Along the same lines of the "new" barbarian posted before, here is my take on the UA Cavalier class. Even in this case, I streamlined the class, and made it viable as a "basic" PHB class.
Cavalier
HD: d10 (1d10+3 at first level, max 10hd), +3 hp/level from 11th level
Attacks: as ranger
Weapon proficiencies: as fighter
Races: human, half-elf, elf
Ability requirements: str 15+, con 15+, dex 15+, int 10+, wis 10+
Cavaliers are a sub-class of fighter, specialised for mounted combat.
The character class of cavalier has no prime requisite, and as a result
cavaliers do not gain experience-point bonuses for superior abilities.
A cavalier must have minimum ability scores of 15 in strength, dexterity,
and constitution, and scores of 10 in intelligence and wisdom. The cavalier attacks and makes saving
throws as a fighter, but gains additional modifiers to certain saving throws.
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 usually 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.
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), long sword,
broad sword, bastard sword, short sword, horsemans mace, horsemans
flail, horsemans military pick, dagger, scimitar, and javelin. In
addition, elven and 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 (including pole arms, missile weapons,
and the two-handed sword) call into question the cavaliers 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 characters
chivalric code.
The lance is the preferred weapon of the cavalier, and proficiency with
it is required at the first level. The cavalier has a bonus to damage
equal to the characters 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.
A cavaliers 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 cavaliers to hit
bonuses (including those due to strength, magic) can be subtracted from
one attackers die rolls. A parrying
cavalier may use his or her shield to parry a second opponents attack;
a shield parry reduces the attackers 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.
To the cavalier, armor is a much as 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 cavaliers 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, and as such are beneath
the cavaliers 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.
Mounted combat and horsemanship are special provinces of the cavalier
class. A cavalier makes all attacks
from horseback as if the character were 1 level higher. This
increase applies only to horses, mounts usable as steeds by cavaliers
at higher level, and those mounts approved by the DM.
All cavaliers are virtually born and bred to the saddle.
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 and 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 and ride a pegasus as a
steed.
- At 9th level, the cavalier can handle and ride a hippogriff as a
steed.
-At 11 th level, the cavalier can handle and ride a griffon or a similar
creature (DMs judgment) as a steed.
The cavaliers 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 cavaliers 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 (one-third or
fewer of the maximum possible hit points for the creature), average
worth, or high worth (two-thirds or better of the maximum possible hit
points). Any steed selected by a cavalier will have + 2 hit points per hit
die (up to the maximum hit points available).
A cavalier makes all saving throws as a fighter. Such characters are,
however, immune to fear (magical or otherwise) of any sort. Cavaliers radiate a
protection from fear aura in a 1 radius, so that all allied creatures within the
radius are similarly immune. Cavaliers also save at + 2
versus all forms of illusion and mind-affecting spells.
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
cavaliers shield to identify himself on the battlefield and in tournament.
(In tournament, the shield may be covered with dark hide to
keep the users 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 cavaliers retainers, and marks the territory
of the cavalier. If the battle flag is lost, dishonor ensues, and the
cavalier must make every effort to regain the flag.
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.
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 a 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, although he retains its horsemanship and specialised
figthing skills.
A cavalier must serve someone or some cause - normally a deity, greater noble, order
of knighthood, or the like. The cavalier must seek
to sustain the virtues and 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
- Scorn for those who are lowly and ignoble (this includes knightly limitation on weapons and armour)
- 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 manhood
- 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 means not approved of 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 noble or elite status
4. Other opponent cavalry
5. Opponent elite footmen
6. Opponent camp and headquarters
7. Opponent melee troops
8. Levies or peasants
The cavaliers charge will be made at full speed, regardless of army
cohesion, intervening friendly troops, or other such considerations.
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.
[AD&D1e] Tribute to Gary: the "new" cavalier
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rabindranath72
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