While many warriors strive to perfect their art, spending all of their time honing their skill at martial arms, others spend as much effort dedicating themselves to a cause. These warriors, known as cavaliers, swear themselves to a purpose, serving it above all else. Cavaliers are skilled at fighting from horseback, and are often found charging across a battlefield, with the symbol of their order trailing on a long, fluttering banner. The cavalier’s true power comes from the conviction of his ideals, the oaths that he swears, and the challenges he makes.
Cavaliers tend to marshal forces on the battlefield, using their mounted talents and challenges to control the flow of the fight. Outside of battle, cavaliers can be found advancing their cause through diplomacy and, if needed, subterfuge. The cavalier is no stranger to courtly intrigue and can hold his own in even the most delicate of social situations.
Cause. As noted in a cavalier’s code of honor below, a prospective cavalier must dedicate themselves to a worthy cause.
Experience. When a fighter or paladin that meets all the prerequisites advances to 5th level, they will select their cause and must begin following the cavalier’s code of conduct. They must forfeit any extra XP gained when advancing to 5th level. They must then earn 50,001 XP to advance into the cavalier class at 6th level.
Training. Training to 6th level is the normal expense for gaining a level.
Righteous Combat. Before advancement is complete, the prospective cavalier must do righteous battle with a worthy cavalier opponent and win the fight. If the fight is lost, the character loses 25,000 XP and must earn these again before being given another chance. All training expense is likewise forfeit/lost. The GM will build this combat ritual into the framework of the campaign. The opponent may be a friend or foe and the fight is not required to be to the death, but to the opponent’s surrender (“gramercy!” or “I yield”) or unconsciousness (evil cavaliers may well fight to the death, of course).
Race. Human, elf, or half-elf
Minimum Ability Scores. Strength (15), Dexterity (15), Constitution (15), Intelligence (10), Wisdom (10), Charisma (13)
Alignment Requirements. Any Good or Evil alignment.
Class and Level. Single-class fighter or paladin (5th). Cannot be or become dual-class.
Social Class. Must be Upper Class.
Background. Soldier or Noble (any type).
Righteous Combat. See Righteous Combat above.
Primary Ability Scores. None
Minimum Ability Scores. See Cavalier Prerequisites above.
Hit Dice. d10; Maximum 5d10 added to their previous hit dice. Self-train (10th)
Hit Points. Each level beginning with 6th, you gain 1d10 hp if you roll for hit points or you can gain 5.5 hit points without rolling. The 0.5 hit points will carry over. After 10th, you gain 3 + Con modifier per level.
Alignment Restrictions. Any Good or Evil alignment.
Player Character Races. Human (U), elf (12), or half-elf (10).
Armor and Shield. Must wear heavy armor in most situations unless sleeping or the like. Can use any type of shield.
Weapon Proficiencies. Initial add 1 at 6th level; Penalty -2; Additional at 9th, 12th, 15th, and 18th.
Weapons Allowed. Any. Lance proficiency must be selected upon advancement to 6th level if not previously selected.
Additional Restrictions. All restrictions from previous class. Also see Cavalier Code of Honor.
Attack Table. Use the Fighter Attack Table.
Armor Movement. You can ignore armor bulk effects for heavy or plated armor (but not non-plated moderate armor or shields).
Advanced Horsemanship. You can attack from horseback and guide your mount without using your hands to hold on. Your horse can also attack without you using your hands to hold on. You gain a bonus of +1 to all attacks when on horseback (does not stack with a bonus to attack those on foot). You receive +4 to saves versus being dismounted. You can vault into your mount’s saddle as a minor action. You can call your steed to approach to within mounting distance even if you are in melee (with any type of creature). You are a fine judge of horses and any steed you select will have at least 2 hit points per die over average.
Winged Steeds. Beginning at 10th level, you are proficient in handling and riding winged mounts provided you can get the appropriate training as you advance.
Cavalier Knight. A cavalier will gain a mentor or sponsor of noble status. You are given special status as a vassal and considered to operate as an extension of your liege under their heraldry. You will also represent your liege in certain events, wars, legal combat, or entertainment.
This grants you certain rights in “civilized” lands, such as hospitality, trial by combat, weregild, and an understood ransom price.
A knight is paid a stipend for their service of at least 100 g.p. per month (per level if not adventuring) as well as access to common mundane armor and weapons. Upon becoming a knight, you are granted a warhorse (of the type desired) and 0-level squire. This status comes with obligations to act on the wishes your liege and can be publicly revoked. Knights tend to make unique stylistic choices that serves to set them apart from other knights and increase their fame. Knighthood may be delayed or dispensed with based upon the campaign (per the GM).
Retainers. A cavalier knight is expected to obtain a set of henchmen, called retainers. The first is a squire who is responsible for maintaining and hauling the knights gear, including armor, weapons, and pennants. The squire is also responsible for care and feeding of the knight’s mount. A cavalier knight must also employ a herald, who will carry messages, negotiate prices, find lodging, and announce the knight at formal events, tournaments, or festivals. The herald will ensure all men-at-arms are wearing the correct regalia and the knight’s colors. These henchmen are otherwise treated as normal henchmen, and must be paid and equipped.
Coat of Arms. All cavaliers must select a coat of arms and appropriate armorial bearings.
Weapon Specialization. Beginning at 6th level, you can choose on of your (honorable) weapons to specialize with in combat training. The bonus given is for attack and damage. Every other level, you can add to this bonus or select another (honorable) weapon to add the bonus to. Thus, at 12th level you can add a +4 to attack and damage with your longsword attack and +1 to attack and damage with your lance.
Improved Parry. [melee] (immediate) If you were originally a fighter, you can use your defensive stance to parry a single attack as an immediate action once per round. You must announce the parry before the opponent’s attack roll.
Men-at-arms. Starting at 7th level, your reputation will attract a group of men-at-arms. As long as you provide for them (housing, clothing, gear, food, and drink) they will serve with extra pay coming the spoils of war. These folk serve until they become disloyal, are dismissed, or die. They will be outfitted as either infantry or crossbow men (your choice as to the breakdown in terms of numbers). More arrive when you become 8th level and a final batch at 10th level. The final group will be 50% cavalry, who come with medium warhorses. For every 20 men-at-arms you provide for, a sergeant of 5th level will also join. Sergeants will provide their own armor (up to plate mail) and will each possess a +1 weapon. Evil cavaliers can instead attract bandits/brigand or, if in the right locale, evil humanoids (Less than 1 HD will double numbers and 1+1 HD, the maximum, will halve numbers) and possibly monstrous leader types (e.g. an ogre of the like).
Remove Fear. 1/day [innate] (major, 1 segment) You can cast remove fear as a spell-like ability (caster level equals your cavalier level). If you are Evil, you can convert this into a cause fear spell as desired.
Cavalier. By 10th level, the cavalier’s prowess and great deeds have caught the attention of the highest levels of the local government. The cavalier knight is raised into the ranks of nobility (if not noble already) and granted the right to marry into a noble family. If you marry, you may take the name of your noble wife’s family (if higher status than your own). You now hold allegiance directly to the governing body of the land (King, Council, etc.).
In addition to the benefits granted by knighthood, as a noble, you gain favorable trading rights, taxation benefits, and credit with local financial institutions. Nobles are commonly granted a larger voice in decisions of the realm. Of course, nobility comes with a host of responsibilities. You are expected to hire and maintain certain levels of troops and train future knights. You must care for your people and manage your lands. You must participate in events of the realm. Lordship may be delayed or dispensed with based upon the campaign (per the GM).
Multi-attack. At 20th level, cavaliers gain the multi-attack (+1) ability as fighters. See The Fighter.
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
GLORY
COURTESY
HONOR
UNSELFISHNESS
BRAVERY
GOOD FAITH
PRIDE
The code for cavaliers can be summed up as follows.
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
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
Straying from this code, even in minor ways (e.g. fleeing battle to save a comrade) will earn the character a performance rating mark or have XP consequences. Major infractions could cause the cavalier to lose their abilities until an atonement is obtained and completed.
As a result of the code and desire for battle, cavaliers are difficult to direct in battle situations. They will charge any enemy in sight, with the following order of preference:
Powerful monsters (dragons, demons, giants, etc.) serving enemy leaders, then the leaders themselves.
Opponent cavaliers of great renown; or those bearing enemy flags and standards.
Opponent cavalry of noble or elite status.
Other opponent cavalry.
Opponent elite footmen.
Opponent camp and headquarters.
Opponent melee troops.
Levies or peasants.
The cavalier’s charge will be made at full speed, regardless of army cohesion, intervening friendly troops, or other such considerations.
Honorable Weapons. Cavaliers have strict code when it comes to weapons. While there are no hard class limitations, their code of honor divides weapons into those worthy of use and those to be avoided, either because they are tools for peasants or seek to damage from range. Honorable weapons are (in order of preference): lances, swords (under 5-ft. length, including a scimitar), light weapons (usable from horseback: flail, mace, pick), and dagger. The only missile weapons deemed honorable are javelins (and even these are viewed with distaste, used only against those creatures that refuse to fight in melee). Non-human cavaliers in elven knightly orders will use composite short bows in similar fashion. Cavaliers refrain from fighting with two-weapons unless their foe is doing so. A cavalier will not use a coup de grâce attack (or attack a helpless opponent) unless combat has ended.
Paladins. Paladins must layer the cavalier’s code of honor on top of the paladin’s own code of conduct. Where conflicts arise, the paladin will choose mercy to enemies over death (without consequence).
Evil Cavaliers. Non-good cavaliers follow the same rules as do their counterparts. However, their masters will be dark and malign. That said, such cavaliers will still follow the code as means toward their dark ends.