Though errantry is a part of every knight’s life, some make a career out of traveling the land, seeking out wrongs to right. The knight errant is a legendary figure among the people of Ansalon.
Knights errant are skilled in wood lore and tracking, using these skills to hunt down their quarry. Sometimes they must cross great distances before they close on their prey, but the knights will not rest until they do.
Hit Die: d10.
To qualify to become a knight errant, a character must fulfill all the following criteria.
Alignment: Lawful good.
Base Attack Bonus: +7.
Skills: Gather Information 3 ranks, Survival 3 ranks.
Special: A knight may only become an errant with the permission of the Order, and must have been accepted to the Order of the Sword. Though Knights of the Crown often take up Errantries to prove themselves worthy of the Order of the Sword, only Knights of the Sword may take levels in Knight Errant, as a Knight of the Crown is still bound to his oath of obedience above all else. All levels of Knight Errant count as level of Sword Knight for the purpose of determining reputation and rank.
The knight errant’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+1||+2||+0||+0||Aura of good, noble salute +1, spells|
|5th||+5||+4||+1||+1||Noble salute +2|
All of the following are class features of the knight errant prestige class.
Weapon and Armor Proficiency: Knights errant are proficient with all simple and martial weapons. They gain no additional armor or shield proficiencies.
Spells: Beginning at 1st level, a knight errant gains the ability to cast divine spells. To cast a spell, an errant must have a Wisdom score of at least 10 + the spell’s level, so an errant with a Wisdom of 10 or lower cannot cast spells. Errant bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the errant’s Wisdom bonus (if any). When the errant gets 0 spells per day of a given spell level (for instance, 2nd-level spells for a 2nd-level errant), he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The errant’s spell list appears below. An errant spends more time in the wilderness than most knights, and thus gains his spells from Habbakuk rather than Kiri-Jolith. An errant casts spells just a ranger does.
Aura of Good (Ex): The power of a knight errant’s aura of good (see the detect good spell) is equal to his class level plus his cleric or mystic level (if any).
Noble Salute (Su): Kiri-Jolith favors those who fight with honor. Once per day, as a move-equivalent action that provokes an attack of opportunity, the knight errant may raise his sword in the traditional salute to an enemy. The knight’s sword must be drawn, both combatants must be able to see each other, and the target must be an intelligent foe of no more than 2 character levels below the knight. The knight gains a +1 bonus to hit and damage as long as he continues to attack the creature he saluted. If any attacks are directed toward any other opponent, all benefits end immediately. This bonus lasts until the knight does not attack his opponent at least once in a round. At fifth level, the bonuses increase to +2.
Tireless Pursuit (Ex): A knight errant is single-minded in his pursuit of an enemy. When pursuing an enemy, the knight may march up to 10 hours in a day before making a Constitution check, rather than the customary 8 hours. Additionally, he may urge his mount to a forced march by making a successful Handle Animal check (DC 10, +2 per additional hour marched). If the check is successful, the mount may make a Constitution check to see if it takes non-lethal damage. Normally, a mount automatically fails the Constitution check and takes lethal damage from a forced march. See page 164 of the Player’s Handbook.
Wild Sense (Ex): A knight errant’s time in the wilderness has attuned him to the sights and sounds of nature. Their reputation for being difficult to ambush is well known. Any sudden change or unnatural occurrence, however subtle, becomes painfully obvious to the errant. When in the wilderness, an errant who makes a successful Survival check (DC 20) is immediately aware if any being other than animal life is present within 100 feet. Additionally, he may use Survival in place of any Spot or Listen checks made to discern the direction and distance to the foreign being. This does not allow him to actually see the creature, only to know its approximate location. He is still considered flat-footed until he is actually aware of the creature’s nature.
|Knight Errant Spells per Day|
Knight Errant Spell List
Knights errant prepare their spells from the following list:
1st Level: alarm, animal messenger, cure light wounds, detect poison, detect snares and pits, endure elements, jump, know direction, read magic, resist energy.
2nd Level: barkskin, cure moderate wounds, delay poison, longstrider, pass without trace, protection from energy, snare.
3rd Level: cure serious wounds, darkvision, neutralize poison, plant growth, remove disease, repel vermin.