an organization or order, in which case they may not visit agents of that order wherever they may go. In your wanderings you will learn much of the land: Knowledge (geography) is always a class skill for you.
Restriction: There are other restrictions the knight errant can take that hinder them. For example, a knight errant may swear never to wield a sword until they are redeemed. This precludes any form of sword from their use. Alternatively they may swear to always walk on their own feet when they can, never using a mount.
Forsworn Weapons (Su): The knight-errant has forsworn the use of martial weapons and instead vows to use simplistic tools to defend himself and attacks his foes. The following constitute the list of weapons allowed to the knight-errant with this taboo: club, hatchet, quarterstaff, dagger and sling. Whenever the knight-errant uses one these weapons, he benefits from a improved magic weapon spell as if cast by a spellcaster of his own 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): In penitence of the act that caused its fall, the knight errant has forsworn wearing armour of any sort (but may still use shields of magic item). 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): In repentance of his fall, the knight-errant has sworn to go without mount, cart or carriage. If you forgo a mount of any kind, you may add +10 feet to your land speed when calculating overland distances traveled in a day.

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 only once per day as a standard action. A knight-errant can use this ability on himself only. The exact nature of these inner strengths and the specific condition they cure depends 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.

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 life in the process. He 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.

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 level.

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) unless this interruption makes the charge illegal (usually by restricting the charger’s movement to less than 10ft.). This ability may not be used if the knight-errant moved during the previous round (including a 5-foot step).

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. If the knight-errant hasn’t moved during his last turn, he 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 subject to the redirected 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 represents some idyllic concept that can never truly be achieved. Even quests that start with a realistic goal eventually evolve in something more sublime and more mythical. This oath is popular among ex-paladins whose fall was caused by their own pride of other personal flaw. Through these quests, knights-errant hope to regain much of the former glory and purity they held before their fall.

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.

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 by 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 to the lies 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, even when the initial perpetrators have been brought down.

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.

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

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 per level) 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 favored enemy. Sworn enemies include nationalities, 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 favored enemy class feature as long as the knight-errant’s sworn enemy is a subset of his favored 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. 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 or a single ally in moments of distress. Firm in their religious believes, pious knights-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 fatigue, 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, paralysed 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 half his knight-errant levels to its 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.


I love the concept. It seems very like a cavalier though, what really seperates it from swapping out paladin levels for a cavalier?


Direct link to Dabbler's Knight Errant.


Brambleman wrote:
I love the concept. It seems very like a cavalier though, what really seperates it from swapping out paladin levels for a cavalier?

Indeed, the class (recently) moved much closer to that of the cavalier, but I always intended it to be sitting somewhere halfway between the paladin and a knightly-themed fighter; that was before the cavalier came in the picture off-course.

Then came the cavalier from which I took a few cues. Still, the knight-errant was a 10 level prestige class (distinct enough from the cavalier) until this Wednesday, after which I transposed it into a 20 level alternate base. Long story short, it always wanted to be an alternative to the blackguard, but since Paizo converted the blackguard into the present 20 level antipaladin, I had been tempted to do the jump with the knight-errant as well. And so I did.

Perhaps it wants to be a cavalier archetype; I've been considering that as well lately.

'findel

Sczarni

I really love this idea.

I think you've made something really special and exceptionally usefull here.

Thank you!

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