Cavalier
In
short: The
Cavalier is an exceptional mounted warrior, best known as the knight
of the Middle Ages, who fights for ideals, justice and virtue. The
Cavalier receives to hit bonuses with his lance, sword, and mace or
flail, which increase as he gains more levels. Because of mental fortitude,
the cavalier receives +4 when saving against mind-affecting spells
like Charm Person. If at all possible, he must attack with a melee
weapon and not a missile weapon. The Cavalier always attacks the biggest
and most powerful foes. Cavaliers follow a strict code of chivalry
and wavering from that code would result in the character losing their
special abilities. Cavaliers must be of any good alignment.
Requirements:
Race: Human/Elf/Half-Elf, Strength: 15, Dexterity: 15, Constitution:
15, Wisdom: 10, Intelligence: 10
Description:
The Cavalier is the ultimate mounted warrior of civilized cultures,
especially those of Middle Ages technology and outlook. In a campaign,
he's the shining knight who leads his fellows on an eternal quest
for truth, justice, and the elimination of evil. To the world at large,
he's a mighty hero. To his friends and allies, he's a staunch friend,
a tireless cheerleader, and often an overenthusiastic pain in the
neck.
This
is a good Warrior Kit for paladins to take. It can be argued that
paladins look something like this already, but that isn't necessarily
so. Only paladins of cultures resembling medieval Europe would look
like this (a paladin of a Japanese-type culture, a paladin of a Polynesian-like
culture, and a paladin of a culture resembling later Renaissance Europe
world all be very different from the Cavalier). Therefore, a paladin
who wants to look every inch the shining knight should take the Cavalier
Warrior Kit.
Also,
the character must belong to the noble social class in the campaign.
It's up to the DM to determine whether this is possible. If his campaign
uses a random die-roll to determine who's nobility and who isn't,
then the character must first successfully roll to be a noble in order
to be a Cavalier. Being a noble does not mean that that he has a lot
of money; it is quite likely that he belongs to an impoverished noble
family, one with a lot of honorable tradition but no money to speak
of. Fighters and paladins may be Cavaliers, while rangers may not.
In
his own and similar cultures, the Cavalier is a mighty hero who has
the respect of the majority of the population (the criminal classes
and evil characters excluded). He has the good-will of the people
(reflected as bonuses to his reaction rolls), but the people also
make many demands of him. When there's danger, when someone is in
trouble, the people turn to the Cavalier for help. This character
does not get much time for rest and relaxation.
Weapon
Proficiencies: Required: lance (any; player's choice) and sword
(any; player's choice). Recommended: all other lances, all other swords,
all horsemen's weapons, dagger, spear, javelin.
Armor/Equipment:
The Cavalier must start play with (i.e. spend his initial gold on)
at least two weapons, including one lance and one sword, and must
then buy the most expensive set of armor he can still afford. After
those expenditures, whatever remains of his gold an be spent on items
of his choice.
Special
Benefits:
At
1st level, he gets a +1 to hit with any lance for which he has proficiency,
when using the lance from horseback. This goes up +1 every six experience
levels.
At
3rd level, he gets a +1 to hit with any one type of sword (his choice
from among those he has proficiency with; most common are broad sword,
long sword, bastard sword, and scimitar). This goes up +1 every six
experience levels.
At
5th level, he gets a +1 to hit with either horseman's mace, horseman's
flail, or horseman's pick (his choice from among those he has proficiency
with). This goes up +1 every six experience levels. These pluses to
hit do not add to damage, and don't allow the Cavalier to hit a monster
that can only be hit by magical weapons.
The
Cavalier is completely immune to the Fear spell. Because he is so
brave, he inspires others to courage, and so, while he is fighting,
he actually radiates an Emotion spell in a 10' radius. This
Emotion spell radiates Courage, but only to the extent that it negates
fear. The Cavalier has +4 to save vs. all magic which would affect
his mind, such as the wizard spells Charm Person, Friends, Hypnotism,
Sleep, Irritation, Ray of Enfeeblement, Scare, Geas, and the clerical
spells Command, Charm Person or Mammal, Enthrall, Cloak of Bravery
and Symbol.
The
Cavalier should start play with a horse which he does not have to
pay for (should because there won't be any horses you can ride in
Baldur's Gate II...). The Cavalier receives a +3 reaction adjustment
from anyone of his own culture (except criminals and characters of
evil alignment, from which he receives a -3). And finally, the Cavalier
has the right to demand shelter. When he travels, he can demand shelter
from anyone in his own nation who is of his own status or lower than
nobility. Most people of his own status or higher will be happy to
offer him shelter when he is traveling.
Special Hindrances:
For
all those benefits the Cavalier has some pretty hefty hindrances as
well. The cavalier cannot attack an opponent at range if he can instead
charge ahead and attack him in melee or jousting combat. Therefor,
he cannot snipe on enemies with a bow or crossbow; he cannot use a
polearm from behind a shield wall. He has to be in the front line,
meeting his foe face-to-face (a Cavalier could conceivably shoot an
opponent with an arrow to stop that opponent from killing an innocent
person; that doesn't constitute a violation of his code. But he couldn't
shoot the enemy to protect a friend if his friend is fighting that
enemy honorably, even if his friend is losing).
In
any combat, the Cavalier must attack the enemy who is the biggest
and most powerful looking. If he's held up by lesser troops, he must
dispatch them as quickly as possible to get to his "real" opponent.
He must always have the highest-quality armor he can afford. His goal
is to have a full set of full plate armor; the next step down from
that is field plate, then plate mail, then bronze plate mail, then
banded or splint, then chain, then scale or brigandine, then ring
or studded. And to him, magic bonuses don't mean as much as as the
type of armor, he prefers a suit of ordinary field plate to a set
of banded mail +5.
The cavalier must also follow the very strict code of Chivalry. He
must cheerfully perform any noble service or quest asked of him; he
must defend, to death, any person or item placed in his charge; he
must show courage and enterprise when obeying his rulers; he must
show respect for all peers and equals; he must honor all those above
his station; he must demand respect and obedience from those
below his station; he must scorn those who are lowly and ignoble (he
will not help the ill-mannered, the coarse, the crude; he will not
use equipment which is badly-made or inferior; he will fight on foot
before riding a nag, etc.); he must perform military service to his
lord whenever asked; he must show courtesy to all ladies (if the Cavalier
is male); he must regard war as flowering of chivalry, and a noble
enterprise; he must regard battle as the test of manhood, and combat
as glory; he must achieve personal glory in battle; he must slay all
those who oppose his cause; and he must choose death before dishonor.
If a Cavalier chooses not follow this code, bad things happen. The
first time he breaks his vows, the DM will warn the player that the
Cavalier feels bad about violating his code. The second time he breaks
his vows, the cavalier loses all his special benefits until such time
as he respects and undertakes a dangerous task to redeem himself.
When performing this task, he must behave according to his code and
his hindrances. Only when the task is successfully accomplished does
he regain his benefits.
If the Cavalier breaks his vow a third time without repenting and
undertaking that task, he has abandoned his Cavalier warrior kit.
He permanently loses all the special benefits of the kit. He no longer
has to obey his knightly code. He receives a permanent -3 reaction
adjustment from all members of his own culture (even those who do
not know about his past will be put off by the air of treachery and
faithlessness that now haunts the man).
Source:
The Complete Fighter's Handbook
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