Errant

AD&D 2e Complete Paladin's Handbook
Classes AllowedPaladin
Ability Score RequirementsStrength 12
Constitution 9
Wisdom 13
Charisma 17
Prime RequisitesStrength, Wisdom, Charisma
Races AllowedHuman
Alignments AllowedLawful Good, Lawful Neutral, Lawful Evil1
1This replaces the typical alignment requirement of a paladin so long as the character still follows the rest of the kit. Should a Lawful Neutral or Lawful Evil Errant abandon this kit, they become a fighter, not a paladin.   he Errant is an independent warrior who roams the countryside searching for adventure and offering his assistance to any good beings in need. Though he technically owes fealty to a government or church, he has few, if any, formal obligations. His superiors have granted him an indefinite leave of absence to pursue his own interests and make his own way.   An Errant may be granted independence because his government no longer has a need for a standing army, or because his church elders have encouraged him to explore the world outside their jurisdiction and report what he discovers. Most often, however, governments and churches grant independence for economic reasons. An Errant assumes responsibility for his own equipment and funds, freeing official treasuries for more pressing expenditures.

Role

An Errant is often amiable, cooperative, and eager to ally with any party or individual of lawful intention, particularly when morally aligned with the Errant. They believe their destiny is with the gods and readily agree to undertake missions that align with their principles and promise adventure.   Between adventures, an Errant is preoccupied with earning a living. Tournaments provide the best opportunities for income. Because an Errant doesn't depend on government or church sponsorship, they can keep their winnings for training and personal expenses (aside from any required tithes to their faith or cause).   When tournaments are scarce, an Errant may work as a mercenary for any lawful government or religious organization so long as they have a matching moral alignment. The Errant receives no special benefits from this arrangement other than those specified in their contract. A typical contract includes terms such as duties to be performed, compensation, and the duration of service. The Errant's loyalty remains with their faith and personal code, ensuring that they only undertake missions that do not compromise their principles. A typical contract includes the following terms:
  • Length of service. This is often defined in quarter-year periods. Typically, an Errant serves no less than six months, and no more than a year. The Errant pledges temporary fealty to his employer during this time; all obligations to the employer end when the contract expires.
  • Salary. An Errant is usually paid every quarter-year period, with the first period's payment made in advance. He usually earns 30-50 gp per period, depending on his experience, reputation, and special skills. Without the backing of a government or church, an Errant commands less of a salary than other mercenary paladins
  • Theater of operations. An Errant is not required to fight for his employer outside of a specified area.
  • Financial obligations. An Errant furnishes all of his own equipment and assumes responsibility for his own food and supplies. The employer arranges transportation to and from the battlefield if the Errant has no mount of his own. An Errant is not allowed to use a loaned mount in battle, unless he agrees in advance to make restitution in case the mount is wounded or killed.
  • Division of spoils. All hostages, weapons, land, and other spoils of war claimed by the Errant become the property of the employer. A benevolent employer may give the Errant a monetary bonus for such spoils, though the employer is under no obligation to do so.
  • Loaning of services. While under contract, the employer may loan the services of an Errant to another lawful liege, a church, or an adventuring party of a matching moral alignment. The employer claims 50% of all treasure or salary obtained by the loaned Errant (because the Errant must also tithe from this money, he forfeits a total of 60% of his income).

Advantages

  • Usually, an Errant continues to follow the laws of his government and the tenets of his faith. However, his superiors rarely issue any direct edicts, allowing the Errant to choose his own allies, go where he pleases, and make his own decisions. He seldom has to fight wars, attend state functions, or train novice warriors.
  • An Errant's superiors expect him to make reports of his activities once a year or so, but this requirement is flexible. An Errant may miss his report date by several months before his superiors consider penalizing him, and even then, the penalty may be suspended if the Errant offers a reasonable excuse.

Disadvantages

  • Although an Errant has few of the responsibilities of fealty, neither does he have any of the advantages. He must be totally self-supporting, supplying his own mounts, weapons, shelter, and clothing. He can't count on his church or government for emergency funds, nor can he ask for bodyguards or troops. For a stronghold, he must acquire land through conquest or purchase, as grants, charters, and benefices aren't available.
  • At the outset of his or her career, an Errant receives only 25-100gp, or 65gp if using House Rule 22. In addition to his weapons, armor, and mount, an Errant must also buy a jousting lance or a lance cup as soon as possible.

Notable Knight Errants


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