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The Knight Errant is a noble warrior not beholden to any lord or realm. He is the questing knight, out to make his
name and fortune, but bound by the code of chivalry to conduct himself according to his station.
More than simply a fighter, the wandering knight upholds the ethics of his chosen alignment. All knights must
remain lawful, although they may be good, neutral or evil as they see fit. What separates the Knight Errant from the Paladin
is that the knight follows his own path for much of his career, dedicating himself to warfare and combat training as opposed
to a philosophical world-view.
Knights are trained from an early age in the discipline of warfare, learning to
Advanced Abilities
Optional Rule: Knights who possess Strength or Constitution scores of 17 or less, or those who possess scores of 18 but
choose not to gain the special benefits of Remarkable Strength and/or Remarkable Constitution may add an additional 4
points for each special ability he forgoes to either his Knighthood or Coat of Arms abilities, dividing the points as he
sees fit.
Knighthood (3rd): At third level, the Knight Errant gains five points worth of the following abilities.
An additional Weapon Proficiency (1pt)
Armor Expertise (2pts)
Shield Mastery (1pt)
Military Command (2pts)
Two weapon fighting (3pts)
Tactics (2pts)
Warfare: Fortifications (2pts)
Warfare: Siege Warfare (2pts)
Warfare: War Machine construction (2pts)
Weapon Specialization (must still spend a proficiency slot to specialize) (2pts)
Coat of Arms (9th): At 9th level, the Knight gains a personal coat of arms that commemorates his heroism. He gains 8
points worth of the following abilities, which are blazoned on his coat of arms in a symbolic fashion. He must wear his coat
of arms on his armor or shield in order to gain these benefits: without his coat of arms displayed, he cannot use the powers
granted by the symbols.
Aura of Courage (as Aura of Serenity) (4)
Erudite Countermagic (2)
Detect Evil (2)
Faith (Spellcasting as a Paladin) (8)
Immunity to Disease (2)
Legerdemain (2)
Magic Resistance (4)
Prophetic Talent (4)
Resistance (2)
Self healing (6)
Sense Magic (4)
Sense Undead (4)
Special Power (weak) (4)
Followers: At 9th level, the Knight may construct a stronghold and attract followers as a Fighter.
Knightly Order: At 9th level, the Knight has the option to join a Knightly Order matching his alignment. The Game Master
determines when and how the Knight comes to the attention of the order, and if he chooses to join, he must abide by the
special restrictions of that order. In return, he may add the Orders Heraldic Crest to his coat of arms, gaining further
abilities or powers as befitting his new knighthood.
______________________________________________________________________________
Knight
Errant
Level Experience
Hit Dice (d10)
Class Abilities
1
0
1d10
Bonded Mount, Mounted Combat
2
2,250
2d10
3
5,000
3d10
Knighthood
4
10,000
4d10
5
25,000
5d10
6
45,000
6d10
7
90,000
7d10
8
168,750
8d10
9
315,000
9d10
Coat of Arms, Knightly Order
10
652,500
9d10+2
11
990,000
9d10+4
12
1,475,000
9d10+6
13
1,665,000
9d10+8
14
1,980,000
9d10+10
15
2,340,000
9d10+12
16
2,677,500
9d10+14
17
3,015,000
9d10+16
18
3,330,000
9d10+18
19
3,690,000
9d10+20
20
4,027,500
9d10+22
For every additional level, increase the required Experience points by 337,500 XP.
______________________________________________________________________________
Knight Errant
To Hit Armor Class
Class Level
0
1
2
3
4
5
6
7
8
9
1
20
19
18
17
16
15
14
13
12
11
2
19
18
17
16
15
14
13
12
11
10
3
18
17
16
15
14
13
12
11
10
9
4
17
16
15
14
13
12
11
10
9
8
5
16
15
14
13
12
11
10
9
8
7
6
15
14
13
12
11
10
9
8
7
6
7
14
13
12
11
10
9
8
7
6
5
8
13
12
11
10
9
8
7
6
5
4
9
12
11
10
9
8
7
6
5
4
3
10
11
10
9
8
7
6
5
4
3
2
11
10
9
8
7
6
5
4
3
2
1
12
9
8
7
6
5
4
3
2
1
1
13
8
7
6
5
4
3
2
1
1
1
14
7
6
5
4
3
2
1
1
1
1
15
6
5
4
3
2
1
1
1
1
1
16
5
4
3
2
1
1
1
1
1
1
17
4
3
2
1
1
1
1
1
1
1
18
3
2
1
1
1
1
1
1
1
1
19
2
1
1
1
1
1
1
1
1
1
20
1
1
1
1
1
1
1
1
1
1
______________________________________________________________________________
Type of Saving throw
Aimed magic
Breath
Death, paralysis, Petrifaction,
Spells for
Level Items
weaponspoison
polymorph
unlisted categories
1-2
16
17
14
15
17
3-4
15
16
13
14
16
5-6
13
13
11
12
14
7-8
12
12
10
11
13
9-10
10
9
8
9
11
11-12 9
8
7
8
10
13-14 7
5
5
6
8
15-16 6
4
4
5
7
17-18 5
4
3
4
6
19+
4
3
2
3
5
______________________________________________________________________________
10
10
9
8
7
6
5
4
3
2
1
1
1
1
1
1
1
1
1
1
1