The Knight-Errant (homebrew base class), working toward a final version


Homebrew and House Rules


I'm trying to brush-up the details of this class so that I can shelf it as a "finished product"

The knight-errant is a 20 level base class that can be taken on its own, or 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's blackguard and Pathfinder RPG's 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. Both for mechanical and roleplaying reasons, this class was created with the purpose of offering a middle ground between absolute restoration of all lost powers and total abandon to the forces of evil.

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

All comments are welcome

'findel


The Knight-Errant
The paladin's code is a hard one to withhold, demanding no less than a lifetime of absolute dedication without the slightest excess of conduct. Those who manage to live by this code are truly remarkable heroes indeed, but not all succeed. Many such paladins fall, sully their honor and lose the favors of their gods. Some leave their friends behind to embark on a redeeming quest in the hopes of atoning for their wrongs and take back their title. Some leave their cause to retire in shame, settling down away from those reminding them of their faith and high ideals. Some even leave their soul behind, giving-in to bitterness and forever turning to evil...

But there are also those who do neither. Taking up their fallen weapons, they do not abandon their allies, their faith and their cause. Despite their tarnished honor, they adventure for the love of their companions and in the hopes of one day redeem themselves in action. 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 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 the class 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: Knight-errant 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 armor (heavy, medium, and light), and with shields (except tower shields).

Oath: At 1st level, a knight-errant must swear upon a personal oath. This oath is part of the knight-errant's own code of conduit, which is often linked to the circumstances of his fall from grace. While the precise details and wordings of this code are left up to the player to determine, the knight-errant must select one of the four oaths listed below. This oath grants the knight-errant a number of bonuses, class skills, and special abilities. Once this oath is selected, it cannot be changed later in the knight-errant's career.

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 both his taboo and oath for a full day. The violation of a taboo is subject to GM interpretation.

As of 1st level, the knight-errant must select a taboo among the following:

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 nobility, clergy 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, refusing comfort, fine food, alcohol and lovers. 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 looks to the well being of the poor and the lonely. 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 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 literally leaves his past and shame behind by leaving his homeland and living the life of a vagabond, never settling permanently in any country or adhering to any institutionalized organization. In his wanderings, the knight-errant learns to mingle in many cultures. The knight-errant gains the ability to communicate with all humanoids regardless of their nation, 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. These weapons may not be made into masterwork or magic items (least they become real weapons) but whenever the knight-errant uses one these weapons, the knight-errant 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 Armor (Ex): The knight errant has forsworn wearing 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. 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 traveling 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.

Taint of Shame: A fallen paladin may trade all of his ex-paladin levels for knight-errant levels on a 1-to-1 basis. Unlike the transformation of antipaladins, this is not a traumatic experience but a sudden realization that the ideals of paladinhood were too high for the character doubled with a resolute conviction to carry on.

When doing so, the fallen paladin forever abandons paladinhood and no longer possesses any former glory to redeem or sell to the forces of evil. A character electing to exchange ex-paladin levels for knight-errant levels cannot regain lost paladin abilities via an atonement spell, nor can he exchange ex-paladin levels for antipaladin levels. It is in the acceptance of its fate that the knight-errant finds the strength to keep on going.

Zeal (Ex): Once per day, a knight-errant can fight with zeal for the fulfillment of his oath. As a swift action, the knight-errant chooses one target within sight to confront. The knight-errant's melee attacks deal extra damage whenever the attacks are made against the target of his zeal. This extra damage is equal to the knight-errant's level. 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.

A knight-errant's zeal remains in effect until the target is dead or unconscious or until the combat ends. The knight-errant's zeal also includes another effect which is listed in the section describing the knight-errant's oath (see below).

Inner Strength (Su): Beginning at 3rd level, a knight-errant can draw upon his inner reserves of strength to withstand injuries and overcome debilitating conditions. As a swift action, a knight-errant can heal himself of 1d6 hit points of damage for every two knight-errant levels he possesses. In addition, the knight-errant's inner strength cures conditions as listed in the section describing the knight-errant's oath. This ability can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the affliction that causes the condition is also removed.

Each day the knight-errant can use this ability a number of times equal to his Charisma modifier.

Bonus Feat: At 5th 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(Su): Upon reaching 14th level, the knight-errant has proven that one can fall and rise again, bolstering his friends' courage. 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 figure of fear in the eyes of his enemies. Once per day as a standard action, the knight errant can cast prayer as a spell-like ability.

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 often taken by ex-paladins who fell by choosing between two evils, usually to the detriment of friends or innocents. The knight-errant may not have lived up the code as a paladin, but never again will he let down those who count on his sword and shield for protection.

Zeal: A protector knight-errant is stalwart in his defense. Whenever a protector knight-errant declares his zeal, he receives a bonus to his armor 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. Whenever the knight-errant uses his inner strength ability, he also 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 AC gained by his 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 can take a 5-foot step before making an attack of opportunity. Once the movement is completed, the attack of opportunity is resolved as normal. Effectively, this ability allows the protector knight-errant to threaten all squares with a reach of 10 ft.

A protector knight-errant may intercept a charge or a combat maneuver this way, in which case he becomes the new target of the attack. This ability can only be used once per round, even if he gains the ability to perform more than one attack of opportunity per combat round.

Intercept (Ex): At 15th level, a protector knight-errant can use an attack of opportunity to redirect a blow aimed at an adjacent target upon himself, becoming the new target of the attack and receives damage accordingly. This ability must be declared before the attack roll is made. The intercepted attack is made against the knight-errant's AC and defenses, even if the creature could not normally reach or attack the knight-errant. The knight-errant loses any cover or concealment bonuses when intercepting an attack this way.

Since intercepting an attack uses an attack 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.

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 idealistic. This oath is often taken by 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.

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 overcome exhaustion. Whenever the knight-errant uses his inner strength ability, he also 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 faint 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 special 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 (Su): 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 often 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 wrath, allowing them to track down these individuals, foiling their plans, and confronting their emissaries. 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.

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. Whenever the knight-errant uses his inner strength ability, he also 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 paralyzed condition.

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

Zealous Smite (Ex): Starting at 2nd level, the knight-errant declares a specific group of people or creatures as his sworn enemies in accordance to the subjects of his oath. This is a much narrower category than a ranger's favored enemy. Sworn enemies include nationalities, ethnicities, groups, tribes and organizations within a given a subtype of humanoids (like evil human cultists for example) or a specific subtype of creatures within a given type other than humanoids (like demons or devils). At 11th level, the avenger knight-errant selects a second sworn enemy.

Against these enemies, the avenger knight-errant the avenger knight-errant's zeal ability improves significantly. 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.

Know Thy Enemy (Ex): At 8th level, the knight-errant gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against the group of creatures selected as his sworn enemies. A knight-errant may make Knowledge skill checks untrained when attempting to identify these creatures. When the knight errant gains a second sworn enemy at level 11th, the bonus on skill checks made against his sworn enemies (including the one just selected) increases to +4.

Grim Determination (Ex): Upon reaching 15th level, the avenger knight-errant becomes so focused and determined that he becomes immune to all mind-affecting spells as long as his zeal ability is in effect.

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 often taken by 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.

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: As a standard action, the pious knight-errant can use his inner strength to heal another character by laying hands. In addition, the pious knight errant cures the fatigued, shaken, and sickened conditions whenever he uses his inner strength ability on himself or on another person.

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 (Sp): From 2nd level, the pious knight-errant can cast divine favor once per day as a spell-like ability. The caster level for this effect is equal to his knight-errant level. In addition, the pious knight-errant adds his knight-errant levels to his caster level for the purpose of determining the range, duration and effects of divine spells gained from another class such as cleric or inquisitor.

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 channeling positive energy.

Holy Sword (Sp): Upon reaching 15th level, the pious knight-errant can cast holy sword once per day as a spell-like ability. The caster level for this effect is equal to his knight-errant level.


So at first glance, you'll notice that it resemble some kind of bastardized paladin/cavalier mix, with some paladin-flavored abilities mixed with oaths echoing cavaliers' orders. Well, that's pretty much what it is...

I've considered working it down to a cavalier's archetype (or a paladin archetype that can be added "after the fall") based on some comments that I've got last time, but the changes I wanted were a bit too significant to fit in the "text footprint" that's expected for an archetype. I may still do that as a separate project, but I wanted this class to exist on its own.


Oh my...This is so great ^^ It definitely fill the need of a non-evil fallen paladin.

I only have one question : why is inner strength only Charisma modifier time per day ? It clearly emulate a selfish version of the Paladin Lays on Hand, so why doesn't it stack with level ?


Neato


If you want to make it an archetype, make it a Paladin archetype. Obviously it changes a great deal, but its roots are obviously in the class.


Kelazan wrote:
why is inner strength only Charisma modifier time per day ? It clearly emulate a selfish version of the Paladin Lays on Hand, so why doesn't it stack with level ?

I agree this feels clumsy, but I felt it would be too much. The paladin is expected to share some of its LoH uses for his friends. This guy cannot. That's a lot of free healing in a day. Or is it?

Also as general question out there: Are SLA a big no-no for a base class (i.e. not a prestige class). Both Inspiring Presence and Intimidating Presence are effectively spells. Many classes have an effect that *almost* does what a spell do, but few directly relate to a spell.

Should I rewrite those to two class features, or replace them with something else?


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...please change the name of Taint of Shame...

That word has some, ahhhh, unsavory connotations.


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Cheapy wrote:

...please change the name of Taint of Shame...

That word has some, ahhhh, unsavory connotations.

right,

What i meant by that is that the Knight-Errant isn't just black or white. More nuanced. So how about 50 Shades of Grey then?

:)


So to replace "Taint of Shame":

Acceptance of Fate?
Wandering Soul?
Fallen?
Fall from Grace?

What the ability really means is "No Way Back", but I hesitate to give it that name. But sometimes the clearer the better...


Err of the Errant?


Great stuff, I "may" steal it for my table.


No Way Back is a fine name.


Fall from Grace and Acceptance of Fate (of Failure?) are my personal favourites.

About Inspiring Presence and Intimidating Presence :
Spell like effect aren't necessary to fulfil the flavor of your class. I think a rewrite could be a good idea. Furthermore, at this level, Bless is barely useful(moral bonus don't stack, and a lot of good buff such Good Hope, Heroism, banner, bardic performance (vs fear)gives moral bonus).

Prayer is a lot better, and very flavourful : it's like your god is looking at your path toward redemption and decides to help you (luck bonus).

I recommend you to switch «Prayer» at 14th level and to rewrite it as a more mystic ability instead of an intimidating power. Describe it as a supernatural ability, and maybe insert some variation with the base spell, such conditional modifier based on ally/foe alignment or a bigger bonus in the presence of a cleric of the knight deity (as a witness of the knight efforts).

At latter level, the knight-errant could gain more strength and determination when assisted by his divinity (when «prayer is active», he want to impress the divine entity, he wants to wash is honour in presence of his patron, etc). Then, he could get a good moral bonus (+2 or more) and maybe an ability to re roll some saves.


Kelazan wrote:
Spell like effect aren't necessary to fulfil the flavor of your class. I think a rewrite could be a good idea.

Yeah, I think you're right. I was already luke-warm about these, you've convinced me.

Kelazan wrote:
At latter level, the knight-errant could gain more strength and determination when assisted by his divinity (when «prayer is active», he want to impress the divine entity, he wants to wash is honour in presence of his patron, etc). Then, he could get a good moral bonus (+2 or more) and maybe an ability to re roll some saves.

Good comments. thanks

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