The new cavalier | - | Miscellaneous notes | - | Conclusion |
Dragon 148 | - | Classes | - | Dragon |
The cavalier, based on the
knights of medieval Europe, has the potential to be a unique and interesting
fighter. Unfortunately, the cavalier described in Unearthed Arcana
is complicated to play and overly powerful. Some players say the
class should be eliminated,
but the cavalier can be revised to be a unique and viable class. This article
redefines the cavalier in AD&D® 1st Edition
games.
Cavaliers are warriors with
a background of nobility. Their training emphasizes mounted and personal
combat as well
as the leadership of military
units. They have a strict code of conduct, although nonlawful cavaliers
tend to ignore it.
Not all noble warriors are
necessarily cavaliers; some are paladins, rangers, or ordinary fighters
who come from the
noble classes. Like barbarians,
cavaliers cannot be multiclassed characters. In addition, cavaliers cannot
be reduced to
fighter status for their
actions, as their skills are not linked to alignment.
The new
cavalier
The following rules regarding
the cavalier are
unchanged from those given
in
Unearthed Arcana:
Experience points and HD
per level, incl. level titles (UA.15)
Ability to estimate the
worth of horses;
Bonuses to lance damage,
whether mounted or on foot;
Immunity to fear;
Parrying ability with shield
or hand weapons; and
Henchmen restrictions (UA.75)
The following rules from
UA
for the cavalier are removed from
the class:
Alignment restrictions:
Cavaliers may be
of any alignment at 1st
level and have the
usu. penalties for switching
alignments.
Why would all cavaliers
begin their careers
as good-aligned? To USE
the WORLD OF GREYHAWK setting
as an example,
the knights of Iuz
or the Great Kingdom
would be evil from the START.
Also, the idea
of characters switching
alignments without penalty,
as given in UA and
DRAGON
supplements to
that book, should be discouraged.
Zero-level Horseman
and Lancer levels:
These are weak and unnecessary;
it would
be simpler to require the
cavalier to be at
least Upper Middle Class.
+3 hp bonus at 1st
level: This is an unfair
advantage that is not logically
justified.
Ability to increase
STR, CON, and DEX scores:
This is an unfair idea.
The other fighter classes
could easily claim
that they also spend every
nonadventuring
hour training hard and increasing
their ability scores. Cavaliers
are now
subject to all limitations
by race && sex
on ability scores.
90% resistance to mind
attacks: Of all
the cavalier's powers, this
one most unbalances
the class. Once again, a
cavalier's training
does not cover this, and
the
power should be dropped.
+2 bonus on save vs.
illusions: A cavalier
is trained in combat, not
magick. If
anything, a cavalier should
be more susceptible
to illusions due to a lack
of familiarity
with spells. However, if
this power is
simply dropped, the cavalier
will again be
equal to the other fighter
classes in this
regard.
Ability to function
at negative HP:
This is another idea that
is hard to justify.
Why would this power be
linked to alignment?
Cavaliers will be unconscious
at 0 to -9 HP
and dead at -10 HP, as with
other classes.
Healing is at normal rates.
Charge at all opponents
in sight: This is a
foolish and unrealistic
notion. Even prideful
historical knights would
retreat when
they absolutely couldn't
win. Knights are
sometimes reckless, but
they are not stupid.
They are trained to lead
armies, and
would not immediately charge
the enemy.
These rules from UA are modified:
Class type:
Cavaliers are now a subclass of
fighter and use the fighter's
combat and
saving-throw tables.
Ability score requirements:
Cavaliers
must have a min. STR, CON,
and CHA of 13.
Cavaliers have no prime
requisite and cannot
gain bonus XP.
Social class:
Cavaliers must have a min.
social class of 56, as Upper
Middle
Class. This roll will determine
their starting
money (see UA, page
82,
and "Starting money" section
elsewhere
in this article).
Racial limits:
Only humans, elves, and
half-elves can be cavaliers.
Among elves
and half-elves, only those
of gray, high,
and valley elf stock can
be cavaliers. Drow
cannot become cavaliers,
since horses are
not used underground.
Preferred weapons:
Cavaliers prefer to
USE any sort of lance, any
sword (except
short and khopesh), scimitar,
horseman's
mace, horseman's flail,
horseman's pick,
dagger, hand axe, javelin,
and bec de corbin.
Elves and half-elves ADD
either a short
bow or short composite bow
to the list.
These weapons must be taken
as weapons
of proficiency before any
others can be learned.
Mounted combat combat
bonuses with weapons
of choice:
Delete all the UA rules
on this subject. Instead,
at 1st level,
the cavalier has three weapon-proficiency
slots. These must
be used to gain proficiency
with: a lance (any); a sword
(any except
short, khopesh, or two-handed)
or
scimitar; and a horseman's
weapon (mace,
pick, or flail). These three
weapons are
known as the cavalier's
weapons
of choice.
The cavalier has a +1 bonus
to hit w/
these weapons, and a +2
to hit when
mounted. The # of atacks
per round
w/ these weapons is:
levels 1-6, 3/2;
7-12, 2;
13+, 5/2.
Armor restrictions:
Cavaliers will not
use leather armor, studded
leather armor,
padded armor, or wooden
shields. Other
than this, they are free
to wear any type
of armor they choose. In
large battles,
they will wewar the heaviest
armor available.
While adventuring, they
will be more flexible
(e.g., they will not insist
on wearing plate
mail in the desert).
Training: From
levels 1-9, a cavalier must be
trained by another cavalier
at least two
levels higher. The cavalier
must pay normal
training fees.
Followers:
Cavaliers can gain henchmen
as noted in UA.75.
Material on followers on
pages 74-75 is
ignored. To gain men-at-arms
and followers,
the cavalier must be of
9th level or
higher, must build a castle
or keep, then
must clear an area for 20-50
miles around
the castle. When construction
is completed,
the cavalier will gain men-at-arms,
all of zero level with 5-8
HP and the same
alignment as the cavalier.
The men will consist of:
20-50 light cavalry (ring
mail, shield, three javelins, light lance,
scimitar (saber), light
war horses).
10-40 heavy cavalry (chain
mail, shield,
broad sword, heavy lance,
heavy war horse
in chain barding).
20-50 heavy infantry (splint mail, pike, falchion).
10-40 crossbowmen (ring mail, heavy crossbow, falchion).
In addition, the cavalier
will gain all
retainers noted in UA.75
(but replace Horseman and Lancer w/
two Armigers) and four zero-level
men
with the following craftsman
proficiencies:
animal trainer (horse),
armorer, blacksmith, weaponsmith.
Pennon and heraldry:
The cavalier is not
required to display a pennon
or coat of
arms unless he has built
a castle, but a
pennon may be displayed
at any time
before then.
Hospitality:
The cavalier cannot expect
hospitality from other cavaliers
until he
becomes a landholder (i.e.,
builds a castle).
Proficiency slots:
Cavaliers gain one
weapon and one nonweapon
proficiency
slot for every three levels
beyond the 1st
(4th, 7th, etc.) <>
Starting money:
Despite the rules at UA.25 regarding
starting funds. Instead
of equipment, the
cavalier receives only a
# of GP at
1st level. The amount depends
on
the cavalier's social class
roll (UA.82):
Roll | Funds |
56-87 | 50-200 gp (5d4 x 10) |
88-96 | 90-200 gp ([1d12 + 8} x 10) |
97-99 | 101-200 gp (1d100 + 100) |
00 | 155-200 gp (5d10 + 150) |
Paladins: It
is not a good idea to combine
cavalier and paladin powers
into a single
character. This creates
a character who is
much too strong. Under the
variant rules
given here, the paladin
is treated according
to the rules in the 1st
Edition PH.
A special type of royal
paladin is
not needed, since random
social class
rolls allow for high-born
paladins.
Background:
A cavalier is not likely to be
an only child or a first-born
(10% chance).
If he was, the PC would
be kept at home
as the immediate heir to
the family lands
and holdings. If a PC cavalier
is an only
child or first-born, it
is likely that the
cavalier's parents are dead
or have lost
their holdings, forcing
the PC into the
insecure life of an adventurer.
The DM
and players can create the
details.
BATTLESYSTEM
supplements:
Cavaliers
have a +1" bonus to their
command
radius in +addition+ to
all other bonuses.
Units led by a cavalier
have a +1 bonus
on rally attempts. All these
reflect the
cavalier's training in military
leadership.
Chivalry and knighthood:
The rules on
these subjects are now optional.
The PC
cavalier is an independent,
free-willed
adventurer. His skills are
not dependent
on alignment or service
to another; they
are the result of military
training. The
cavalier can change his
alignment but not
his class. Therefore, a
PC cavalier does not
have to be nighted, be in
the service of
another, or be devoted to
any cause. If the
DM and players desire, these
aspects of
chivalry can be added.
The code of chivalry is well
detailed in
UA, though it is
heavily
slanted toward law and good.
SInce cavaliers
can be chaotic, neutral,
and evil,
obviously many would ignore
various
parts of the code. Chaotic
cavaliers would
resist this restrictive
set of laws, while evil
ones would hardly render
"cheerful service" or
"courtesy." Again, it is
the player's
choice to follow the code
of chivalry (and
incur all the penalties
for doing so).
Conclusion
The purpose of this article
is to turn the
cavalier into a viable character.
With these
variant rules, the cavalier
is a subclass of
fighter equal (but not superior
to) to the
paladin || ranger. The revised
cavalier is
similar to the original
paladin: Both sub-classes
are similar to the fighter
in regard
to HP and combat abilities,
and each
has a special immunity and
unique abilities.
Both also lack weapon specialization,
which puts the fighter back
on =equal= footing.