
Laurefindel |
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THE KNIGHT-ERRANT V3.0
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. While similar to the 3e D&D’s blackguard and the 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 on a life-long quest for redemption, serenity or peace.
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 . This class was created with the purpose of offering a middle ground between complete atonement, 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.
Since there will probably be some minor alterations, the link to the most up-to-date google doc is here.
enjoy!
'findel

Laurefindel |

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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.

Laurefindel |
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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 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.
Zeal (Ex): 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 (Su): 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 and deafened conditions.
Oath Abilities: A knight-errant who pledge to the oath of protection 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 armor class provided by its zeal ability to an adjacent ally. Upon reaching 11th level, the knight-errant may protect two adjacent allies this way. This bonus last for as long as the knight-errant’s zeal ability is in effect.
Mobile Sentinel (Ex): Upon reaching 8th level, a protector knight-errant may take a 5-foot step to intercept an opponent moving toward an ally. This may put the knight-errant in a position to make an attack of opportunity or intercept the straight line between a charging foe and its target. When a protector knight-errant intercepts a charge this way, he becomes the new target of the attack.
The protector knight-errant can use this ability once per round.
Redirect Blow (Ex): At 15th level, a protector knight-errant can make an attack of opportunity to redirect upon himself a blow aimed at an adjacent target. The protector knight-errant thus becomes the new target of the attack and may receive damage. This ability must be declared before the attack roll is made. The 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 redirecting the attack. Attacks that do not use an attack roll cannot be redirected this way.
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 is a representation of an idyllic concept that can never truly be achieved, even if the quest starts with a realistic goal. 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.
Zeal (Ex): 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 (Su): 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 5th level 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.
Zeal (Ex): 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 (Su): 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]Sworn Enemy (Ex): From 2nd 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. Possible sworn enemies include nationalities, ethnicities, groups, tribes and organizations within a given subtype of humanoid creatures (evil human cultists for example). Possible sworn enemies also include evil outsiders, evil dragons and undead. 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.
Zealous Smite (Ex): Upon reaching 8th level, the avenger knight-errant’s zeal ability improves when targeted against his sworn enemy. When the knight-errant declares his zeal against such creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the knight-errant possesses and automatically bypasses any DR the creature might possess. In addition, while zealous smite is in effect, the knight-errant gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target(s) of the zealous smite.
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’s may have lost its honor, but he has not forsaken his god, goddess or celestial patron. 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.
Zeal (Ex): Stalwart in his faith, a pious knight-errant knows that his soul is well guarded. 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 (Su): The pious knight-errant can channel the might of his god or goddess to help himself. Firm in his religious belief, the pious knight-errant can cure three conditions at 3rd level, and three more every three levels thereafter.
- 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 (Su): From 2nd level, a pious knight-errant gains the ability to cast orisons (0-level spells) from the cleric spell list. A pious knight-errant can prepare three orisons per day. These spells are cast like any other spell, but they are not expended when cast and may be used again
At 4th level, the pious knight-errant’s divine magic improves further, gaining the ability to cast spells like a paladin of its level.
A pious knight-errant must choose and prepare his spells in advance.
To prepare or cast a spell, a pious knight-errant must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a pious knight-errant’s spell is 10 + the spell level + the pious knight-errant’s Charisma modifier.
Like other spellcasters, a pious knight-errant can cast only a certain number of spells of each spell level per day. His base daily spell allotment is identical to that of a paladin. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, the pious knight-errant gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
A pious knight-errant must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. A pious knight-errant may prepare and cast any spell on the paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
At 4th level and higher, the pious knight-errant’s caster level is equal to his pious knight-errant level – 3.
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. 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 afflicted ally. This ability allows the pious knight-errant to use his inner strength ability on an ally within 5 feet as a standard action.

Issac Daneil |

I like how it's a mix of Cavalier, Paladin, and even in a way Antipaladin with the Intimidating presence.
The balance of the class seems good; I can see players wanting to play this class where their paladin status was failed in the Background.
My only concern was that the taboo of asceticism gave him immunity to Charm rather quick for a class (lvl 1). I'd suggest it be a bonus vs Charm that evolves into immunity. You've already set the possibility of raising taboo benefits with Forsworn Armor, so it's not unheard of

Laurefindel |

My only concern was that the taboo of asceticism gave him immunity to Charm rather quick for a class (lvl 1)
Yes, the taboos and their benefits/flaws are the most shaky part of the class at the moment.
I was considering having a uniform progression, which could be indicated in the class chart (not unlike the Monk's AC bonus) to determine bonuses granted by taboos.
That's if taboos should have a benefit at all; they could work only as less strict version of the paladin's code or cavalier's order edicts.

Laurefindel |

I'm importing this from a previous thread
My favorite thing about this is the wonderful blend of crunch and fluff inherent 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 mechanically, 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 renown? By going back to his homeland and taking advantage of the rights and privileges of being born to a rich family? Sounds easy to never violate - except in a backstory-heavy campaign.
On the opposite end of the spectrum, the "forsworn" taboos have clear mechanical means of violating them. No roleplaying necessary.
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 forsworn 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 likely to come up at all.
I realize now that I need to review taboos.
I think it's ok that some taboos have a mechanical impact while other are about roleplay. Even those related to roleplay can have an impact too, preventing the character from gaining ranks in the military or using contacts made with his past identity. The key, I believe, is to clarify things a bit further. As a whole I'm satisfied with the options provided; their impact need clarification.
Spell-like ability is indeed favorable to "cast like a cleric". As for weapon focus, the idea was to make a group out of the group of weapons and grant weapon group focus etc. It's clumsy; back to the drawing board for that one...

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Love the concept, agree the Taboos (really the most flavorful part of the class!) still need some work. I think they should be EX not SU btw...
I would definitely keep them as both restrictions and abilities - like the Oracle, this man truly is cursed, and everyone knows that a curse is just a blessing in disguise. His restrictions are self-imposed, as compared to the Paladin (by God) and the Cavalier (by Order), which to me is enough of a difference to justify the turning from that trend specifically.
To push back on Issac Daneil's suggestion, I would say maybe just grant a second saving throw vs. Charm or Sleep initially, which grows to Immunity at a higher level?
Maybe each Taboo grants (or trades out?) a class skill:
Anonymity - Disguise (trade out Diplomacy?)
Asceticism - ?
Charity - Perform
Exile - Knowledge (Geography)
Forsworn Weapons - ?
Forsworn Armour - Acrobatics
Forsworn Mount - ? (Trade out Ride?)
Hope this helps gotta go...

Ciaran Barnes |

A note regarding greater magic weapon - technically, the spell would grant an enhancement bonus of +0 until he is 4th level...
I agree that it is OK if violation of some taboosare role-play triggered and some are mechanically triggered. Listing some examples of violations will help balance them out. Every oracle's curse has some serious effects - even the "good" ones. You should strive to keep any taboos from being all positive with no negative.

Ciaran Barnes |

I am not usre how to feel about Zeal. Uses per day and +level to damage is much like Smite Evil, but no limit on the number of targets and no alignment qualifier makes it much better. Basing the duration on his Charisma mod is the wildcard factor here. Depending on the knight's modifier, your average combat length, and your average number of combats per day, this could make the ability much stronger or much weaker.
I agree that Challenge would be a good substitute, or model for a substitute.

Laurefindel |

Original version had zeal based on cavalier challenge, then got changed. Somehow things got a bit messy there. A rewrite in in order.
[edit] Thing aren't that far of. Zeal has more targets but has limited duration. CHA bonus is stronger than +1 plus +1/4 levels at low level but +1 plus +1/4 levels is better at high level unless your CHA is very high (and also doesn't make your charatcer as MAD).
+1 plus +1/4 levels comes back in many instances; that could be worked into a uniformed progression. Constistency is usually a good thing.
On the other hand, I like that the class is based on CHA because the knight-errant, being an ex-paladin, is likely to have high-ish CHA.

Laurefindel |

I am not usre how to feel about Zeal. Uses per day and +level to damage is much like Smite Evil
smite, challenge and zeal all have identical uses per day and (base) +damage.
smite has +CHA to attack and to AC
challenge has +1 plus +1/4 levels to something else, based on order
zeal has +CHA to something else based, on oath
smite is against 1 opponent until dead or paladin rests
challenge is against 1 opponent until dead or combat ends
zeal is against any opponents until duration (CHA rounds) ends
smite is restricted to Evil but bypasses DR
challenge has -2 AC againt opponents other than challengee
zeal has no restriction other than short duration - perhaps there a problem here?
Smite has extra damage against evil dragon, fiend or undead. Challenge has none of that, but some class features are order-specific. Oath of Retribution recreates smite for 1 type of ennemy.
This is how things are - I'm open to all suggestions!

WithoutHisFoot |

I really like both the flavor and mechanics of this class. It seems well balanced (though as always, I'd be interested to hear about the results of playtesting). As it stands, I'd certainly let my players use this.
I'm of the opinion that zeal is reasonably balanced. It has no target restrictions, but loses the bonus to hit and AC from Paladin. It's possible to gain one, but not both, from the oaths. Combined with the shorter duration, I think it is meaningfully different - stronger in some ways, but weaker in others.
A couple of questions-
Mobile Sentinel doesn't specify what kind of action it takes. Presumably it should be an immediate action? If you don't specify, someone might interpret it as a free action during someone else's turn, which is odd.
Redirect Blow is a bit unclear to me. Does the knight-errant have to land an attack of opportunity (making an attack roll, dealing damage, etc) to redirect the attack, or does it merely have a "cost" of one attack of opportunity?

Laurefindel |

Thanks everyone for the comments. All are being addressed, especially for clarity.
The Forsworn Weapons taboo is giving me a bit of trouble. The first version is a clarified and updated version of the v3 knight-errant. It looks a bit powerful. The second option is closer to the original design from Dabbler's draft of the class.
Forsworn Weapons (Ex): The knight-errant has forsworn the use of any martial and exotic weapons, 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: dagger, club, hatchet, quarterstaff, scythe, and sling, in addition to any improvised weapons he may come across.
This narrow focus gives the knight-errant new insight on combat. Whenever he is using a mundane, unenchanted version of these weapons, the knight-errant gains a +1 enhancement bonus on weapon attack and damage rolls. This bonus increases to +2 at 8th level, and increase further by another by +1 for every four levels thereafter.
Upon acquiring this taboo, a knight-errant may re-train any weapon-specific feat he possesses to match a weapon he allows himself to use.
Forsworn Weapons (Sp): The knight-errant has forsworn the use of weapons traditionally associated with nobility and chivalry, using instead those employed by common soldiers. Thus the use of noble blades” (longsword, bastard sword, greatsword, rapier, scimitar and falchion) and other knightly weapons (light and heavy mace, straight and composite longbow and the lance) are all taboos of the knight-errant.
This denial gives the knight-errant a new sense of righteousness. Once per day, the knight-errant can cast bless weapon on one his own weapon as a spell-like ability. For the purpose of this ability, his caster level is equal to his knight-errant levels.
Upon acquiring this taboo, a knight-errant may re-train any weapon-specific feat he possesses to match a weapon he allows himself to use.

Ciaran Barnes |

We can imagine what noble blades and knightly weapons are, but identifying them mechanically is more difficult with a complete list. My suggestion is a crude interpretation, but simple:
The knight-errant forgoes use of weapons with a critical range greater than 20 and those a critical multiplier greater than X2. When using one of these weapons he suffers a penalty for nonproficiency. He cannot gain proficiency in these weapons by any means (including feats and multiclassing).
Since you have removed alignment restrictions from this class, I advise against bless weapon.
At 1st level, the night-errant treats weapons with a critical range of 20 and a critical multiplier of 20 as though they were of masterwork quality as long as he wields them. Beginning at 4th level, he treats them as having an enhancement bonus of +1 per four levels he has.

Laurefindel |

We can imagine what noble blades and knightly weapons are, but identifying them mechanically is more difficult with a complete list.
I'm ok with defining a (arbitrary) list of prohibited weapons (or a list of allowed weapons), but the bless vs no alignment is a good point.
Masterwork and +1 per four levels is a great idea; all other revised taboos use the (something) +1 per four levels attained formula.

Laurefindel |

Revised Taboos. Comments are welcome.
Anonymity (Ex): The knight-errant severs himself from the person he once was by abandoning his name, title and coat of arms. A knight-errant selecting this taboo will not accept any title or rank within the nobility, church and military, nor will he accept gifts of land and positions of leadership. Wishing to remain humble and anonymous, the knight-errant avoids that his exploits be told or sung.
This self-denial makes the knight-errant hard to read via magical means, granting a +1 insight bonus on saving throws made to resist spells and effects reading the thoughts, aura or determining the location of the knight-errant. This bonus increases by +1 for every four levels the knight-errant possesses.
Asceticism (Ex): The knight-errant swears off all pleasures of the flesh. A knight-errant selecting this taboo will decline all but the most bland, staple food, drink only milk or water and refuse to adopt more than a modest lifestyle. Sexual and intimate contacts are also taboo to the knight-errant, but platonic relationships are acceptable.
This contemplation teaches mental resilience granting a +1 insight bonus on saving throws made to resist charm and compulsion spells and effects. This bonus increases by +1 for every four levels the knight-errant possesses.
Charity (Ex): The knight-errant will not refuse any requests for aid or alms. A knight-errant selecting this taboo must give at least 25% of his personal wealth to charity and spend half his time between adventures helping people in various ways.
In doing so, the knight-errant learns to see conflict from every perspective, gaining a +1 bonus on Diplomacy and Sense Motive skill checks. This bonus increases by +1 for every four levels the knight-errant possesses.
Exile (Ex): The knight-errant leaves his past behind – literally – by leaving his homeland and living the nomadic life of a wanderer. A knight-errant selecting this taboo will never settle down, establish a family, join any local organization or form any kind of ties to a place, region or kingdom.
In his wanderings, the knight-errant learns from many cultures. The Linguistics and Knowledge-Geography become class skills for the knight-errant. In addition, all linguistics and knowledge-geography checks are made with a +1 bonus. This bonus increases by +1 for every four levels the knight-errant possesses.
Forsworn Armour (Ex): The knight-errant has forsworn the use of leather vests, hauberks of mail and suits of plated armors. A knight-errant selecting this taboo refuses to wear armor of any sort (including bracers of armor), but may use shields and other similar protective accessories (such as helms, gauntlets and rings of protections).
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. This bonus increases by +1 for every four levels the knight-errant possesses.
Forsworn Mount (Ex): The knight-errant has sworn to go without mount, cart or carriage. A knight-errant selecting this taboo refuses to mount any type of animal or creature, and climb aboard any type of land vehicle.
This strengthens the knight-errant’s determination and endurance, granting a +1 morale bonus on Fortitude saving throws made to resist the effects of fatigue, exhaustion and drowsiness, and to resist receiving nonlethal damage from forced march, severe weather and high altitude. This bonus increases by +1 for every four levels the knight-errant possesses.
Forsworn Weapons (Ex): The knight-errant has forsworn the use of any martial and exotic weapons, vowing to use only simplistic tools to defend himself and attacks his foes. The following list constitutes the only weapons allowed to a knight-errant selecting this taboo: dagger, club, throwing axe, quarterstaff, and sling, in addition to unarmed strikes and any improvised weapons he may come across.
This narrow focus gives the knight-errant new insight on combat. Whenever he is using a non-magical version of these weapons, the knight-errant gains a +1 enhancement bonus on weapon attack rolls as if it were of masterwork quality. At 4th level, this bonus applies to both attack and damage rolls. The bonus to damage and attack rolls increases by +1 for every four levels the knight-errant has attained after level 4th.
Upon acquiring this taboo, a knight-errant may re-train any weapon-specific feat he possesses to match a weapon he allows himself to use.
[edit]
I'm considering reducing the requirement of the charity taboo. 25% can result in a lot of gp at higher levels.
some bonuses don't have a type. Need to address that.

Laurefindel |

Oath of Protection clarifications:
Mobile Sentinel (Ex): Upon reaching 8th level, whenever an opponent moves within 10 feet of him, a protector knight-errant may take a 5-foot step as an immediate action to move within that opponent's threatened area. This movement does not provoke attacks of opportunity. If the knight-errant takes this step, he must subtract 5 feet from his movement and cannot take a 5-foot step during his next turn. If the protector knight-errant intercepts a charge this way, he becomes the new target of the attack.
The protector knight-errant can use this ability once per round.
Redirect Blow (Ex): At 15th level when one of his adjacent allies is attacked, a protector knight-errant may use an attack of opportunity to redirect the attack upon himself. This ability must be declared before the attack roll is made. The redirected attack is made against the knight-errant’s AC and defences, even if the knight-errant is out of the attacker’s reach. The knight-errant loses any cover or concealment bonuses he may have against the redirected attack. Attacks that do not use an attack roll cannot be redirected this way.

Laurefindel |

- Small corrections all around to conform to Paizo’s formating and descriptions.
- Redirect Blow now specifies melee attacks
- Removed monetary dime of the Charity taboo. Drawback has been revised to R-P consequences in the lines of Anonymity and Exile.
- Removed bonus to damage from Inspiring Presence to conform with Cavalier’s Banner ability.
- Inner Strength conditions of Oath or Protection and Oath of Quest have been swapped.
- Enduring Faith renamed as Spells.
This adds to last week's update:
- Taboos are revised to give a uniform benefit.
- Clarification changes to Mobile Sentinel and Redirect Blow
- Removed bonus to AC from Zealous Smite
As always, comments are welcome.
Abilities are more or less where I want them to be, but please let be know if you spot any incoherence, ambiguity, things that are not legit, grammatical and syntax errors etc.
thanks!
'findel

Laurefindel |

If someone with a better mastery of English than mine could have a (grammatical) look at this and propose corrections where need be and make it blog worthy, I'd appreciate greatly.
Google doc version PM me for the original words file
'findel

Aelryinth RPG Superstar 2012 Top 16 |

The paladin’s code is a hard one to withhold. It demands no less than a lifetime of absolute dedication with no tolerance 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 crumbles. Some depart on a quest for atonement, others retire in disgrace. A few even give-in to their heart’s dark desires and forever turn to evil…
==You have an incredibly strict interpretation of the code here, almost Lawful stupid.
The Paladin's Code is difficult to hold to. It demands a lifetime of dedication with little room for excess of conduct. Those who manage to live by this code are heroes indeed, but not all paladins succeed. Those who fail to live up to the standards of the Code often lose their honor, the confidence of their peers, the favor of their gods, and their faith in themselves.
When a paladin falls from grace, the very foundations of their being are shaken by the deed. Some depart on a quest for atonement and redemption, others retire quietly far from the life they once lived, and some fall into disgrace and dissolution. A rare few even give into their heart's dark desires and become all that they once fought against.
And then there are those who refuse to yield despite their tarnished honor. Picking up the tatters of their lives, they do not abandon their allies, their faith and their cause. These are the knights-errant, paladins no more, but potentially great heroes still.
Role: The Knight-errant is a martial warrior first and foremost. He is both defensively and offensively strong in armed combat, 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 able 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, because 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.
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 from ex-paladin to knight-errant is a slow process sometimes taking weeks or even months to occur.
Paladins choosing to become knights-errant cannot regain exchanged paladin levels via an [I/atonement[/I] spell, nor can they exchange ex-paladin levels for antipaladin levels, as the knight-errant has given up her former glory to atone or bargain for darker powers. It is in the acceptance of her fate that the knight-errant finds the strength to carry on.
Oath (Ex): Upon taking her first level in this class, the knight-errant swears the oath that will guide her actions for the rest of her career. 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 as a reminder of her oath. At first level, the knight-errant must select one of the following taboos. If the knight-errant violates her taboo in any way, she loses all benefits of his oath for 24 hours.
Anonymity (Ex): The knight-errant severs herself from the person she once was by abandoning her name, title and coat of arms. A knight-errant selecting this taboo will not accept any title or rank within the nobility, church and military, nor will she accept gifts of land and positions of leadership. Wishing to remain humble and anonymous, the knight-errant avoids that her exploits be told, sung or written by her companions.
This self-denial makes the knight-errant hard to read via magical means, granting a +1 insight bonus on saving throws made to resist spells and effects allowing others to read her thoughts, perceive her aura or scry on her from afar. This bonus increases by +1 for every four levels the knight-errant possesses.
Asceticism (Ex): The knight-errant swears off all pleasures of the flesh. A knight-errant selecting this taboo will decline all but the most bland, staple food, drink only milk or water and refuse to adopt more than a modest lifestyle. Sexual and intimate contacts are also taboo to the knight-errant, but platonic relationships are acceptable.
This contemplation teaches mental resilience, granting a +1 insight bonus on saving throws made to resist charm and compulsion spells and effects. This bonus increases by +1 for every four levels the knight-errant possesses.
Charity (Ex): The knight-errant will not refuse any requests for aid or alms. A knight-errant selecting this taboo must spend her downtime between adventures helping people in various, non-consequential ways.
In doing so, the knight-errant learns to see conflicts from many perspective, gaining a +1 bonus on Diplomacy and sense motive checks. This bonus increases by +1 for every four levels the knight-errant possesses.
Exile (Ex): The knight-errant leaves her past behind – literally – by leaving her homeland and living the nomadic life of a wanderer. A knight-errant selecting this taboo will never settle down, establish a family, join any local organisation or form any kind of ties to a place, region or kingdom.
In her wanderings, the knight-errant learns from many cultures, gaining a +1 bonus on Linguistics and Knowledge-Geography skill checks. This bonus increases by +1 for every four levels the knight-errant possesses. In addition, Linguistics and Knowledge-Geography become class skills for the knight-errant.
Forsworn Armor (Ex): The knight-errant has forsworn the use of leather vests, hauberks of mail and suits of plated armors. A knight-errant selecting this taboo refuses to wear armor of any sort (including bracers of armor), but may use shields and other similar protective accessories (such as helms, gauntlets and magic rings of protections).
This has given him insights he would not have had otherwise. When unarmoured and unencumbered, the knight-errant adds her Wisdom modifier (if positive) as an insight bonus to her AC and CMD. This bonus increases by +1 for every four levels the knight-errant possesses.
(NOTE: This ability should derive from Charisma to avoid MAD)
Forsworn Mount (Ex): The knight-errant has sworn to go without mount, cart or carriage. A knight-errant selecting this taboo refuses to mount any type of animal or creature, and climb aboard any type of land vehicle.
This strengthens the knight-errant’s determination and endurance, granting a +1 morale bonus on Fortitude saving throws made to resist the effects of fatigue, exhaustion and drowsiness, and to avoid nonlethal damage from a forced march, severe weather and high altitude. This bonus increases by +1 for every four levels the knight-errant possesses.
Forsworn Weapons (Ex): The knight-errant has forsworn the use of any martial and exotic weapons, vowing to use only simplistic tools to defend herself and attacks his foes. The following list constitutes the only weapons allowed to a knight-errant selecting this taboo: dagger, club, handaxe, quarterstaff, and sling, in addition to unarmed strikes and any improvised weapons she may come across.
This narrow focus gives the knight-errant new insight on combat. Whenever he is using a mundane, unenhanced version of these weapons, the knight-errant gains a +1 enhancement bonus on weapon attack rolls as if it were of masterwork quality. At 4th level, this bonus applies to both attack and damage rolls. The bonus to damage and attack rolls increases by +1 at 8th level and for every four levels thereafter.
Upon acquiring this taboo, a knight-errant may re-train any weapon-specific feat she possesses to match one from the list of allowed weapons.
====================
Zeal (Ex): Once per day, a knight-errant can declare that she is fighting for the fulfillment of her oath. As a swift action, the knight-errant focuses on her convictions and deals extra damage against any number of opponents attacked in melee. This extra damage is equal to the knight-errant’s level and remains in effect for a number of rounds equal to her Charisma modifier. 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 her sworn oath, as indicated below.
Inner Strength (Su): Starting at 3rd level, the knight-errant can draw on her reserves of inner strength to shrug off a condition that weakens her abilities. The knight-errant can remove one condition at 3rd level as specified by her oath, plus one additional condition every three levels thereafter for 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): Upon reaching 2nd, 8th and 15th level, the knight-errant gains new abilities based on the oath that she has vowed.
Bonus Feat (Ex): At levels 6, 12 and 18, the knight-errant gains a bonus combat feat. 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 her friends to greatness. When the knight-errant uses the charge action, all allies within 60 feet receive a +2 morale bonus on saving throws against fear until the knight-errant’s next turn. In addition, allies within 60 feet receive a +2 morale bonus on attack rolls made as part of a charge until the knight-errant’s next turn.
Intimidating Presence (Ex): Upon reaching 18th level, the knight-errant’s inspiring presence improves further, striking doubt and fear in her foes. When the knight-errant uses the charge action, all enemies within 60 feet receive a -2 penalty on all attack rolls until the knight-errant’s next turn. This ability is a fear effect.
Redemption (Su): At 20th level, the knight-errant has finally redeemed her past and may seek atonement for her actions. While the knight-errant cannot regain her paladin levels this way, she may henceforth ignore her taboo limitations while retaining its benefits. Redeemed to her patron deity, the knight-errant gains DR 10/evil and immunity to all compulsion spells and effects.

Aelryinth RPG Superstar 2012 Top 16 |

Note that makes the character even more MAD then a paladin, as now Wisdom is a thing to have, too.
Perhaps you might move his Cha related abilities over to Wisdom, at least for the Forsworn.
Note that since the Forsworn can't even wear armor, his AC is truly going to be in the toilet, even if he uses a shield. Wisdom bonus rarely makes up for lack of armor unless you are a Wis-SAD class. For a martial, he'll be lucky if it's worth a Mage Armor towards his defense by level 10.
==Aelryinth

Blakmane |

Wisdom for forsworn armour seems a bit strange, considering this is a class designed as an alternative for fallen paladins (who will dump WIS, typically).
You'll probably find this ability never gets picked due to this. CHA is a much better fit and it has been used elsewhere for your class abilities already.
*edit*
Considering oath of protection already has a similar power I think you are double-dipping concepts. I would ditch the 'stat to AC' entirely for forsworn armour and give instead a flat (maybe dodge?) bonus (say, +2 AC at 1st level and +1 every 4 levels after).
This is still a mechanically weak power but it might actually see use at least.

Ciaran Barnes |

AC at level 10. I'm not sure what magic is expected to be in use at this point, so I'm just guesstimating.
10 (base) + 2 (Dex) + 3 (Cha or Wis base) +2 (Cha or Wis additional) +2 (shield) +2 (shield enhancement) +4 (misc) = AC 25
vs a Paladin
10 (base) 8 (armor) +2 (armor enhancement) +1 (Dex) +2 (shield) +1 (shield enhancent) +4 (misc) = AC 28
Or the paladin can loose the shield (AC 25) and increase damage output with a two-handed weapon.

Aelryinth RPG Superstar 2012 Top 16 |

As an alternate, have him simply gain the Cha to deflection bonus to AC of the smite all the time, ala Nature's Beauty. By not wearing armor, he actually is doing exactly what the ability entails, anyways.
And it means he won't have to buy a Prot Ring, and his Smite gives him LESS of a bonus then other KE's.
==Aelryinth

Ciaran Barnes |
1 person marked this as a favorite. |

Anonymity
I don't now how often scrying comes up in your games, but in any I have played in it comes up very rarely. And if it does, an enemy can simply scry on the knight's allies. I think you should either double the bonus or add something else in. In the spirit of being anonymous, I'm thinking he blends into crowds and doesn't stand out, so perhaps Perception, Sense Motive, and Diplomacy (gather info) checks made against him are more difficult. The problem with this is that it could then be used to pump up his ability to use Stealth and Bluff, which is kind of counter to the whole thing. Not sure how improve it.
Asceticism
I think this bonus will help out in the long run, but at low levels when there are fewer saving throws will not come up much. Its probably fine.
Charity
Capitalize Sense Motive.
Forsworn Mount
Like anonymity, this bonus is not going to pop up much - or ever. Maybe at low levels when there gritty survival is still part of the game. I suggest changing this to a bonus to all Fortitude saves and Constitution checks - except those caused by spells, spell-like abilities, and supernatural abilities. He won't get the bonus against magic (a big deal), but its broad enough that it will help out with lots of little things, such as poison and stabilizing.
Forsworn Weapons
What happens if a party spellcaster casts a spell on his weapon? Is the bonus lost? Or is this class feature only concerned with permanent magical abilities?

Laurefindel |

The design goal behind the taboos was to give a marginal benefit for a minor hindrance. ATM, forsworn armor isn't a minor hindrance.
Perhaps the taboo should be forsworn heavy armor, with bonus to AC scaling with levels. So medium armors are not as good but armor nonetheless, similar to how the quarterstaves aren't as good weapons but weapons nonetheless.
So medium armor worn would be considered masterwork at 1st level 1, +1 at 4th level, +2 at 8th level, +3 at 12th level, +4 at 16th level and +5 at 20th level.
Basically, sacrifice a few AC points for free magic upgrade. If the paladin has good DEX (unlikely but, hey) its actually a sweet deal.
Keeping bonuses as enhancement bonus would prevent double stacking pluses with magic vestment.
also, I gonna go ahead and give the magic property of the forsworn weapon taboo from level 4th an on. what do you know, the pal is that good with his knife... so same deal, masterwork at 1st level and greater magic weapon effect from 4th level on.

Laurefindel |

Forsworn Mount
Like anonymity, this bonus is not going to pop up much - or ever. Maybe at low levels when there gritty survival is still part of the game. I suggest changing this to a bonus to all Fortitude saves and Constitution checks - except those caused by spells, spell-like abilities, and supernatural abilities. He won't get the bonus against magic (a big deal), but its broad enough that it will help out with lots of little things, such as poison and stabilizing.
So basically, bonus to Fort save vs non-magical attacks. I kind of like that. That's a +6 bonus at 20th level and the class already has good fort saves. Too much?
as for forsworn weapons, its going to be a GMW spell-like effect as of 4th level. the "mundane" was a concern for the knight-errant's humility but also to avoid cheese involving weapons loaded with magic abilities combined with the high magic bonuses that its gets for free. Yet its still a crappy base weapon. thought?