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The Cavalier

Tuesday May 04, 2004

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**The text for this special class comes largely from the 1st-Edition Unearthed Arcana.  It has been specifically tweaked for the new version of D&D and adjusted slightly as I saw fit.  This special class supercedes the prestige class of the same name in the Sword & Fist supplement sourcebook.

 

THE CAVALIER’S HONOR

The cavalier must follow a code of conduct and ethics, seeking to sustain virtues and chivalry.  Upon being sworn to knighthood (by a cavalier of at least 2 levels higher, in a ceremony as simple as a dubbing with the sword or a full ritual of fasting, vigil, sacred vows, and celebration), the cavalier must pledge himself 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, having lost his honor.

This honor is won or lost not by the letter only, but by following the spirit of the code.  A cavalier who retreats from battle, even to save fellow party members has violated his duty.  Similarly, one who dons leather armor to infiltrate a thieves’ guild to affect a rescue would be guilty of dishonor for his sly, underhanded approach.  The code is exacting and demanding, and only the most noble, the most honorable, can achieve this level of personal glory.

VIRTUES

Liberality, Honor, Good Faith, Glory, Unselfishness, Pride, Courtesy, Bravery

 

CODE OF CHIVALRY

Noble service cheerfully rendered

Defense of any charge unto death

Courage and enterprise in obedience

Respect for all peers and equals

Honor to all above your station

Obedience and respect from all beneath your station

Scorn for the lowly and ignoble

Military prowess exercised in service to your lord

Courtesy to all ladies

War is the flowering of chivalry

Battle is the test of manhood

Combat is glory

Personal glory above all in battle

Death to all who oppose the cause

Death before dishonor

 

Because of this code and the desire for battle, a cavalier cannot be controlled in battle situations.  They will charge any enemy in sight (at full speed, regardless of army cohesion, intervening friendly troops, or other considerations) in this order of preference: powerful monsters serving enemy leaders and then the leaders themselves, opposed cavaliers, enemy nobles or elite cavalry, other enemy cavalry, enemy elite footmen, enemy HQ, enemy melee troops, other enemies.

Many lands produce the chivalrous fighter who stands tall in the saddle, proud, lofty and dignified…or maybe just pompous, cocky and highbrow, the rich and the pampered fighters standing above the average militiaman.  As the dignified, aristocratic, rooster-chested knight is to the common fighter, so the cavalier is to a paladin.  The paladin is a holy warrior who champions the causes of his deity.  The cavalier is an aristocratic, self-absorbed, frilly paladin with not so many ties to his deity as to his horse.  He wantonly struts his presence about the streets of town, thumping the heads of those men who do not tip their hats to ladies.  He is chivalry incarnate with the power and/or authority of religion behind him.

A cavalier is supremely engrossed and obsessed with form and image.  Image is everything, and he will rarely willingly associate with beings below his lofty station.  He prides himself in his embossed, gilded, sparkly plate mail, and cringes every time it receives a ding or a spot of blood.  He may cry “death before dishonor,” but to many commoners, his rally cry should be “vanity before victory” or “form before function.”  To them, the cavalier’s pomp and circumstance is a bunch of hooey, a vain self-aggrandizing and a narcissistic show of elitism.  Inwardly, the cavalier knows better, and he proves himself in every conflict.  He is as capable on the battlefield as in the high courts of kings.

Adventures:  Typically, only a warrior of noble or aristocratic lineage may become a cavalier for his temple, though on rare occasions someone of lower classes may be sponsored by a higher authority or greater station.  A cavalier seeks glory in the adventure, both for himself and for his church, and often in that order.  He seeks to empower himself as well as the realm of his temple.  He seeks the ignoble and heinous to destroy, the damsel to rescue and woo, and the battle above all, but he never regards his actions as “adventuring,” for that is common and beneath him.

Characteristics:  Ultimately, a cavalier is the embodiment of all that is noble and honorable (as distinct from the paladin, who embodies all that is righteous and holy).  He must be in service to some deity, noble, knightly order, or special cause.  He must always place honor, bravery, and personal deeds in the forefront of his activity, and must adhere to a code of chivalry (see sidebar). 

Cavaliers are consummate horsemen, virtually born and bred to the saddle.  Their riding skills are second to none, and combat maneuvers from horseback come second nature to the cavalier.  Armor to the cavalier is as much a badge of station as it is a means of protection, and he will seek only the very best and finest-quality armor that he is able to own.  In this endeavor, appearance is as important as function (and sometimes more), so engraving, inlaying, and decoration will always be sought, even at the cost of durability or magical enhancement.

Station is extremely important to the cavalier, and those beneath his own station are expected to acquiesce while he likewise defers to those above his station.  The cavalier expects full hospitality—food, lodging, and whatever else is needed within reason—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.

Alignment:  Cavaliers are always lawful, and nearly always good, though a few are evil or neutral to good and evil.  Evil cavaliers often employ poison (something a good cavalier would never do), do not retain the protection from fear, 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 evil cavaliers.

Religion:  A deity’s calling is normally the reason a cavalier engages his lance and his sword, but not always.  Some cavaliers work superciliously of religion, considering the temples for the weak and lowly.  These are usually of the noble born and the stuffy, upper-crusty social castes.  Those who are associated with a church must adhere strictly to the patron deity’s alignment and follow all rules of that religion.  Their conquests sometimes are consciously for holy and righteous purposes, but even then a cavalier might use them merely for self-advancement.

Background:  Most cavaliers are members of the elite social upper classes, though a few are raised to holy knighthood of fiat by the will of a well-connected sponsor or reigning authority.  As a member of the social upper classes, the cavalier has a coat of arms and armorial bearing.  This bearing is the device worn upon the cavalier’s shield to identify him on the battlefield and in tournaments.  (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, he may fly a pennon on his lance while in battle, and a duplicate of this battle flag may be held by any retainers he has.  If either flag is lost, dishonor ensues, and the cavalier makes every effort to regain it.

Races:  Cavaliers are found among humans, elves and half-elves, and practically never from any other race.  The importance of wealth and station, and the raising of appearance over function do not settle well with the other races, which place little value in pomp and circumstance.

Other Classes:  Foremost, all whom the cavalier deigns to associate with are expected to follow him.  End of discussion.  Their class is not nearly as important as their submission.  The cavalier will associate with other classes freely, if the individuals are of impeccable character and of at least some means and influence.  It helps immensely that the cavalier knows the other characters’ fathers and lineage, or spent their childhood together.  Perhaps the only class that a cavalier has real problems associating with is the rogue, who excels in all that is sneaky, underhanded, and otherwise diametrically opposed to the cavalier’s values.

Abilities:  A cavalier is perhaps the most well rounded class, equally emphasizing strength, dexterity, constitution and charisma.  The body is paramount and as the cavalier continually trains, his physical abilities increase at an accelerated rate.  Of course, a strong wisdom will aid willpower saves and a strong intelligence will result in more and stronger skills. 

Hit Die:  d12

Restrictions/Requirements:  Must be of the social upper classes (unless the DM allows the character to be sponsored); cannot multi-class.

Skill Points/Level:  At first level: (4+INT mod) x4 (+4).  Thereafter: 4+INT mod (+1) per level.

Skills:  Appraise, Balance, Concentration, Craft, Diplomacy, First Impression, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (history), Knowledge (local), Knowledge (nobility), Profession, Ride, Search, Sense Motive, Spot, and Swim.

Starting Gold:  6d10 x 10.

Armor & Weapon Proficiencies:  True to the particular nature of a cavalier, only certain weapons are worth the cavalier’s time to learn.  Some weapons are preferred over others, and a cavalier will seek to possess and wield these weapons first: lance, longsword, broadsword, bastard sword, shortshord, light mace, light flail, military pick, dagger, scimitar, and javelin.  In addition, elven and half-elven cavaliers will prefer to use a composite shortbow.  A cavalier is not proficient with any other weapons, so strong is his preference with these.  Weapons that deal out damage from a distance (including pole arms, missile weapons, and the two-handed greatsword) call into question the cavalier’s personal bravery and violate the chivalric code.  Cavaliers enjoy certain benefits from focusing only on certain weapons, gaining bonuses to attack from the saddle as shown in the following table.  The lance is the cavalier’s preferred weapon and will never be without one if possible, and all other weapons are equally secondary.

The cavalier is proficient with all types of armor and all shields, but equally particular with what he wears.  Not only will the cavalier seek to possess the finest available armor, placing appearance before function, but he is also quite particular as to the type of armor, regardless of its quality or beauty.  Full 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, hide and padded armor are the dress of thieves and peasants, and as such are beneath the cavalier’s station, and the cavalier will not wear these types.  He will go unprotected before wearing something so lowly.  This list of preferences applies even in the case where magical enhancements are concerned, so that chain mail, +2 will not be worn if non-magical splint mail is available.

 

The Cavalier’s Table

Lvl

Title

Base Attack

Fort

Ref

Will

Class Feats

1

Armiger

+1

+2

+0

+0

Horse Sense; Tall in the Saddle; Remain Conscious; Mind of Steel; Mounted w/lance, +1

2

Scutifer

+2

+3

+0

+0

Combat Expertise; Expert Rider

3

Esquire

+3

+3

+1

+1

Accelerated Ability Increases; Vault into the Saddle; Mounted w/sword, +1

4

Knight Errant

+4

+4

+1

+1

Unicorn Mount (female cavalier only)

5

Knight Bachelor

+5

+4

+1

+1

Burst of Speed; Mounted w/other weapon, +1

6

Knight

+6; +1

+5

+2

+2

 

7

Grand Knight

+7; +2

+5

+2

+2

Mounted w/lance, +2

8

Banneret

+8; +3

+6

+2

+2

Hippogriff Mount

9

Chevalier

+9; +4

+6

+3

+3

Mounted w/sword, +2

10

Cavalier I

+10; +5

+7

+3

+3

 

11

Cavalier II

+11; +6; +1

+7

+3

+3

Mounted w/other weapon, +2

12

Commander

+12; +7; +2

+8

+4

+4

Pegasus Mount

13

Colonel

+13; +8; +3

+8

+4

+4

Mounted w/lance, +3

14

General

+14; +9; +4

+9

+4

+4

 

15

Marshal

+15; +10; +5

+9

+5

+5

Mounted w/sword, +3

16

Lord of Stallions

+16; +11; +6; +1

+10

+5

+5

Griffon (or giant bird of prey) Mount

17

Lord of the Fight

+17; +12; +7; +2

+10

+5

+5

Mounted w/other weapon, +3

18

Lord of the March

+18; +13; +8; +3

+11

+6

+6

 

19

Lord of Battle

+19; +14; +9; +4

+11

+6

+6

Mounted w/lance, +4

20

The King's Right Arm

+20; +15; +10; +5

+12

+6

+6

Dragon Mount

 

Horse Sense:  A cavalier’s knowledge of horses (and at higher levels, other mounts) allows him to estimate the relative worth of a steed.  A cavalier can examine any mount and determine if it has low worth (one-third or fewer of the maximum possible HP for the creature), average worth, or high worth (two-thirds or more of the maximum possible HP).  Any steed selected by a cavalier will have +2 HP per HD (up to the maximum available).  The cavalier’s Appraise checks are at +4 when dealing with mounts for which he is knowledgeable.

Tall in the Saddle:  All cavaliers are virtually born and bred to the saddle.  A cavalier is 70% unlikely to be thrown from the saddle, and 70% unlikely to be injured if his mount falls.  These chances increase by 2% for each level gained, up to 100% at 16th level.  Further, the cavalier gains a +2 bonus to his Ride skill check whenever he uses the Mounted Combat feat to negate a hit his mount takes in combat.

Remain Conscious:  A cavalier has a tenacity of will that supports him even when things look bleak.  When his hit points are reduced to 0 or below, he may still take one standard action on his turn every round until he reaches –10 HP and dies.  He may not attack with this action, but may engage in nearly any other activity possible.

Mind of Steel:  Cavalier’s are immune to fear, whether mundane or magical in nature.  Further, good-aligned cavaliers radiate a protection from fear in a 10’ radius that gives all allies within this area a +4 morale bonus to their Will saves versus the same source of fear, whether mundane or magical.  In addition, the cavalier is +10 to his Will saves versus any sort of mind-affecting spell or spell-like ability.  He is also +2 to his Will saves to disbelieve illusions.

Mounted with Lance:  When mounted, the cavalier gains the listed bonus to attack and damage with the lance, his foremost weapon of choice.  This bonus does not help negate damage reduction.

Combat Expertise:  At 2nd level, a cavalier gains free use of the Combat Expertise feat, and may trade any number of his attack bonus, up to +5, and may add that number to his Armor Class.  This represents his increased ability to parry attacks from his opponents.

Expert Rider:  The cavalier gains a competence bonus to his Ride skill equal to ½ his level, rounded down.

Accelerated Ability Increases:  Beginning at 3rd level, and for every three levels thereafter, the cavalier may add one point to an ability score.  This ability score gain takes the place of the standard ability score increase for PCs as given in the Player’s Handbook.  The cavalier’s ability score increases, however, must be added only to Strength, Dexterity, or Constitution, and they must be added in such a way that the three scores eventually become equal.  The cavalier will exercise those areas where he is deficient, determining to better himself in that area first.  Thus, if his scores were STR-16; DEX-14; CON-17, he would add a point to Dexterity at 3rd level and again at 6th level to make it equal with his Strength.  Then at 9th level, he would add a point to either Strength or Dexterity, and at 12th level a point to the other, making at this stage all three abilities equal at 17.  At 15th level, he would add a point to whichever ability he desired, keeping the three within a single point thereon.

Vault into the Saddle:  At 3rd level, the cavalier can vault into the saddle of his mount even while wearing heavy armor and have his steed underway in a single round.  Normally, mounting a horse in heavy armor takes several rounds without assistance, or a couple (at best) with help.

Mounted with Sword:  When mounted, the cavalier gains the listed bonus to attack and damage with one sword (longsword, broadsword, bastard sword, scimitar, or shortsword), which becomes his second “weapon of choice.”  The chosen weapon for the initial bonus at 3rd level must also be the weapon that receives subsequent bonuses.  This bonus does not help negate damage reduction.

Unicorn Mount:  A female cavalier of 4th level can tame, handle and ride a unicorn as a steed, if one is available.  The unicorn will regard the cavalier as a trusted friend and ally, vowing to serve faithfully.  But, considering the nobility of the creature, any maltreatment will surely be seen as a breach of that trust and will bring judgment upon the cavalier.

Burst of Speed:  The cavalier can urge his mount to greater than normal speeds.  This ability doubles the distance of the mount’s normal charge movement.  This ability can be used once per day without penalty to the mount.  Each additional use of the ability in a single day requires the mount to make a Will save DC 20 immediately after the conclusion of the additional charge; failure results in the mount taking 2d6 points of damage.

Mounted with Other Weapon:  When mounted, the cavalier gains the listed bonus to attack and damage with one other preferred weapon (light mace, light flail, military pick, dagger, or javelin), which becomes his third “weapon of choice.”  The chosen weapon for the initial bonus at 5th level must also be the weapon that receives subsequent bonuses.  This bonus does not help negate damage reduction.

Hippogriff Mount:  A cavalier of 8th level can tame, handle and ride a hippogriff as a steed, if one is available.  The hippogriff will regard the cavalier as a trusted friend and ally, vowing to serve faithfully.  But, considering the nobility of the creature, any maltreatment will surely be seen as a breach of that trust and will bring judgment upon the cavalier.

Pegasus Mount:  A cavalier of 12th level can tame, handle and ride a pegasus as a steed, if one is available.  The pegasus will regard the cavalier as a trusted friend and ally, vowing to serve faithfully.  But, considering the nobility of the creature, any maltreatment will surely be seen as a breach of that trust and will bring judgment upon the cavalier.

Griffon (or giant bird of prey) Mount:  A cavalier of 16th level can tame, handle and ride a griffon or giant bird of prey as a steed, if one is available.  The griffon or giant bird of prey will regard the cavalier as a trusted friend and ally, vowing to serve faithfully.  But, considering the nobility of the creature, any maltreatment will surely be seen as a breach of that trust and will bring judgment upon the cavalier.

Dragon Mount:  A cavalier of 20th level can handle and ride a dragon as a steed, if one is available.  He can hardly tame the dragon, though, as the dragon considers itself infinitely superior in all respects.  The dragon sees that it is acquiescing to the cavalier, and will likely manipulate the cavalier to accomplish its own goals.  No dragon will allow a rider of a differing alignment, and in time (if the cavalier is adequately malleable), the two may become true friends and allies instead of competing but harmonious headstrong entities in a flying tangle of scale and steel.  Considering the nobility of a dragon, any maltreatment will surely be seen as a breach of its trust, and it will likely abandon the cavalier for smaller infractions, or turn on him for graver offenses.

 

This site was last updated 04/29/04