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Knight Errant (Knt)

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

Behind the Screen


The Knight Errant class is meant to highlight the versatility of the Class Creation System: within a single class,
players have a great deal of latitude in terms of customizing their playing experience. The addition of Knightly Orders also
details a method for adding additional abilities to existing classes in a balanced way, without modifying the amount of
experience points required for each class to level.

The Knight Errant Character


Minimum Scores:
Hit Die Type:
Alignment:
Experience bonus:
Armour/Shield Permitted:
Weapons Permitted:
Weapon Proficiencies:
Penalty for non-proficiency:
Weapon Specialization:

Str 12, Dex 9, Con 10, Int 6, Wis 7, Cha 11


d10
Lawful Good, Lawful Neutral, Lawful Evil
Str and Cha 16+
All armor, all shields
Any
3 + 1 every 3
-2
May specialize with the appropriate training (see Knighthood ability)

Knight Errant Class Abilities


War Mount: Knight Errants begin the game with a Light Warhorse which reacts only to the knights commands, and which
never need check for morale as long as the Knight is riding it. At 2 nd level, the mount's statistics increase to those of a
Medium Warhorse. At 3rd level, the statistics again increase to a Heavy Warhorse. If this mount is slain in battle, the Knight
may not summon another as a Paladin would however a horse of exceptional breeding can be trained to replace the
fallen mount with 6 months worth of training from the Knight.
Mounted Combat: The Knight Errant is trained to take maximum advantage of the higher positioning granted by his mount
when riding into melee combat. The Knight gains a +2 bonus to hit in melee when mounted in combat.
Remarkable Strength: Knight Errants with an 18 Strength may roll percentile dice, appending the result to their Strength
rating, as Fighters.
Remarkable Constitution: Knight Errants with high Constitution scores gain additional hit points per level, as Fighters.
Remarkable Dexterity: The Knight makes additional attacks as a Paladin of the same level: from first through 7th level, he
makes 1 attack per round. At 8th through 14th level, he makes two attack every 3 rounds, and at 15th level and above he
may make 2 attacks per round.

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

Joining a Knightly Order


At 9th level, a Knight Errant may choose to join a Knightly Order, gaining access to the powers bestowed by the orders
Heraldic Crest, which is added to his own Coat of Arms. He also gains access to a trove of magical items, additional funds
and trained men at arms, but is beholden to his order. If called to defend his Orders interests, the Knight must heed the
summons.
In addition to taking Knight Errants into their fold, each order will also accept members of other warrior-type classes, so
long as they hold the proper alignment. Members of any class who join gain the benefits of the Orders Heraldic Crest.
Class Abilities
Heraldic Crest
Restrictions
Must be Good, Evil or Neutral
(as per Order)
Must Donate 10% of treasure to Order
Cannot associate with Knights of opposing alignment
Cannot own more than 10 magical items
Behavior Restrictions

The White Knights (LG): The Order of the Alabaster Chalice


The Order of the Alabaster Chalice is dedicated to aiding and protecting the poor, the innocent, and all who ascribe to the
tenets of Goodness. Besides those of the knight class, many paladins and a few Lawful Good fighters and rangers join the
White Knights.
Benefits: The Knight gains the Turn Undead ability as part of his new Heraldic Crest, acting as a Cleric of 4 levels lower.
The Knight also gains the ability to Detect Evil as a paladin. If a Paladin joins the order, then the character may select 14
points worth of other abilities.
Restrictions: Chalice Knights must remain Lawful Good or they lose all benefits of their Coat of Arms and Heraldic Crest.
The White Knight may not associate with members of the Order of the Sable Scepter. They must remain chaste and unwed
from the moment of their induction, and must aid the poor and helpless even if it means risking their own lives to do so.
Furthermore, they must donate 10% of all their earnings and all but 10 of their magical items to the orders coffers.
The Green Knights (LN): The Order of the Verdant Shield
The Green Knights are an old Order that harkens back to the time when Druids and nature worship was more prevalent,
before the widespread worship of personified deities. They are concerned with protecting the natural order, maintaining
peace and guarding the growth of civilization from the untamed wilderness. Many Lawful Neutral fighters join the Order of
the Verdant Shield as well.
Benefits: Those who join the Green Knights can automatically cast regeneration once per day as a spell-like ability upon
themselves. Additionally, they gain the ability to Move Quietly with a chance of success equal to their level plus their
Dexterity.
Restriction: Shield Knights may not associate with Knights from the order of the Crimson Sword. They must donate 10% of
their earnings and all but 10 of their magical items to the orders coffers. They may not refuse to offer aid or lodging to a
traveler of any alignment who asks for succor. They must respect the authority of Druids, and must remain Lawful Neutral
or they lose all abilities from their Crest and Coat of Arms.
The Red Knights (LN): The Order of the Crimson Sword
The crimson sword is dedicated to conquest and the expansion of the realm. They seek to overcome the enemies of the
monarchy and increase the power and influence of the crown. Many Lawful Neutral fighters join this order, moreso than the
order of the Verdant Shield.
Benefits: Red Knights gain a +1 bonus to damage with all blades, whether a short sword or a two-handed sword, for every 2
levels of experience. In addition, they gain a +1 bonus to hit under one of the following conditions (chosen when the Knight
gains his Crest): When wielding a single handed sword with no weapon in the off-hand, when wielding two swords, or when
fighting with a two-handed sword.
Restrictions: Red Knights may not associate with Knights of the Verdant Shield. They must offer up 10% of their wealth and
all but 10 of their magical weapons to the Red Orders coffers. They may not leave battle until all enemies have been
vanquished, and may take no enemy prisoners. If their alignment ever shifts from Lawful Neutral, they lose all abilities
from their Crest and Coat of Arms.
The Black Knights (LE): The Order of the Sable Scepter
The Black Knights are the secret police of the crown. They perform the shadow operations that stretch the boundaries of the
law of the realm. Lawful Evil fighters are known to join this order as well.
Benefits: The Black Knight may cast Magic User spells, but uses the Paladins spell progression. In addition, they gain
Magic Resistance of 2% per level, and may Read Magic once per day for every two levels they possess as per the spell.
Restrictions: Black Knights may not associate with Knights of the Alabaster Chalice. They must donate 10% of all wealth
and all but 10 magical items to the coffers of the Sable Scepter. They must maintain their Lawful Evil alignment or they lose
all benefits of their Heraldic Crest and Coat of Arms. In addition, they may never reveal the existence of their order, and
must slay any who learn of their secrets, rites and practices.

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