Knight-Errant (3.5e Class)
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Knights-errant are noble warriors without masters who wander the world, to right wrongs and come to the aid of the wretched. They may come to their calling in a number of ways; they may be trained warriors inspired to claim the title and responsibilities of knighthood, apprentice Knights exiled and returned in other guise, men born of savage tribes new come to civilization, knights from far lands, or even men driven a little crazy from too little sleep and too much reading of the romances of chivalry.
The Code of the Knight-errant
The knight-errant is bound by the traditions of chivalry. Faced with an honorable opponent, he must fight fairly and seek no dishonorable advantage, but trust in his strength to prevail.
The knight-errant is the strong right arm of those that cannot protect themselves, the voice of the wretched and the needy in the courts of the powerful. He will undertake any challenge, face any foe in the name of what is right.
Making a Knight-errant
The Role of the Knight-errant
The role of the knight-errant is dependant on his character. He may be the leader of a party of adventures -- adventure is his very raison d'être. But he may be a hothead, with more courage than sense, or skill. The helm of a knight-errant may conceal someone who appears formidable but is in reality an unskilled lout who somehow acquired a fine suit of armor. Or the knight-errant may be a deadly and powerful warrior, peer of a Knight of the realm.
Alignment: Any good.
Starting Gold: None. See Starting Package.
Starting Age: Moderate.
|1st||+1||+2||+0||+0||Knightly Privation, Ancient Armor|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the knight-errant.
Ancient Armor: The knight-errant begins play with a set of masterwork armor: full plate and a heavy metal shield. He may improve his armor in the same manner as the Seamost Knight may improve his weapons.
Knightly Privation: A knight-errant begins at first level with the Endurance feat, and automatically succeeds at the check to sleep in his armor without becoming fatigued. He also enjoys a +4 bonus at any roll relating to hunger, exhaustion, or exposure to the elements, because of his hard life and long experience at sleeping rough.
Bonus Feats: The knight-errant gains a bonus feat at 2nd level and every four levels thereafter (6th, 10th, 14th, and 18th).Bonus feats must be drawn from the feats noted as fighter bonus feats. A knight-errant must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. He may take these as a fighter of equal level.
Reckless Offense: A knight-errant of the 4th level receives the Reckless Offense feat for free.
Knightly Determination: A knight-errant of the 8th level may take a bonus of +4 to any d20 roll which directly furthers his knightly mission, once per day.
God's Protection: A knight-errant of the 12th level has fortune smile upon his impetuousness. Up to three times per day, when a result of the die would lead to his death, defeat, or humiliation, a knight-errant may re-roll the die once, taking the favorable result.
4 + Int modifier skill points per level.