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Cavalier

Experience
Points
Exp.
Level
10-sided
Hit Dice
-1,500 - -501 0 1d4+1
-500 - -1 0 2d4+1
0 - 2,500 1 1+3
2,501 - 5,000 2 2
5,001 - 10,000 3 3
10,001 - 18,500 4 4
18,501 - 37,000 5 5
37,001 - 85,000 6 6
85,001 - 140,000 7 7
140,001 - 220,000 8 8
220,001 - 300,000 9 9
300,001 - 600,000 10 10
600,001 - 900,000 11 10+3

The cavalier class is the ultimate product of the upper class knighthood---heavily armed and armored in shining plate, sworn to service some great cause, deity, noble, etc. Due to the very nature of knighthood, cavaliers must be of the proper station; they must be at least a member of the upper class should they hope to immediately begin their careers as cavaliers. Characters of lower station may become cavaliers by gaining a noble or aristocratic sponsor; if they manage to do this, they first must progress though two 0-levels of fighter before gaining the full powers of a cavalier.

In addition to social standing, a cavalier must have the following ability scores: a minimum of 15 in dexterity, constitution, and strength, and a minimum of 10 in intelligence and wisdom. Cavaliers never gain an experience point bonus for high ability scores.

Cavaliers are not limited in their choice of weapons, but will prefer to use some types over others. In general, cavaliers will shun any weapon associated with the lower class or which calls into question the personal courage of the cavalier. This includes weapons which deal out damage at a distance (polearms, missile weapons, etc.). These weapons may be used at normal non-proficiency penalties, but their use may violate the cavalier's chivalric code. Cavaliers will seek to master the following weapons before taking proficiency in others: lance, long, broad, bastard, and short sword, horseman's mace, military pick, and flail, dagger, scimitar, and javelin. Elves and half-elves will also prefer the short composite bow.

Cavaliers may not take weapon specialization (q.v.), but they gain bonuses to the use of certain weapons - "weapons of choice" - as they progress in levels:

At higher levels, the progression described above increases in a similar manner. This to hit bonus does not apply to damage, and does not allow cavaliers to hit creatures that can only be hit by magic weapons. Note that higher pluses must be taken in weapons chosen at lower levels.

The cavalier may make multiple attacks with a "weapon of choice" as if the character were 5 levels higher than actual as far as attacks per round are concerned; e.g. a 3rd-level cavalier can attack 3 times every 2 rounds with a weapon of choice, as opposed to 1 attack per round with some other ordinary weapon. At 16th level and beyond, the cavalier can attack 3 times per round with a weapon of choice.

The lance is the preferred weapon of the cavalier, and proficiency with it is required at 1st level. The cavalier has a damage bonus equal to the character's level when using the lance while mounted. When the cavalier is dismounted and using a lance, damage is +1. A heavy lance used while dismounted is treated as a awl pike, with respect to all specifications except length, weight, and speed factor. A medium or light lance used while dismounted is treated as a long or regular spear, respectively.

A cavalier's expertise in weapons allows him or her to parry more effectively. Should a cavalier chose to parry rather than attack, all the cavalier's to hit bonuses (including those due to strength, magic, and weapon of choice) are subtracted from one attacker's die rolls. A parrying cavalier may use his shield to parry a second attacker; a shield parry reduces the attacker's roll by 1, and a further 1 for each "plus" of the shield, if magical. If using a shield parry as well as a weapon parry, any further attackers beyond the second ignore the shield bonus when determining the cavalier's armor class. If a cavalier performs one or two parries in a round, no attacks may be made, even if multiple attacks would normally be allowed.

Cavaliers consider armor as much a badge of station as protection; they will always seek to have the finest quality available. This usually means plate armor; if it is not available (or not affordable), they will chose from the following in order of preference: platemail, banded or splint mail, chain mail, scale mail, or ring mail. Leather, padded, studded leather, and brigandine armor are the stuff of peasants, and will not be worn. This preference applies to magical armor types as well, so splint mail is preferable to chain +2.

Mounted combat is the special province of cavaliers. A human cavalier (but not an elven or half-elven one) attacks as one level higher when mounted on horseback (or other suitable steed). In addition, cavaliers are virtually bread into the saddle; they automatically receive the land-based riding non-weapon proficiency in horses at 1st level. Every 3 levels thereafter (i.e. 4th, 7th, 10th, etc.), the cavalier gains another free riding proficiency slot, which may be taken in the character's choice of steeds, or used to increase skill in an already known beast. Every 7 levels (i.e. 7th, 14th, 21st, etc.), the cavalier receives a free airborne riding proficiency in the character's choice. Note that in order to receive these free proficiencies, the cavalier must find a teacher that has proficiency in the desired beast, and probably pay for the training.

A cavalier undergoes continual training and practice in arms, such that any part of a day not spent adventuring must be spent in weapons drills. As a result of this training, the cavalier can increase his or her strength, dexterity, and constitution. When a cavalier is 1st level, percentile dice are rolled for each of these abilities, and the result is noted next to the main score (in a manner similar to exceptional strength). For each additional level gained, 2d10 are rolled for each ability, and the result is added to the percentile score. Any result over 100 results in 1 being added to the main score, and 100 being subtracted from the percentile score. In this manner, a cavalier may increase his strength, dexterity, and constitution to a maximum of 18/00. When determining ability scores, the percentile is ignored (i.e. 16/89 is treated as a 16) with the exception of strength scores over 18/01, which is treated normally as exceptional strength.

Cavaliers make all saving throws as fighters. However, they receive several special bonuses. Cavaliers are immune to all forms of fear, and continually radiate protection from fear, 10$'$ radius, such that all allied creatures are similarly protected. In addition, cavaliers are 90% immune to mind-affecting magic, including beguiling, charm, domination, hold, hypnosis, magic jar, possession, sleep, suggestion, and the psionic mind blast, but not the effects of high comeliness. This resistance is in addition to applicable saving throws. Cavaliers save vs. illusions at +2.

Cavaliers are able to remain conscious at negative hit point levels, the exact amount before unconsciousness is equal to the number of hit points possessed at 1st level; i.e. 4-13. Once negative hit points are reached, the cavalier must stop fighting, dress his wounds and seek aid. Cavaliers heal as other characters, but those of good alignment add 1-4 point more per week.

Cavaliers are required to initially be of good alignment. However, alignment change may occur up through 4th level without penalty, but any change thereafter incurs the usual penalty. Thus there are neutral and evil cavaliers. Neutral and evil cavaliers lose the protection from fear aura, and cannot function at negative hit points, but retain all other abilities of the class. Evil cavaliers may use poison.

Cavaliers may expect full hospitality - food, lodging, etc. within reason - from all other cavaliers of the same alignment. Such hospitality is likewise due from all noble and royal houses that are of similar political alignment with the cavalier's liege.

All cavaliers are required to serve a cause, deity, noble, or some other higher institution. In serving this cause, the cavalier is bound by a strict code of conduct, akin to the medieval chivalric code. In brief, this code is:

Noble service cheerfully rendered.
Defense of any charge unto death.
Courage and enterprise in obedience to rule.
Respect for all peers and equals.
Honor to those above your station.
Obedience and respect from those beneath your station.
Scorn for those lowly and ignoble.
Military prowess exercised in service of your lord, et al.
War is the flowering of chivalry.
Battle is the test of courage.
Combat is glory.
Personal glory above all in battle.
Death to all who oppose the cause.
Death before dishonor.

Unlike other character classes, cavaliers begin to gain followers at lower levels. They start to accumulate followers beginning at 4th level. These followers will be found only if the character is in an appropriate place. See the DM for more details. Cavalier followers serve for nothing more than food, lodging, and appropriate rewards.

Cavaliers may hire any class of character that conform to their standards of conduct. Cavaliers may have a number of henchmen as dictated by their charisma, +3 if of good alignment, +1 if of neutral or evil alignment.

Cavaliers are required to begin hiring retainers at lower levels. At 4th level, a cavalier must take on a 1st- and/or 2nd-level cavalier. At 6th level, a 3rd level cavalier must be added. At 7th level, a 0-level Horseman and Lancer must be retained. All cavalier retainers serve for nothing more than food, lodging, and training, as required.


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