Knight Errant

Fame and renown granted you a title from a noble as well as the right to bear arms in your patron’s name. As a knight errant, you swear oaths to protect your superior, conduct yourself with honor in all things, and bring glory to the noble you serve. Your patron supplies you with weapons, gives you a mount and your coat of arms, and provides housing whenever you return to their lands. As you venture into the world, you have the opportunity to not only do good deeds, but become a hero worthy of the bards’ tales.
FAME: Whenever you enter a community of 100 people or more, and you make no effort to conceal your identity, the Sage makes a luck roll on your behalf. On a success, people recognize you and might greet you by name or otherwise be friendly to you.
KNIGHTLY ACCOUTREMENTS: When you take this path, you gain the following items: a suit of plate and mail; a shield, sword, mace, and lance; a warhorse with mail armor and saddle; one horse with saddle; one pack mule with two saddlebags. If you lose any of these items, your patron replaces them before your next quest begins.
BLACK KNIGHT: If you do anything to sully your reputation or dishonor your patron, you become a black knight until you regain your patron’s good graces. As a black knight, you must replace your own knightly accouterments, and people who recognize you are hostile to you instead of friendly. Repairing your reputation entails undertaking a quest that involves great danger for little reward. The Sage decides what kind of quest you must complete, but examples include fighting a giant or a dragon, recovering a religious relic, or bringing a dangerous villain to justice.

Followers

You gain the service of two followers, a page at level 3 and a squire at level 6. If you lose either follower, you can replace them at the start of your next quest.

Your page serves you by maintaining your equipment, running errands, cooking and cleaning, and helping you armor yourself. Your page might be a servant or have ambitions to become a knight one day. A page knows Common.
Defense: 11 (padded), Health: 5
Attributes: Strength 10 (+0), Agility 10 (+0), Intellect 10 (+0), Will 10 (+0)
Size: 1, Speed: 5
Weapons: The page carries a dagger.
Once a page, the follower undertakes the training needed to become a knight. A squire performs many of the same functions as a page, but spends time training and fighting at your side. A squire knows all the languages you know.
Defense: 15 (brigandine, shield), Health: 10
Attributes: Strength 11 (+1), Agility 10 (+0), Intellect 10 (+0), Will 11 (+1)
Size: 1, Speed: 5
Weapons: The squire carries a sword, dagger, and a bow with arrows. The squire rolls to attack with 1 boon.

Level 3 Knight Errant

Attributes: Increase two attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Born to the Saddle: When you ride a friendly mount and that mount takes damage or becomes frightened, you can use a reaction to either take some or all of the damage on its behalf or remove the frightened affliction.
Knightly Training: When you use an attack option for an attack you make using a lance, long sword, mace, or sword, you do so without losing the weapon’s damage dice.

Level 4 Knight Errant

Health: +12, Bonus Damage: +1d6
Honorable Conduct: At the end of each round that you are frightened or impaired, you can make a luck roll. On a success, you end one of these afflictions.

Level 6 Knight Errant

Health: +12, Bonus Damage: +1d6
Powerful Charge: If you lack the held and slowed afflictions, you can use an action to move up to your Speed and attack. The attack deals an extra 1d6 damage or 2d6 damage if you are mounted. Once you use this talent, you lose access to it (luck ends).
Battle Presence: When you use a reaction to cover an ally, you impose 1 bane on the enemy’s roll to attack you.

Level 9 Knight Errant

Health: +12, Bonus Damage: +1d6
Armored Excellence: If you wear medium or heavy armor when you take damage, you can use this talent to halve the damage you take. Once you use this talent, you lose access to it (luck ends).
Prowess at Arms: When you attack using a lance, long sword, mace, or sword, you roll with 1 boon.