First Edition Advanced Dungeons & Dragons™ Character Creation
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AD&D Character Class:  Cavalier
  The Cavalier class has become the fifth basic class, along with the original four basic classes Cleric, Fighter, Magic-User, and Thief.  Generally, other classes are viewed as sub-classes of one of these five, having characteristics of the class but diverging from it in specific ways.  The Cavalier class is the class of mounted warriors, knights who are a cut above the ordinary fighter both in combat ability and in social standing.  They generally have very high codes of honor, called Chivalry in the occident, Bushido for the oriental variant.

  The class has no prime requisite.  No experience point bonus is gained for having high levels in any ability scores.  High minimum scores are expected (15/10/10/15/15/6/3), and the character must start with one of the "good" alignments.  With certain specific modifications, they use fighter attack and saving throw matrices.  There are no multi-classed cavaliers, and weapon specialization is not available to them.

  Cavaliers must be in service to someone, usually a nobleman, but possibly a deity, order, or special cause.  Krynn humans, Krynn Mountain Dwarfs, Dimernesti, Qualinesti, and Irda must be in service to a noble or royal house.  However, they may at certain times apply to the order of the Knights of Solamnia, leaving the cavalier class and their liege and joining the order at no penalty to level.

  Regardless of alignment, the cavalier must always place honor, bravery, and personal deeds above other concerns.

  Usually, the character is of noble origin.  Any cavalier rolling a social class below Lower Middle Class will be lower middle class, as peasants below that status need not apply.  Characters of at least Lower Upper Class begin the game as first level Armigers; others must begin as 0 level Horsemen (0H), and work through Lancer (0L) to reach this point.  Such lower class characters always serve the house of another; Upper Class cavaliers may serve their own house.  A cavalier receives d12 hit points per level, plus fighter constitution bonuses, except at level one.  A 0 level horseman begins with d4+1 hit points, plus constitution bonus, and gains an additional d4 hit points at 0L and at first level (for a total of 3d4+1+con bonus).  A character starting at level one receives d10+3 hit points to begin, plus con bonus.

  Although cavaliers may use any weapons and armor, they have restrictions placed upon them in terms of their honor.  All cavaliers will learn the lance first (MyWorld rules do not distinguish types of lances for proficiency purposes; to learn the lance is to learn light, medium, and heavy variations equally).  They will also especially choose from Long Sword, Broad Sword, and Scimitar as a weapon of choice, and similarly between Horseman's Mace, Horseman's Flail, and Horseman's Military Pick as an additional weapon of choice.  These weapons (the lance, one of the three swords, and one of the three other weapons) become the cavalier's weapons of choice, discussed below.  Although it is possible to delay choosing a sword until level 3 and an other weapon of choice until level 5, the character will gain significant benefits with the designated weapon before that time if the weapon is chosen sooner.  Apart from weapons of choice, the character has a list of preferred weapons from which he must choose before taking proficiency in any others.  These include those not chosen from the list as weapons of choice (i.e., the other two swords and the other two horseman's weapons), plus bastard sword, short sword, dagger, and javelin; Elves (Dimernesti, Drow, Gray, Qualinesti, and High Elves) and Half-elves may also include on this list the short composite bow.  All of these weapons must be learned (proficiency slots spent on them) prior to any other weapons being studied.  Furthermore, the cavalier will avoid weapons which deal out damage at a distance, as calling into question his honor.  Only cavaliers well above the twentieth level will take proficiency in two-handed sword, polearms, or missile weapons which have no melee function apart from those listed.  Even non-proficient use of such weapons calls into question his bravery, and is considered unchivalrous; this can lead to grade or even experience penalties.

  With weapons of choice, the character gains certain hit bonuses, increasing his abilities over those of a standard fighter.  When using the lance while mounted, the character is +1 to hit at level one, and gains an additional +1 to hit every 6 levels (7, 13, 19).  He also adds his current level to the points of damage done on a successful hit.  With the sword of choice, the cavalier gains +1 to hit at level 3, and an additional +1 every 6 levels beyond that (9, 15, 21).  With the horseman's weapon of choice, the +1 to hit bonus is gained at level 5, and increases by +1 every 6 levels beyond that (11, 17, 23).  Furthermore, multiple attacks for these three weapons (both generally and against 0-level opponents) are calculated as if the cavalier were five levels higher than his actual level.  (Cavalier, as Fighter, classes and sub-classes attack 0 level opponents each round a number of times equal to the cavalier's or fighter's current level.)  Above level 16, the cavalier attacks three times per round with weapons of choice.

  Advancement table:

Level
From
To
0H
Horseman
-1500
-501
0L
Lancer
-501
-1
1
Armiger
0
2500
2
Scutifer
2501
5000
3
Esquire
5001
10000
4
Knight Errant
10001
18500
5
Knight Bachelor
18501
37000
6
Knight
37001
85000
7
Grand Knight
85001
140000
8
Banneret
140001
220000
9
Chevalier
220001
300000
10
Cavalier
300001
600000
11
600001
900000
12
900001
1200000
  300000 xp/level above the 12th.

  Cavaliers may use the lance dismounted without penalty, as part of their skill with the lance.  When so doing, the character is +1 on damage with the weapon, which is otherwise treated as an Awl Pike (for a heavy lance) or a spear (for a medium or light lance) for all combat values.

  The cavalier may parry up to two opponents (one with each hand, whether by shield or by weapon).  A weapon parry reduces all of the (single) opponent's attack rolls by all of the cavalier's to hit bonuses (including strength, magic, weapon of choice) for that round; a shield parry reduces all of (single) opponent's attack rolls by one, and an additional reduction of one for each +1 of the shield.  A cavalier parrying with the shield may not include the shield in his armor class against any other attacks (i.e., from other opponents) during that round; a character parrying with a weapon may not use that weapon to attack during that round.  (Arcana rules do not permit a character to attack and parry in the same round; MyWorld rules permit the character to attack with any weapon not used to parry.  Note that a Drow cavalier may use a weapon in each hand, and so may attack with either or both or parry with either or both; such use of two weapons does not change the number of attacks per round that the character gets, but does benefit the character both in this situation and in a situation in which an opponent has the ability to immobilize a weapon or disarm a character.)  The choice to parry with the shield costs the cavalier one attack, as his attention must be given to blocking the opponent's moves.

  As with weapons, the character's honor limits his armor choices.  Armor is more a badge of station than a means of protection.  A cavalier will always seek the highest quality armor without regard for the best armor class.  Thus, cursed plate mail is preferable over highly bonused chain mail, even if the chain mail would have a better armor class or the plate mail would subject the character to additional dangers.  (Of course, the character may seek magically better plate mail, or trade up to non-magical plate armor, at any time.)  Engraving, inlaying, and other decorations are always desired.  Plate armor (Full, Field, or Bronze) is always the first choice (the distinctions between them may be a character preference).  If this is not readily available to the character (it is difficult to find, time consuming to make, and expensive to buy), the character will choose the first available armor on this list:  Plate Mail, Banded or Splint Mail, Chain Mail, Scale Mail, Ring Mail.  Under no circumstances will a cavalier wear leather, studded leather, or padded armor, as these are peasant dress, the clothes of thieves and assassins; they are beneath his station, and it would be better for him to fight unarmored.

  Cavaliers are first and foremost mounted knights.  Human cavaliers (not other races) make all mounted attacks as if one level higher.  This bonus only applies to mounts which the character can use as a steed.  Those always include horses, and other creatures as indicated.  On such a mount, the cavalier is 84%+level unlikely to be thrown or unhorsed, and equally unlikely to be hurt if the mount falls or he is thrown.  (This permits the character to leap from the horse into combat if he desires, although it is generally advantageous to remain on the mount.)  At level 3, the character can vault into the saddle and be underway in a single segment, in any armor with any equipment within the character's (and the horse's) encumbrance limits.  At fifth level, the mount (any rideable type) may be encouraged to increase movement by 2" for up to one hour (6 turns).  This will not affect the beast's need for rest or food in any way.  At 7th level, the cavalier may ride a pegasus as a mount.  At level 9, a hippogriff is an acceptable mount.  At level 11, griffons and similar flying creatures are rideable mounts.  Dimernesti, Drow, Gray, Qualinesti, High Elves, and (under MyWorld rules) Irda, who are female cavaliers, may ride a unicorn as a mount at level 4.  Mounts who recognize the cavalier will be friendly and accept the cavalier as long as the mount is properly treated.  However, alignment may be a factor in some cases.

  For any steed which the cavalier can use as a mount, he can estimate the quality of such a mount.  Although Arcana rules suggest that such mounts receive +2 hp/die up to the maximum permitted for the creature type, in MyWorld such creatures are generally created in advance; therefore the cavalier character will be told which creatures have high (upper third), medium (middle third), or low (lower third of possible) hit points for a creature of that type.

  Any part of a day not otherwise accounted for (e.g., by adventuring, sleeping, eating, and planning) is presumed spent on combat practice.  Because of this, the character's Strength, Dexterity, and Constitution increase 2d10 hundredths of a point with each level of advancement, up to a maximum of 18 (00) (referred to in the MyWorld game as 18.99).  Such points can push a character over race and gender maximums.  They are lost if the character loses a level.

  Cavaliers must be trained by others of at least two levels higher, and not less than fourth level, until they reach level 6.  Beyond that, they are self-trained; under MyWorld rules, this reduces cost by half.

  Cavaliers are immune to fear, and good cavaliers radiate a protection from fear of any type to a 1" radius (10 feet or 10 yards) conferring such immunity on allies within that area.  They are also 90% resistant to magical and similar attacks on the mind, such as beguiling, charm, domination, hold, hypnosis, magic jar, possession, sleep, suggestion, and mind blast.  (The immunity specifically does not extend to the effects of high comeliness.)  This immunity is in addition to saving throws and any resistance due to race.  It also includes a +2 bonus against illusions of any type.

  Cavaliers of good alignment may function with negative hit points.  Although they may not attack or parry, they remain conscious, may bandage wounds, quaff potions, or take other simple actions.  The total number of negative hit points they may survive is equal to their total hit points at level one.  Cavaliers also heal faster than others, gaining an additional d4 recovered hit points for each full week of complete rest.

  As members and representatives of the upper classes, cavaliers have individual family coats of arms and armorial bearings.  This device is worn on the shield to identify the cavalier during battle and in tournaments (because his head is usually covered).  (In tournaments, a cavalier may appear as a "black knight" with his shield covered, with the permission of those running the tournament.)  Such markings and identifiers may be covered while traveling, but must be revealed if an encounter occurs with any creature which might understand the significance thereof.  At fourth level, the cavalier may place a pennon on his lance, with a matching flag to be held by his retainers to mark his territory.  Loss of the flag (not the pennon) creates dishonor for the cavalier which can only be erased by recovery thereof.

  Cavaliers will always receive full hospitality from other cavaliers of the same alignment, and from all gentle, noble, and royal households who are not enemies of the house of the cavalier or his allies.  Such hospitality includes food, lodging, and reasonable provision under the circumstances.  Obviously, they are equally obligated to show such hospitality to all other cavaliers of the same alignment, and to cavalier subclasses (paladin, samurai, knight of Solamnia).

  Upon being sworn to knighthood (level 4 for the cavalier, in a formal ceremony by a knight at least 2 levels higher), he pledges himself to the code.  Failure to follow the code thereafter (if specific commands of liege or order do not require the breach) may result in loss of cavalier status.  Thereafter the character is a fighter, retaining only the benefits of his weapons of choice at the level at which he ceased to be a cavalier.

  There are several aspects to the codes which are required of cavaliers.  First, he must sustain the knightly virtues of Liberality, Honor, Good Faith, Glory, Unselfishness, Pride, Courtesy, and Bravery.  The code may be viewed as containing these precepts:

  *This includes knightly limitations on weapons and armor.

  The code will be enforced within the game by penalties to experience; generally, violations of the code will result in limited or eliminated experience for the period during which the code is violated.  This is apart from grade enforcement and intervention of superiors.

  As a result of the code and the desire for battle, cavaliers cannot be controlled in battle situations.  They will charge any enemy in sight, with this order of preference:

  1. Powerful monsters (dragons, demons, giants) serving enemy leaders.
  2. Enemy leaders.
  3. Opponent cavaliers of great renown, and enemy flags and standards.
  4. Opponent cavalry of noble or elite status.
  5. Other opponent cavalry.
  6. Opponent elite footmen.
  7. Opponent camp and headquarters.
  8. Opponent melee troops.
  9. Levies or peasants.

  Although all cavaliers must begin with good alignment, a cavalier may change his alignment to any other alignment at any time during the second and third levels without any penalty, provided the change is well-reasoned.  Neutral and evil cavaliers lose the protection from fear aura (which protects others) and the ability to function at negative hit points.  The numbers and types of followers they will attract is significantly altered, and they do not attract retainers.  Evil cavaliers may freely ignore the obligation of hospitality, and may use poison.  Evil cavaliers are known by their device throughout the land, and it is the obligation of all good cavaliers to hunt them down and destroy them.

  Krynn Mountain Dwarfs, Dimernesti, Drow, Gray, Qualinesti, and High Elves, Half-elves, Irda, and Occidental and Krynn Humans may be cavaliers.


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