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Errant Warrior Prestige Class


There are times when a great errant warrior decides to move on, when a fighter grows tired of serving his lord or a barbarian decides that grace and style is as important as rage. Some warriors strive for personal perfection and honor without regard to what is expected of them. And some people just like to show off. These are all reasons to elevate yourself to the errant warrior class.

This is an existentialist warrior class, a free spirit that has taken her fate into her own hands and decided to forge her own way in the world. She ignores the strictures of society, religion and other expectations in favor of her own, self-imposed code of conduct. Relying on her own strength and abilities, she will stand or fall as she can, unfettered by any bonds.

A errant warrior is proud and free, governed by nothing but her honor, responsible for nothing but the whole free world around her. Abandoning old ties and sins, striking out on her own, errant warriors wander the land in search of adventure. A chaotic bunch, they seldom use the same title, so an individual errant warrior might be known as a mendicant warrior, warrior princess, lone ranger, wandering warrior, errant knight, spirit quester or ronin, and they all embark on a personal quest to prove something, though they often do not know what.

Anyone with the right mind set who has developed her individual fighting style can become an errant warrior. There is no society or guild to gain admittance to and you do not need to be trained by another. Instead, you select this path for yourself and strike out on your own. A errant warrior needs a wide range of previous experience to prepare her for the choice of prestige class, but these can not be quantified as simple restrictions. Most of it is part of the chaotic alignment restriction.

Some errant warriors take the class to escape from something in their past, as a break with their old selves and bold statement that they will not repeat the mistakes they committed before. It is a way for those who failed in positions of responsibility to try and redeem themselves as individuals. Sadly, not all such dedications are successful.

Any race and either sex qualifies, though dwarfs, gnomes and half-orcs are uncommon, to say the least. Fighters and barbarians are the most likely candidates, but monks, rangers, sorcerers and bards are not uncommon.

Errant warriors fight, and fight well. Their style is lithe and acrobatic, their attacks powerful and stylish. While most claim not to be vain, they all have a distinctive style of their own, and benefit from the hesitation and doubt this creates in their opponents. In order to use their fighting advantages, the errant warrior must maintain her own distinctive style. What this entails varies from warrior to warrior, and is by no means formalized into a strict code, but for game purposes all styles must include the following:

  • Be Yourself: You style must be individualistic, distinctive and something you made up yourself. Decide on a set of weapons and other gear, and don't change it lightly.
  • Be Lithe. Wear only light or no armor and don't use a shield other than the small shield. Don't be encumbered. You can use heavier armor if it has been modified to allow free movement (like medium mithral armor).
  • Be Stylish: Dress distinctively. Never use a visor or mask to hide your face or otherwise conceal your identity in a fight unless you have an established secret identity that you use repeatedly.
  • Be Brazen: Use shouts, jests, taunts and flashy displays. A errant warrior should not fight silently.
  • Be Flexible: To be able to make gestures and perform tricks you must have one hand free. You can use a small shield, two weapons and even wield one-handed weapons in two hands on occasion, but not consistently use a two-handed weapon.
  • Be Fair: Your opponents must have some chance to get at you. Using any sort of invulnerability, long-range weapons or ambush tactics bend this restriction but are not absolutely prohibited. The errant warrior may use ambush, gang up or trickery against superior forces, but much prefers a fair one-on-one melee.

Errant warriors also have a code of honor of sorts. She honors her own word and will take responsibility for her own actions. She enjoys testing herself, and needs to maintain her style at all times. The errant warrior is a wanderer and a seeker. She can have a home she returns to, but she will not stay there for long. Time between adventures is spent exploring the world and her destiny. She will not bind herself to duties or a schedule, and cannot accept an office or have holdings, with all the responsibility this brings. Large fortunes or heavy equipment likewise restricts this free lifestyle, so the errant warrior cannot own more gear or wealth than she can comfortably take along on her travels. She may gather followers and cohorts, but only for specific missions. She can be a member of an adventuring party of equals.

If a errant warrior settles down, stops being chaotic or abandons her code, she can no longer advance in the class, but keeps all her class abilities as long as she adheres to her fighting style.

Hit Die: d10

Requirements

To qualify as an errant warrior, the character must fulfill all the following criteria.

Base Attack Bonus: +7

Skills
Jump: 8 ranks
Tumble: 2 ranks

Alignment: Chaotic alignment only (chaotic good, chaotic neutral, chaotic evil)

Class Skills

Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Jump (Str), Perform (Cha), Profession (Wis), Ride (Dex), Spot (Wis), Sense Motive (Wis), Swim (Str), Tumble (Dex), Wilderness Lore (Wis).

Skill points at each level: 4 + Int modifier.

Class Features

All of the following are class features of the errant warrior prestige class.

Weapon and Armor Proficiency: Errant warriors are proficient with all simple and martial melee weapons as well as light armor but not with shields.

Fighting Panache: The errant warrior fights with style and grace, keeping foes of balance with unexpected moves and stunning displays. The errant warrior may add her charisma bonus as a morale bonus to her effective dexterity bonus when calculating armor class while fighting according to her fighting style. You lose this bonus when you would normally lose your dexterity bonus to AC. A raging barbarian can still use fighting panache.

Warrior Tricks: As you advances in levels, you learn certain tricks of the trade. At each level after the first, you learn one trick. Unless noted otherwise, you may only pick each trick once, and may only use these tricks in combat if fighting according to your fighting style. Such a style always prohibits encumbrance and armor other than light.

  • Bonus Feat (ex): You gain one of the following feats (ex): Blind Fighting, Endurance, Exotic Weapon Proficiency, Improved Disarm, Improved Initiative, Improved Trip, Improved Unarmed Combat, Mobility, Quick Draw, Run, or Weapon Finesse. You need not have any of the normal prerequisites to take these feats. Unlike other warrior tricks, you can take these any number of times if you like.
  • Center of Attention (ex): You relish being at the center of things, and can never be flanked. A rogue or other character with sneak attack whose class levels is four or more levels higher than your level as an errant warrior can still flank you.
  • Evasion (ex): If you a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage.
  • Fast Movement (ex): You have a speed faster than the norm for your race by +10 feet. This does not stack with the barbarian ability of the same name.
  • Fighting Pose (ex): In the midst of combat, you will sometimes stop dead still in a dramatic pose, waiting for your opponents to act, then take back the initiative with a flurry of fancy moves. Do not reduce your initiative when you delay or ready your action; you will still act on your regular initiative in the next round. You can never act twice in a round in this way, and if you delay past the end of the round, the ability does not work.
  • Flank Attack (ex): When you flank the target, your attack deals 1d6 extra damage. Should you score a critical hit with a flank attack, this extra damage is not multiplied.
  • Heroic Leap (ex): You can surprise an opponent by leaping right over him and then striking from the opposite direction. This is done as a part of movement and requires a successful jump higher than the height of the opponent. A successful heroic leap ends on the other side of your opponent and triggers no attack of opportunity, even if you jumped within a threatened area. You are also considered to be flanking this opponent until his next action, regardless of where your allies are standing. You cannot use heroic leap if there is no empty space on the other side of your opponent to land in. A failed heroic leap leaves you prone in your opponent's space, and triggers attacks of opportunity.
  • Leap of the Clouds (ex): Your jumping distance (vertical or horizontal) is not limited according to your height. This is the same as the monk ability of the same name.
  • Leaping Focus (ex): You get a +4 competence bonus to the Jump skill.
  • Self Reliance (ex): Your free spirit gives you an inner strength second to none. Whenever you fail a Will Saving throw, you may at some later point make another Will Saving throw to throw off the effects of the first failed save. You can only try this once per day, and must wait at least a round to do it. It is obvious if you succeed, so you cannot trick somebody to think that she is still affected, but you can wait until an opportunity moment to take your second saving throw.
  • Warrior Moves (ex): You can still use your dexterity modifier to armor class when not fully mobile, such as when climbing or balancing. Your effective dexterity is not reduced when you are entangled. Foes do not receive a bonus to strike you when you are prone.
  • Warrior Yell (ex): Each errant warrior has her own distinctive battle shout. You can cry your famous battle shout as a free action once a day, plus one additional time for every point of Constitution bonus. Any foes within 10' must make a Will Saving throw against a DC of 10 + Cha bonus, or become dazed (see DMG, page 84) for one round, forfeiting one action but defending themselves normally.
Level Base
Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Abilities
1 +1 +2 +2 +0 Fighting panache
2 +2 +3 +3 +0

Warrior trick

3 +3 +3 +3 +1

Warrior trick

4 +4 +4 +4 +1

Warrior trick

5 +5 +4 +4 +1

Warrior trick

6 +6 +5 +5 +2

Warrior trick

7 +7 +5 +5 +2

Warrior trick

8 +8 +6 +6 +2

Warrior trick

9 +9 +6 +6 +3

Warrior trick

10 +10 +7 +7 +3

Warrior trick


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