The Knight
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The character class of cavalier has no
prime requisite, and as a result
cavaliers do not gain XP
bonuses for superior abilities.
A cavalier must have min. scores of 15
in Str,
Dex,
and Con, and score of 10 in Int and
Wis.
A cavalier character must initially be
of good alignment (LG,
NG,
or CG). <>
The cavalier attacks and makes saves as
a fighter, but gains additional abilities with certain weapons
and modifier to certain saves. Cavaliers
and members of the paladin sub-class (see
hereafter) are
not entitled to the benefits of
weapon
specialization.
In order to become a cavalier, a character
must
be in service to some
deity, noble, order, or special cause.
The DM will determine if this requirement
can be met within the limits of the campaign,
and if it is
properly met by the cavalier character.
The cavalier must always
place honor, bravery, and personal deeds
in the forefront of his or her
activity, and must adhere to a code of
chivalry
(described below).
A cavalier character must
be of proper social class, and is usu. of
noble or aristocratic origin. Only those
characters of Upper Class social
status may immediately enter into the
cavalier class. Those of
lower social standing are generally excluded
from becoming cavaliers,
but certain members of lower social classes
may be so honored.
Such a character must be sponsored by
a higher authority of greater
status, and begins first as a 0-level
Horseman (a retainer for a Knight),
then a 0-level Lancer, and finally becomes
a 1st-level Armiger of the
cavalier class. The 0-level Horseman starts
with -1500 XP
and has 1d4+1 initial HP. The Horseman
becomes a Lancer at
-500 XP and gains another d4 in HP. In
contrast, a
character whose social standing qualifies
him or her for immediate
entrance into the cavalier class begins
as a 1st-level Armiger with
1d10 + 3 HP. The character's HP bonus
for high constitution <>
(if applicable) is first received at either
Horseman or Armiger <>
level, and is then applied to each additional
HD from second level
on as normal. The special abilities of
the cavalier class are only
gained when the character attains Armiger
status.
Humans,
elves,
and half-elves may become cavaliers.
However, members of the latter two races
cannot qualify unless they are of gray,
dark, or high elf stock (or, for half-elves,
descended from such stock)
and unless they are from or sponsored
by a noble house.
Cavaliers are not
limited in which weapons they can USE, but certain
weapons are preferred over others, such
that a cavalier will seek proficiency
in these weapons before learning other
weapons. These weapons are:
the lance (required
of the 1st-level Armiger), <lance: 1 weapon or 3?>
long sword,
broad sword,
bastard sword,
short sword,
horseman's mace,
horseman's flail,
horseman's military
pick,
dagger,
scimitar,
and javelin. <>
In addition, elven & half-elven cavaliers
will prefer to USE a short composite bow.
Only after these weapons have been mastered
may the cavalier
become proficient in the USE of other
types. Weapons that
deal out damage at a distance (incl. pole
arms, missile weapons,
and the two-handed sword) call into ?question?
the cavalier's personal
bravery, and as such are avoided by all
except the most powerful of
cavaliers. The cavalier may USE these
questionable weapons at
normal non-proficiency penalties, but
their USE may violate the
character's chivalric code.
1.
The cavalier gains bonuses "to hit" with certain weapons as he or she advances
in level.
These "weapons of choice" and their attendant
bonuses are:
-- At 1st level, the
cavalier is +1 "to hit" with the lance, if used
while mounted. <>
-- At 3rd level, the
cavalier is +1 "to hit" with either the broad sword, long sword, or scimitar
(player's choice).
-- At 5th level, the
cavalier is +1 "to hit" with either the horseman's mace, horseman's flail,
or horseman's military pick (player's choice).
-- At 7th level, the
cavalier is +2 "to hit" with the lance, if used while mounted.
-- At 9th level, the
cavalier is +2 "to hit" with either the broad sword, long sword, or scimitar
(depending upon what was chosen at 3rd level).
-- At 11th level, the
cavalier is +2 "to hit" with the horseman's mace, horseman's flail, or
horseman's military pick (depending upon what was chosen at 5th level).
-- At 13th level, the
cavalier is +5 "to hit" with the lance, if used while mounted.
At higher levels, the progression described
above increases in a similar
fashion. The plus "to hit" does not apply
to damage, and does not
allow the cavalier to hit creatures that
can only be hit by magic weapons.
Note that the higher +plusses+ must be
taken in the same weapon
as chosen at lower levels, so that any
cavalier has effectively three
"weapons of choice." (A cavalier cannot
be +1 with the long sword
and +2 with the scimitar at 9th level,
but would be +2 with the long <>
sword if that was the weapon chosen at
3rd level.) <>
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., an Esquire
(Cav3) 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 above, the
cavalier can attack 3 times per round
with a weapon of choice.
Experience
Points |
Exp.
Level |
10-Sided
Dice for Accum. Hit Points |
Level Title | THACO *** | Saves | Proficiencies** |
( -1,500 -- -501 | 0 | 1d4 + 1 | ( Horseman ) | 20n | - | 1 |
( -501 <-500> -- -1 | 0 | 2d4 + 1 | ( Lancer ) | 20n | - | 2 |
0 -- 2,500 | 1 | 1 + 3* | Armiger | 19 (1/1) (wc: 3/2) | - | 3 |
2,501 -- 5,000 | 2 | 2 | Scutifer | 18 | - | - |
5,001 -- 10,000 | 3 | 3 | Esquire | 17 | - | 4 |
10,001 -- 18,500 | 4 | 4 | Knight Errant | 16 | - | - |
18,501 -- 37,000 | 5 | 5 | Knight Bachelor | 15 | - | 5 |
37,001 -- 85,000 | 6 | 6 | Knight | 14 (3/2) (wc: 2/1) | - | - |
85,001 -- 140,000 | 7 | 7 | Grand Knight | 13 | - | 6 |
140,001 -- 220,000 | 8 | 8 | Banneret | 12 | - | - |
220,001 -- 300,000 | 9 | 9 | Chevalier | 11 | - | 7 |
300,001 -- 600,000 | 10 | 10 | Cavalier | 10 | - | - |
600,001 -- 900,000 | 11 | 10 + 3 | Cavalier, 11th | 9 (2/1) (5/2) | - | 8 |
900,001 -- 1,200,000 | 12 | 10 + 6 | Cavalier, 12th | 8 | - | - |
1,200,001 -- 1,500,000 | 13 | 10 + 9 | Cavalier Commander, 13th | - | - | - |
1,500,001 -- 1,800,000 | 14 | 10 + 12 | Cavalier Commander, 14th | - | - | - |
1,800,001 -- 2,100,000 | 15 | 10 + 15 | Cavalier Commander, 15th | - | - | - |
2,100,001 -- 2,400,000 | 16 | 10 + 18 | Cavalier Commander, 16th | - (5/2) | - | - |
2,400,001 -- 2,700,000 | 17 | 10 + 21 | Cavalier Commander, 17th | - | - | - |
* If qualification for 1st level required
progression through the two 0-level grades,
then hit dice for 1st level are 3d4 +
1,
but in all other cases 1d10 + 3 applies.
** 0-level horsemen (cavaliers) have 1
weapon of proficiency, 0-
level Lancers (cavaliers)
have 2 weapons of proficiency,
and 1st-level Armigers
(cavaliers) have 3 weapons of proficiency.
Cavaliers and rangers
are restricted in which weapons
they can choose to
take proficiency in; see the appropriate
character class descriptions
for particulars.
*** The second set of numbers indicates the number of multiple attacks with a Weapon of Choice. <added>
300,000 experience points per level for
each level beyond the 12th.
At 13th level and above,
level title is Cavalier Commander.
Cavaliers gain 3 h.p. per level after the 10th.
Q: Do cavaliers and
paladins get 12-
sided or 10-sided hit dice?
A: All cavaliers ?
including paladins ? use
10-sided hit dice. The 12-sided
listing in
Unearthed Arcana (page 15)
is an error.
(136.50)
<* corrected!>
2. The lance
is the preferred weapon of the cavalier, and proficiency with <>
it is required at the <1st> level.
The cavalier has a +bonus+ to damage
=equal= to the character's level of experience
when using a lance while
mounted. When the cavalier is dismounted
and using a lance, damage is
+ 1. A heavy lance used while dismounted
is treated as an 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 spear.
ADQ: On page 15 of the UA
book, it says that when the cavalier
is dismounted and using a lance, a +1
bonus applies to damage. A medium
or light lance used while dismounted is
treated as a spear. But the damage indicated
for the medium lance is 2-7/2-12
and that for the spear is 1-6/1-8. Do
you
treat the lance exactly like a spear?
ADA: The medium or light lance
used
while dismounted is treated as a spear
in all
respects except length, weight, and speed
factor. Therefore, the base damage is
that of
a spear, but a +1 damage bonus applies,
making the total damage 1-6+1/1-8+1, or
2-7/2-9.
(Polyhedron #30)
3. A cavalier's
expertise in weapons allows the cavalier to parry with
weapons of proficiency more effectively
than fighters can. Should a
cavalier choose to parry rather than attack,
all of the cavalier's "to hit"
+bonuses+ (incl. those from strength,
magic, and weapon of choice) <>
can be -subtracted- from one attacker's
die rolls. A parrying
cavalier may USE his or her shield to
parry a second opponent's attack;
a shield parry -reduces- the attacker's
roll by 1, and by a further 1
for every "+plus+" of the shield, if it
is magical. If the cavalier is using a
shield parry as well as a weapon parry,
any further attackers beyond
the second may ignore the shield +bonus+
in determining their chances
"to hit." If a cavalier performs one or
two parries, the cavalier cannot
attack in that round, even if he or she
is capable of making multiple attacks
in a single round.
Armor: To the
cavalier, armor is as much a badge of station as it is a means of <>
protection. Thus, a cavalier character
will always seek to possess the
very best and finest-quality armor the
cavalier is able to own. In this
endeavor, appearance is as important as
function, so engraving, inlaying,
and decoration of the armor will always
be sought. Plate armor <>
is the cavalier's first choice; other
preferences ranking beneath that <>
are (in order of desirability) plate mail,
banded or splint mail, chain mail, <>
scale mail, and ring mail. Leather, studded
leather, and padded armor are <>
the dress of thieves and peasants, as
as such are beneath the <>
cavalier's station, such that the cavalier
will not wear these armor
types. This list of preferences applies
even in the case of magical armor,
so that chain mail +2 will not
be worn if banded or splint mail of
normal sort is available.
4. Mounted
combat & horsemanship are special provinces of the cavalier
class. A human cavalier (but not an elf
or a half-elf) makes all attacks <>
from horseback as if the character were
1 level higher. This
increase applies only to horses, mounts
usable by cavaliers <>
at higher level, and those mounts approved
by the DM.
All cavaliers are virtually born &
bred to the saddle, with those of
lesser ability arduously trained at the
0 levels. A cavalier is 85%
unlikely to be thrown from the saddle,
and 85% unlikely to be injured if
his or her mount falls. This chance is
increased by 1% for each level
above the first.
As a cavalier increases in level, he or
she improves still further in
horsemanship, and in the handling of other
creatures as mounts.
Horsemanship abilities increase as follows:
-- At 3rd level, the
cavalier can VAULT into the saddle with bulky armor and have the steed
underway in a single segment. <>
-- At 4th level, a
female elven cavalier (and only a female elf) may handle & ride
a unicorn as a steed. <>
-- At 5th level, the
cavalier can urge his or her mount to greater SPEED than normal. The additional
SPEED possible =equals= a 2" +bonus+ to movement rate, and can be sustained
for up to 6 turns. <>
The +additional+ SPEED thus gained has no ill effects upon the mount, although
normal REST and feeding are always necessary.
-- At 7th level, the
cavalier can handle & ride a [pegasus] as a steed.
-- At 9th level, the
cavalier can handle & ride a [hippogriff] as a steed.
-- At 11th level, the
cavalier can handle & ride a [griffon] or a similar creature (DM's
judgment) as a steed.
The cavalier's mount will be friendly to
and will accept the cavalier as
long as it is properly treated. Of course,
creatures of good alignment <>
will not allow any of the evil sort to
come near in these cases, and vice
versa.
A cavalier's knowledge of horses (and,
at higher levels, other mounts) <>
allows the cavalier to estimate the relative
worth of a steed. A cavalier
can examine any mount and determine if
it has:
low worth (<1/3rd>
or fewer of the max. possible HP for the creature),
average worth,
or high worth (<2/3rds>
or better of the max. possible HP).
Any steed selected by a cavalier will
have +2 HP per HD (up to the max. HP avail.).
5.
A cavalier undergoes continual training & practice in arms & warfare,
such that part of any day not spent adventuring
must be spent in
mounted arms drill or combat practice
on foot. As a result of this constant
training, the cavalier can increase his
or her Str, Dex,
and Con scores. When a cavalier is at
1st level (Armiger), % dice <>
are rolled for each of these abilities,
just as they are for fighters <>
with 18 Str. A Lancer with 15 dexteriy
might have 15/87 dexterity upon
attaining Armiger status. The percentage
has no normal effect on
play, and ability score is considered
to be the main number
(15 in this case). An exception is percentile
Str above 18, which <>
is treated as for fighters on the Str
bonuses table.
As a cavalier attains each higher level,
2d10 are rolled and the result
+added+ to the %percentile% score for
Str, Dex, and Con.
When a %percentile% goes over 100, the
main score is raised by 1
and the 100 is discarded. (In the example,
if the cavalier has 15/87
Dex rolls a 19 for this ability upon gaining
2nd level (Scutifer), the character's
Dex score is now 16/06, and is treated
as a 16.) Ability
scores can be raised as high as 18/00
in this manner, even if doing so
violates limitations based on race or
sex. If a cavalier loses a level,
the %percentile% points gained for that
level are lost.
To ADVANCE a level, the cavalier
must be trained by another cavalier of
at least 4th level (Knight Errant), or
2 levels higher than the cavalier's current level, <>
whichever is higher. However, after attaining
6th level (Knight), the cavalier's <>
normal regimen will suffice for training,
and the cavalier does not
need others to allow an ADVANCE
in level.
A cavalier makes all saves as a fighter.
Q: Cavaliers and paladins
can
increase intelligence, wisdom,
dexterity,
and constitution as well
as
strength. How do the percentage
scores of abilities other
than
strength affect play?
A: Cavaliers and paladins
may not increase
intelligence or wisdom,
just strength,
dexterity, and constitution.
Paladins may
also increase their charisma.
Page 15 of
UA (second column,
fifth
complete paragraph, last
two lines) clearly
states that the percentage
score does not
affect play, except for
strength.
(136.50)
6. Such characters
are, however, immune to fear (magical or otherwise) of any sort. Cavaliers
of good alignment radiate a protection
from fear aura in a 1" radius, so
that all allied creatures within the radius
are similarly immune.
Q: Are cavaliers immune to a dragon's fear aura?
A: Yes, they are immune
to all types of fear.
(136.50)
7. In addition,
magical or magic-like phenomena which
affect the mind are 90%
unlikely to have any effect on the cavalier.
This includes powers
such as beguiling, charm,
domination,
hold,
hypnosis,
magic
jar, possession,
sleep,
suggestion, and the psionic
mind
blast, <>
but not the effects of high comeliness.
This 90% immunity is in addition to any <>
save for the cavalier, if applicable.
8. Cavaliers also save at + 2 vs. all forms of illusion spells.
9. Cavaliers
of good alignment are able to function at negative HP
totals, unlike members of other classes,
or cavaliers of neutral or evil
alignments. The #number# of negative HP
the cavalier can function
at is determined by the cavalier's HP
at 1st level (4-13).
When a negative # of HP is reached, the
cavalier does
not become unconscious, but cannot further
attack and must REST,
bind wounds, or seek further healing.
10. Cavaliers
heal as other characters, <>
but those of good alignment gain an additional
1-4 points for
each full week of normal healing. <>
As a member of the social upper classes,
the cavalier has a coat of
arms & armorial bearing. This bearing
is the device worn upon the
cavalier's shield to identify himself
on the battlefield and in tournament.
(In tournament, the shield may be covered
with dark hide to
keep the user's identity unknown, hence
a "black knight.") The
armorial bearing may be kept covered while
traveling, but is always
revealed when an encounter occurs with
creatures that might understand
the import of such a device. In addition,
at 4th level the cavalier
may fly a pennon on his or her lance on
the battlefield. A duplicate of
this battle flag is held by the cavalier's
retainers, and marks the territory
of the cavalier. If the battleflag is
lost, dishonor ensues, and the cavalier
must make every effort to regain the flag.
(Your local library will likely <link to Dragon article, and, bibliography>
contain books on heraldry for those who
wish to design their own armorial
bearings for their characters).
11. Finally,
cavaliers may expect full hospitality -- food, lodging, and
whatever else is needed (within reason
under the circumstances) --
from all other cavaliers of the same alignment.
Such hospitality is likewise due from
all gentle, noble,
and royal households according to their
relationships
between various political divisions which
might be concerned.
Chivalry: The
cavalier must follow a code of conduct and ethics, akin to chivalry.
Upon being sworn to knighthood (by a cavalier
of at least 2 levels higher,
in a ceremony as simple as dubbing with
the sword or a full ritual of fasting,
vigil, sacred vows, and celebration),
the cavalier must pledge himself or
herself to this code. Failure to sustain
the oath is not
sufficient reason to revoke knighthood,
unless the order or liege lord
of the cavalier specifically demands such.
In the latter case, the cavalier
becomes a mere fighter, though weapon
specialization is not gained and
the privelage of weapons of choice is
retained.
A cavalier must serve someone or some cause
-- normally a deity, <provide some examples>
greater noble, <provide some examples>
order of knighthood, <provide
some examples>
or the like.
The cavalier must
seek to sustain the virtues &&
the code of chivalry.
The knightly virtues are these:
Liberality
Honor
Good Faith
Glory
Unselfishness
Pride
Courtesy
Bravery
The code for a feudal campaign may be summed
up as follows.
The DM may adjust this code to fit his
or her own campaign.
Noble service cheerfully
rendered
Defense of any charge
unto death
Courage and enterprise
in obediences to rule
Respect for all peers
and equals
Honor to all above
your station
Obedience and respect
from all beneath your station
Scorn for those who
are lowly and ignoble (this includes knightly limitations on weapons &
armor)
Military prowess exercised
in service to your lord
Courtesy to all ladies
(if the cavalier is male)
War is the flowering
of chivalry
Battle is the test
of manood
Combat is glory
Personal glory above
all in battle
Death to all who oppose
the cause
Death before dishonor
In enforcing this code, the DM may reduce
or eliminate experience
that is gained by the cavalier if its
gaining violates the spirit or letter
of the code. A cavalier who retreats from
battle, even to save fellow
party members, would receive half experience
for the beasts slain in
his or her retreat. Similarly, a cavalier
who dons leather armor to
infiltrate a thieves guild to effect a
rescue will gain no experience, since
the rescue would be done in a means not
approved by the code.
Note that even neutral and evil cavaliers
are bound by this code, but in their
cases the obedience is to non-good masters.
As a result of the code and desire for
battle, cavaliers cannot be controlled in
battle situations. They will charge any
enemy in sight, with the
following order of preference:
1. Powerful monsters
(dragons, demons, giants, etc.) serving enemy leaders, then the leaders
themselves.
2. Opponent cavaliers
of great renown, enemy flags and standards
3. Opponent cavalry
of elite or noble status
4. Other opponent cavalry
5. Opponent elite footmen
6. Opponent camp &
headquarters
7. Opponent melee troops
8. Levies or peasants
The cavalier's charge will be made at
full SPEED, regardless of army cohesion, intervening friendly troops, or
other such considerations.
Q: Do cavaliers go berserk in combat?
A: Cavaliers (including
paladins) don?t normally
go berserk in combat unless
affected
by some magic. They are,
however, difficult
to control in melee (see
Unearthed
Arcana, page 16).
(136.50
While all cavaliers are initially of good
alignment, there are cavaliers of neutral
and evil alignment as well. Alignment
change can occur up to 4th level
without penalty, if the change is well-reasoned.
At 4th level
and beyond, any change of alignment results
in the usual penalties.
Neutral and evil cavaliers do not retain
the protection from fear aura,
nor the ability to function at a negative
HP total. Evil cavaliers
may use poison, and are free to ignore
the obligation of hospitality.
The device of an evil cavalier is made
known throughout the land, and
good cavaliers are duty bound to hunt
down and destroy those cavaliers
of evil alignment. Finally, evil and neutral
cavaliers have limitations on the types of followers they can attract.
Q: The cavalier is
no longer listed as
a sub-class of fighter,
but as its own
class. What does this mean
in terms
of the hit point bonus for
high constitution?
As a non-fighter, the cavalier
is only entitled to a maximum
bonus of +2 hit points per
die,
rather than the +4 maximum
for
fighters.
A: Treat cavaliers
and paladins as fighters
for the purpose of determining
hit point
bonus. A cavalier is entitled
to the same
bonus as a fighter character
with an
equivalent constitution
score, up to the
full +4 maximum. Otherwise,
their ability
to raise their constitution
score would be
rather pointless. They are
treated as fighters
in most other respects,
and this case is
no exception.
(119.76)
CHARACTER CLASSES
FOLLOWERS FOR UPPER LEVEL PLAYER CHARACTERS
Cavaliers:
Cavaliers have special requirements on
the types of followers, henchmen,
and retainers they may have.
Followers: Unlike other characters,
cavaliers begin to attract followers
at relatively low level. These troops
are men-at-arms. Their
numbers and type are determined as follows:
At 4th level: 1-4 men-at-arms
At 5th level: 2-8 men-at-arms
At 6th level: 3-12
men-at-arms
At 7th level: 6-24
men-at-arms
At 8th level: 12-48
men-at-arms
At 9th level: 24-96
men-at-arms
At 10th level: 48-1
92 men-at-arms
The number ranges given above are followed
on a per-level basis,
and are not cumulative. If the dice roll
for followers gained at a new
level is equal to or lower than the number
of followers a cavalier currently
has, then no new followers are gained
at that level. Example: A
roll of ld4 at 4th level indicates that
the cavalier attracts 3 followers.
When the cavalier attains 5th level, 2d4
are rolled, and if the result is 2
or 3, then no new followers are gained
(assuming that the original followers
are still in the cavalier’s service).
Whenever a number of new followers is gained,
roll percentile dice
and refer to the following table to determine
how they are equipped:
01-50
Light cavalry in ring mail and shield, each with 3 javelins,
long sword, and hand axe; or, Heavy infantry in scale mail,
with pole arm of choice and club.
51-75
Heavy infantry in splint mail with morning star and hand
axe; or, Heavy infantry in leather armor with pike and short
sword.
76-90
Crossbowmen in chain mail with heavy crossbow and short
sword; or, Crossbowmen in chain mail with light crossbow
and military fork.
91-00
Cavalry in banded mail and shield with lance and horseman’s
mace; or, Cavalry in studded leather with long sword
and horseman’s flail. Either type will be mounted on medium
warhorses.
The cavalier must go to a locale where
such men-at-arms are located
in order to attract these followers. Those
followers lost are not replaced
except by troops gained at higher levels.
A cavalier’s followers
will not demand wages or salary, but must
be fed, cared for, and rewarded
as suitable for the conditions.
Neutral cavaliers will attract men-at-arms
only when they champion a
specific, neutral cause, such as serving
for a druid to protect creatures
of the woodland. These followers will
not remain if the cavalier
goes elsewhere.
Evil cavaliers will only attract bandits,
brigands, and the like as followers.
An evil cavalier could attract orcs or
hobgoblins if in the correct
area. If monsters of 1 + 1 hit dice or
greater strength are
considered, reduce the total number of
followers accordingly, if the
result would otherwise overcompensate
for penalties of using such
creatures.
For every group of 20 troops which serve
a cavalier, there will be a
fighter followerlleader of 5th level,
dressed in plate mail and shield
with a battle axe +2. For every 60 troops
there will be a 6th-level
fighter leader (with plate mail + 1 and
shield, /ongsword + 2), and
a 3rd-level fighter lieutenant (plate
mail, battle axe). These gains will
be made as the total men-at-arms in the
cavalier’s service reach appropriate
totals. These leaders will not be replaced
if slain, although
the cavalier may recruit mercenaries to
take their place. Evil cavaliers
may attract monsters as leaders (a troll
instead of a 6th-level fighter,
for instance). There is a 1% per level
chance that an encountered intelligent
monster of fewer hit dice and similar
alignment will become a
follower of the evil cavalier. There is
a 5% per level chance that such
intelligent monsters will be disposed
to cooperate with, or at least remain
neutral to, the cavalier, providing the
evil cavalier’s armorial
bearing and shield are known.
The retainers of a cavalier,
although they
are themselves cavaliers,
are NPCs
and as such cannot have
their
own groups of retainers;
only PC
cavaliers have the opportunity
to
gather such a retinue. (D103.13)
Q: Can a cavalier
of name level or
higher build a castle or
other
stronghold, then collect
revenue
from the inhabitants? No
rules are
given in the class description
for
handling the situation.
A: Like fighters,
cavaliers are permitted to
build strongholds when they
reach name
level. Given the cavalier's
social standing,
such a stronghold would
have to be grand
and stylish, with a large
staff. A cavalier
who was born into a noble
family might
receive a castle and grounds
as part of an
inheritance, though for
game purposes the
character should be name
level before
assuming full control of
the estate. Or, if
you are using a full medieval
European
motif for your campaign
world, land for a
stronghold might be granted
by the cavalier's
liege lord as a reward for
good and
sufficient service upon
reaching name
level. The latter method
is especially suitable
for second sons of noble
houses who
are not in line for inheritance,
and for
characters who have worked
their way up
to cavalier status from
common backgrounds.
[See also "Feuds and
Feudalism,"
by John David Dorman, in
this issue.]
Revenue collected is a matter
for the
individual DM to decide,
based on the
campaign economics and the
relative
wealth of the region. Colonists
in a previously
unsettled wilderness area
cannot
produce as much revenue
as would be
expected from a civilized
realm. The structure
and economy of the cavalier's
realm
should be worked out in
detail for an
extended campaign, but --
for occasional
gaming -- assume that the
cavalier collects
double the revenue that
a fighter's freehold
would produce.
(117.32)
Cavaliers and Henchmen
A cavalier may have as many henchmen as
indicated by the Charisma Table (Players
Handbook, p. 13),
with a bonus of + 3 to that number for
cavaliers of good alignment or a bonus of + 1 for neutral or evil cavaliers.
The types of henchmen that a cavalier
will (or can)
accept are based on the alignment of the
cavalier:
Good | Neutral | Evil |
Clerics | Druids | Clerics |
Fighters | Fighters | Fighters |
Cavaliers (good) | Cavaliers | Cavaliers (evil) |
Magic-users | Magic-users | Magic-users |
Paladins | Thieves | Thieves |
Bards | Bards | Assassins |
As soon as a cavalier of good alignment
reaches 4th level (Knight Errant),
the cavalier must acquire at least one
retainer. These retainers
can be either Armigers (level l), or Scutifers
(level 2), or both. Upon
becoming a Knight (6th level), an Esquire
(level 3) must be added to
the staff. Upon becoming a Grand Knight
(7th level), a Horseman to
act as a herald and a Lancer to act as
a guard must be added. At 8th
level, the Banneret must bring at least
an additional mounted man-atarm?
to his staff of retainers. All cavalier
retainers will serve for nothing
more than care, upkeep, and training,
as applicable. Gifts are
always accepted, of course.
As a Chevalier (9th level), the cavalier
may willingly travel with or without
his group of retainers. At lower levels,
the master of a cavalier can
require the cavalier to travel without
retainers. A cavalier is responsible
for the actions of his or her followers
and retainers, and is required
to insure that others of the cavalier
class live up to the standards of
the class.
Paladins and Retainers
A paladin does not gain followers as a
cavalier, but does gain retainers.
These retainers do not have to be paladins,
but must be cavaliers.
The paladin is responsible for his retainers
upholding both the
chivalric code and the paladin’s personal
standards within the strictures
of the lawful good alignment.
AT A GLANCE:
Cavaliers and paladins are fighters of
a "higher stripe" than the common warriors and fighters.
Adhering to a cause or credo, these individuals
are usually of high-class birth or minor nobility.
Many see themselves as the obvious true
leaders of men and nations, others merely as messengers and servants of
higher powers.
ELMINSTER'S NOTES:
If ever there were a group of people as
a class suffering further under delusions, it has been lost on this writer.
Cavaliers (and their related paladins)
see the world in black and white, good and evil, us and them, with precious
little space between them.
Fortunately, those which adhere most closely
to the tenets of their credos die out early, while those that understand
give-and-take
and cooperation among people of varying (or hostile) viewpoints often develop
into leaders.
Cavaliers have as yet no "standard organization,"
but instead are found in Adventuring
Companies,
Mercenary Groups,
and often operating alone.
Cavaliers seek to emulate "the Flower
of Knighthood" in thought and deed.
GAME INFORMATION:
The Credo of the cavalier in the FR
is similar to that presented in UA, with a few modifications.
The Knightly Virtues are generally considered
to be:
Liberality
Honor
Good Faith
Glory
Courtesy
Unselfishness
Bravery
Pride in one's actions
Humility in one's deed
(in particular for paladins)
Different cavaliers may rate these in a different manner of importance.
The Chivalric code, adapted for the FR Campaign, is as follows.
* Noble Service cheerfully
rendered
* Defense of any charge
unto death
* Courage and Enterprise
in obedience to rules and one's superiors
* Respect for all peers
and equals
* Honor to those above
one's station
* Earning respect and
obedience from those below one's station through one's actions
* Military prowess
in service to one's lord
* Courtesy to ladies
for male cavaliers
* Courtesy to lords
and honorable men for female cavaliers
* Battle is the test
of honor and glory
* Personal glory in
battle
* Death before dishonor
Cavaliers in the Realms are filled with
the ideas of their own abilities, and are often the first to leap into
battle.
Player character cavaliers have the choice
of fighting directly or behaving in a craven fashion, with the note that
such behavior may cost XP.
NPC Cavaliers will usu. charge into the
fray, though they will make an ability check against their Intelligence
if faced with a difficult situation (i.e. Orcus
drops in for lunch; the cavalier should be given a chance to reconsider
before attacking with a butterknife). <>
Cavaliers often enter into service with
Noble Lords in the Realms.
Paladins may offer their allegiance to
such Lords of Good and Lawful alignment,
or to the various Good and Lawful faiths of the Realms.
Either may operate as masterless swords,
until they find a situation suited to their talents.
<
Cavalier Summary (check)
WP: lance (required), long sword, broad
sword, bastard sword, short sword, horseman's mace, horseman's flail, horseman's
military pick, dagger, scimitar, javelin
NWP: ride horse (bonus)
ride unicorn (bonus at 4, female elven
cavalier only)
ride pegasus (bonus at 7)
ride hippogriff (bonus at 9)
ride griffon (bonus at 11)
1:
+1 to hit with lance
(while mounted)
3/2 with any weapon
of choice
+ level to mounted
damage with a lance
+ 1 damage when using
a lance unmounted
parry (instead of attacking,
can parry 1 or 2 (with shield) attacks per round)
attacks as 1 level
higher when mounted
85 + (1 per level above
1) % unlikely to be injured if mount falls
appraise mounts / select
mount
ability improvement
immune to fear
aura of protection
from fear in a 1" radius
90% immune to mind-affecting
effects
+2 saves vs. illusions
function at -HP (upper
class cavaliers only)
extra healing (+ 1-4
HP per week) (good cavaliers only)
3:
+1 to hit with either
broad sword, long sword, or scimitar
vault into the saddle
5:
+1 to hit with either
horseman's mace, horseman's flail, or horseman's military pick
urge mount to greater
speed
6:
2/1 with any weapon
of choice
7:
+2 to hit with lance
(while mounted)
9:
+2 to hit with either
broad sword, long sword, or scimitar
>
<
Cavalier Summary (check)
WP: lance (required), long sword, broad
sword, bastard sword, short sword, horseman's mace, horseman's flail, horseman's
military pick, dagger, scimitar, javelin
NWP: ride horse (bonus)
ride unicorn (bonus at 4, female elven
cavalier only)
ride pegasus (bonus at 7)
ride hippogriff (bonus at 9)
ride griffon (bonus at 11)
1:
+1 to hit with lance
(while mounted)
3/2 with any weapon
of choice
+ level to mounted
damage with a lance
+ 1 damage when using
a lance unmounted
parry (instead of attacking,
can parry 1 or 2 (with shield) attacks per round)
attacks as 1 level
higher when mounted
85 + (1 per level above
1) % unlikely to be injured if mount falls
appraise mounts / select
mount
ability improvement
immune to fear
aura of protection
from fear in a 1" radius
90% immune to mind-affecting
effects
+2 saves vs. illusions
function at -HP (upper
class cavaliers only)
extra healing (+ 1-4
HP per week) (good cavaliers only)
3:
+1 to hit with either
broad sword, long sword, or scimitar
vault into the saddle
4:
ADD up to 1-4 men-at-arms
[req.: HENCH a retainer
- Cav1, Cav2, or both]
5:
+1 to hit with either
horseman's mace, horseman's flail, or horseman's military pick
urge mount to greater
speed
ADD up to 2-8 men-at-arms
6:
2/1 with any weapon
of choice
ADD up to 3-12 men-at-arms
[req.: HENCH a retainer
- Cav3]
7:
+2 to hit with lance
(while mounted)
ADD up to 6-24 men-at-arms
[req.: HENCH two Cav0s
- a Horseman & a Lancer]
8:
ADD up to 12-48 men-at-arms
[req.: HENCH an additional
mounted man-at-arms]
9:
+2 to hit with either
broad sword, long sword, or scimitar
ADD up to 24-96 men-at-arms
10:
ADD up to 48-192 men-at-arms
>
Not all of the articles we print are compatible
with each other, and we don?t try to make
them so. We hope they are all compatible with
the game rules they are derived from, and
that's really all that we (or you) can reasonably
expect. The article on the Attack Priority System
was designed to be used with the standard
AD&D rules. It is not necessarily
compatible
with supplementary information we've published
in the magazine, such as the barbarian
and thief-acrobat classes. And it would have
been downright impossible to include allowances
for the cavalier in the attack system. The
article was accepted several months before it
was printed -- long before any of us here (and
certainly the author of the article) had ever
heard of the cavalier. In fact, the cavalier article
didn't appear in print until the month after
the Attack Priority System was featured.
I?ll suggest, as I sometimes do in this space,
that Robert's question sounds like the germ of
a good article idea. If anyone out there wants
to try to answer it, great. Our mailbox always
has room for one more manuscript.
-- KM
(Dragon #75)
DMPrata wrote:
I have a problem with the
cavalier's ability to function at negative hit points. As I understand
the rule, any other character reduced to 0 hit points (optionally as low
as -3, if from the same blow) is rendered unconscious, and subsequently
bleeds away 1 hp per round until death occurs at -10 hp. A good cavalier,
however, can remain conscious down to a negative hit point total equal
to the hit points rolled at 1st level (i.e., -4 to -13).
My problem with this is that, as written, the cavalier essentially has no choice but to run away at this point. It is expressly stated that he cannot continue fighting, but must bind wounds and seek further healing. This doesn't strike me as particularly heroic. Everyone else in the party is knocked out and bleeding to death, while the brave cavalier gets to flee for his life. This has come up a couple of times in my game so far, and seems distinctly out of character.
Am I misunderstanding how this was supposed to work? How did you adjudicate it in play-testing cavaliers (assuming it came up)?
Huh? I don't think I get
what you are saying...
I can't understand your problem with a rule that calls for a thinking character to retreat post-haste when in imminent danger of dying. Being brave and chivalrous does not equate to being stupid and throwing away one's life. It isn't heroic to die for no reason, and that applies to all including paladins.
The cavalier has no obligation to waste his life in foolhardy posturing. When he is near death getting away and tending wounds is logical. As the DM I would allow the admonition to be tempered by circumstances such as saving the lives of others, but otherwise what the rule says it says, and I won't suggest any contradition :wink:
Cheers,
Gary
DMPrata wrote:
Actually, you just cleared
it up for me, Gary. Thanks. The problem I ran into in one of my sessions
was that the party's camp had been ambushed by gnolls (foolish PC's camping
too close to their lair :twisted: ). The other PC's were quickly rendered
unconscious, leaving only the cavalier. When reduced to negative hit points
herself, she had no choice but to hightail it out of there while her companions
lay dying. That seemed unchivalrous to us, but, from your reply, it appears
we were just over-thinking it. Much obliged! :)
Good show then!
Remember, it is a game, and the DM is there to see the system is a vehicle that entertains all the participants, DM included, and enjoyment and fun are paramount.
As an aside, as the DM I would surely have allowed the cavalier to remain and battle the gnolls if there was a chance of saving the others and this was desired by the character.
Cheers,
Gary
Mr. Awesome wrote:
I just remembered one I've
been wondering...
For the cavalier, it says
they're uncontrollable in battles, attacking enemies in a given order.
A lot of people interpret that to mean any combat, but I think it means
large-scale battles. Am I right? :)
You are essentially correct.
In a combat situation where the cavalier is nominally under the command of another, the cavalier will ignore orders and attack whenever he is so moved. Any player with a cavalier PC should read up onj knights in combat so as to know how to properly play the role of such a character in such situations--and to do that in general social interaction as well.
Cheers,
Gary
DMPrata wrote:
Gary, on the subject of
cavaliers, I have two questions I'd like to run by you if I may. First,
with regard to training, when you wrote that, after 6th level, the cavalier
no longer needed "formal" training -- that his normal daily regimen would
suffice -- does that mean that you no longer charged cavaliers training
costs for level advancement (such as you proposed for the barbarian and
your post-TSR "hunter" class), or, rather, do they simply start self-training
as name level characters (albeit at an earlier level)?
The former. The cavalier
at higher levels need nothing but on the job training.
Quote:
Secondly, are a cavalier's
retainers meant to remain in service indefinitely, advancing in levels
alongside their master, or should they be released at higher levels and
replaced with new low-level types?
In the game I ran in the
80's, we went with the former, and ended up with a 16th level cavalier
and four 12th level retainers, which seemed a bit odd.
("Come, squire, help me
into my armor. Slay that dragon later." 8O )
On the other hand, the way
I'm running it in my current group (which includes two PC cavaliers) is
to release the retainer at 4th or 6th level (haven't decided yet) and recruit
a new low-level replacement.
Granted, there's no real-world,
historical equivalent of "levels", but which method do you think is closer
to the original concept?
This isn't a matter of rules
but of DM management of his campaign. If it is generally not related to
historical precedent, then a swapping out of higher level retainers for
lower level ones is okay.
Logically, in a milieu based on the medieval, then vassalage and feudalism will prevail. A cavalier gaining in rank will rise in knightly status, build a stronghold, possibly be ennobled, see his loyal vassals (retainers) have estates of their own, and have lower level retainers too.
Cheers,
Gary
DMPrata wrote:
Gary, you've enlightened
me once before in regards to good cavaliers being able to function (but
not fight) when reduced to negative hit points. Here's a follow-up on that
topic. Any other character at negative hit points, upon being stabilized,
requires a full week of bed rest before being able to resume normal activities.
Would this stipulation apply to a cavalier as well, or would it be possible
(for example) for a cavalier at -4 hp to drink a healing potion and rejoin
combat in the next round?
that's a call for the DM to make. Actually, if a cleric heals any sort of character so as to be back aove 50% of HPs I generaly allowed normal activity, set aside the requirement for bed rest, of the situation were dire and another person was needed by the party.
Something the deities move
in mysterious ways
Cheers,
Gary
rabindranath72 wrote:
Hi Gary,
still bothering you
Is the UA cavalier before
1st level is attained, supposed to attack and save as a 0th level character,
or as a full-fledged 1st level Cavalier?
Thanks!
Antonio
Hi Antonio,
Actually, I am not the one
to ask about the Intellectual Property owned by Wizards of the Coast/Hasbro.
I am on this thread to answer
questions about theLA game and sometimes personal ones
If i were DMing an IAD&D campaign, I would make a pre-1st level cavalier fight as a 0 level character, though.
Cheers,
Gary
Quote:
Originally posted by Remathilis
Hi, I just joined no to
long ago (having been a poster at WotC's boards) but wanted to get a few
questions answered.
1.) What was up with the
Unearthed Arcana Cavalier class? Negative XP? Stat Increases? Why?
As is said by attornies,
the dicument says what it says... Seriously, the class was "right" for
the OAD&D game as I envisioned it, and once one got a cavalier class
PC, they were very capable in adventuring. This is not to say that some
change was not needed, but only some fair period of playing time could
determine that. UA was published about a year before I was planned, as
TSR was in financial trouble and needed a "seller".
Quote:
Originally posted by
Cias the Noble
2) What, if any, changes
would you make to the Cavalier and Barbarian classes?
None I can think of off
hand. I might have raised the qualifying stats a bit, but for the class
abilities, no.
Originally Posted by mistere29
I was wondering about the
cavalier class.
He's pretty tough. You wrote
a good article on why you did what you did when designing the Barbarian
Class. I was wondering what your thoughts were when designing the Cavalier
sublcass.
Holiday Greetings, Mistere29,
the short answer is that
I consider well-trained, aristocratic warriors such as knights and samurai
as having been very beadly fighting machines.
The Cavalier class was aimed
at depicting a knightly warrior of most able sort...and they were very
tough indeed.
Hope that serves, but if not come on back.
Cheerio,
Gary
Quote:
Originally Posted by mistere29
So they where supposed to
be tougher, as long as they where role-played according to archtype? Did
anyone in your campaign play one?
Yes, we had a cavalier character
in the Greyhawk Campaign, just about every one of the classes in the rules,
and the same for demi-human characters.
I once played a half-ord
cleric-assassin, as a matter of fact.
Quote:
Originally Posted by CombatWombat51
Gary,
I've got two questions about cavaliers and paladins in UA, and it's awful nice to be able to come to the author for the answers
Hi Comabt',
The questions call for quite a stretch of my memorY, BUT o'LL DO MY BEST.
Quote:
First, did cavaliers roll
d12's for hit points after first level, or d10's? In the table where it
summarizes what hit dice different classes have, it lists both classes
as getting 1d10. But on the cavalier table for advancement, it says they
roll 1d12. And under that, that they get 1d10+3 at first level. So which
was the typo? Do they get d10's or d12's?
The typo is the d12, that's
one I have no trouble with, for only the Barbarian was to have a d12 for
HPs.
Quote:
Second, I've always been
a bit confused by how to advance their ability scores. It says that they
roll percentile dice at first level, and afterwards they roll 2d10. Personally,
I take that to mean just that. However, others in my gaming group feel
that by 2d10, you meant to generate a number between 1-100, as percentile
dice, not 2-20. Which is the proper method?
Okay, a pause while I break
out my worn copy of UA and have a gander...
No problem with the question For their Str, Dex, and Con scores the player rolls d% as an addition to each at the beginning of character creation. For example Str 16 + 48 on d% = 16.48, Dex 17 + 11 on d% = 17.11, and Con 15 + 64 on d% = 15.64. When the cavalier reaches 2nd level, 2d10 are rolled for each ability score, the total added to the number following the decimal point. when that reaches 00, a whole point is added to the score, up to 18.99. If a cavalier had Ste of 16.99 and went up a level, his Str would be at minimum 17.01 and could be 17.19 with two 10s coming up on the 2d10 roll.
Quote:
Originally Posted by Mighty
Veil
I'm on chapter 9 of "3 Hearts
and 3 Lions". I have to ask.
Why did you decide to create the Cavalier when you had the Paladin already? To give none humans and other alignments a knight class? I remember paladin became a sub-class after. But how exactly then did you envision the paladin and cavalier to be different?
Heh...
The cavalier class was created mainly because all noble warriors were not in the same stamp as Sir Galahad and Roland.
Cheers,
Gary
Quote:
Originally Posted by MerricB
Although Cavaliers (and
paladins) also got d% and +2d10(%) per level for improving other stats
as well in UA; A 15(99) Con had no game effect over a 15 Con, but with
the gain of a level, the Con would increase to 16.
It made Cavaliers (and paladins) quite unusual compared to other classes - their stats could improve when they gained levels.
Cheers!
That's so.
this did not allow for increase
to 19, though.
Cheers,
Gary
Starting Money and Equipment for Cavaliers
Because cavaliers
have the support of their lords || orders, they begin
play with funds and equipment of amount
and type not available to
members of other classes. The resources
of a beginning cavalier depend
upon the character’s social standing,
as follows:
Horsemen of the Lower
Middle Class or a lesser station begin with
20-80 gp, shield, sword (any type), and a riding horse.
Horsemen of the Middle
Middle Class begin with 20-80 gp, shield,
dagger, sword (broad or long), and a light warhorse.
Horsemen of the Upper
Middle Class begin with 20-80 gp, chain
mail, sword (broad or long), lance, and light warhorse.
Cavaliers of the Lower
Upper Class begin with 70-180 gp
(ld12 + 6), shield, plate mail, dagger,
sword (long or broad),
lance, and medium warhorse.
Cavaliers of the Middle
Upper Class begin with 70
-180 gp, shield,
field plate armor, dagger, sword (long or broad), lance, and
heavy warhorse.
Cavaliers of the Upper
Upper Class begin with 130-180 gp (ld6
+ 12), shield, full plate armor, dagger, sword (long or broad),
mace, lance, and heavy warhorse with leather barding.
Horses are assumed to be complete with
tack, harness, saddle and
saddlebags appropriate to the station
of the cavalier. Note again that
cavaliers of less than Upper Class must
begin as 0-level Horsemen,
and must be taken in by a good family
and esquired.
Reduce - Reuse - Recycle
1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM = LUC for 1st
level: Armiger, LLC for 1st level: Horseman.
3. ABILITY SCORE MINIMUMS
STRENGTH = 15
(8d6)
INTELLIGENCE = 10
(6d6)
WISDOM = 10
(4d6)
DEXTERITY = 15
(7d6)
CONSTITUTION = 15 (9d6)
CHARISMA = 6 (3d6)
COMELINESS = 3 (5d6)
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE
= dark elf, gray elf, high elf, half-elf, human
5. MULTI-CLASS POSSIBILITIES = none
6. HIT DIE TYPE = d10
7. MAXIMUM NUMBER OF HIT DICE = 10
8. SPELL ABILITY = none
9. ARMOR PERMITTED = any (A cavalier will
not
wear leather, padded, or studded leather armor, because such garb is beneath
the character's station. See "Armor", above.) <alt>
10. SHIELD PERMITTED = any
11. WEAPONS PERMITTED = any (Similary,
a cavalier or paladin will not USE pole arms,
missile weapons, or other types of arms that are commonly associated with
the lower social classes. See the description of the cavalier class above
for particulars.)
Q:
Unearthed Arcana says that cavaliers
and paladins
use pole arms and
missile
weapons only at high levels.
How high
is high enough?
A:
A cavalier or paladin must be proficient
in all
the class?s preferred weapons (see
Unearthed
Arcana, page 14) before he can
become
proficient in pole arms, bows, or
other
weapons not on the preferred list.
(137.68)
12. OIL PERMITTED = no (The use of oil
in personal combat is unacceptable to the cavalier, but such characters
may USE oil in siege warfare.)
13. POISON PERMITTED = only if evil
14. ALIGNMENT = any good at start
15. STARTING MONEY = see
above
16. WEAPON PROFICIENCIES = 3*, 1/2 levels
(1st: 3, 3rd: 4, 5th: 5, 7th: 6, 9th: 7, 11th: 8, 13th: 9, 15th: 10, 17th:
11, 19th: 12) (Choose from the following list)
(*Lance (required at level 1), long
sword, broad sword, bastard sword, short sword, horseman's mace, horseman's
flail, horseman's military pick, dagger, scimitar, and javelin.)
(Add short composite bow for elven and
half-elven paladins)
17. NON-PROFICIENCY PENALTY = -3
18. NON-WEAPON
PROFICIENCIES = 2, 1/2 levels (0: 1, 1st: 2, 3rd: 3, 5th: 4, 7th: 5,
9th: 6, 11th: 7, 13th: 8)
19. STARTING AGE = "The age of a beginning
PC cavalier is determined as for a cleric of that race --
500+10d10 years for an elf, 40+2d4 years
for a half-elf, or 18+1d4 for a human." (Dragon 103.12)
20. COMBAT = fighter
21. SAVING THROWS = fighter