The Knight

Source: http://zebratigerfish.blogspot.ca/2012/04/dungeons-dragons-animated-80s-cartoon.html


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Character Classes
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Unearthed Arcana

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.
 

CAVALIERS TABLE I
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)
 

HENCHMEN (RETAINERS)




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

Cavaliers and Retainers

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.


Cavaliers and Paladins

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.


SUMMARY

<

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

>



 


 


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.
 
 




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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

22. MAGIC ITEMS =