Cavalier Profession in Terraia | World Anvil
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Cavalier


 

Background



The knight/cavalier character must be of the correct social class, i.e. gentle or noble birth, or of the accepted aristocracy for candidacy to knighthood. This requirement usually means that the character must be of a knightly, noble, or royal family which has suitable financial means to support the training necessary for entrance to the class of knight/cavalier.

Landless aristocrats (knights or nobles) are typically precluded from having a child immediately enter the cavalier class at 1st level, since they are unable to afford the training and equipment needed. Such families (as well as lesser families being particularly honored) might, however, be allowed to have a child candidate enter the cavalier/knight class as a 0 level horseman retainer of a knight.

  Cavaliers/Knights are rich nobles' kids or kids who've been adopted and sponsored by rich patrons. They are explicitly the privileged "1%" of AD&D characters, and that gives them advantages that other characters of humbler means do not have access to.

 

Homegrown Class Changes

    Homegrown Class Changes

Race

  Elves, Half-Elves and Humans can be Knight/Cavaliers.

Ability Scores

  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 however in several ability scores, the minimum statistics for a Knight/Cavalier: Strength 15/Intelligence 10/Wisdom 10/Dexterity 15/Constitution 15.

With certain specific modifications, they use fighter attack and saving throw matrices. There are no multi-classed knights/cavaliers.

  Knights/Cavaliers must be in service to someone, or find usually a nobleman, but possibly a deity, order, or special cause. At higher levels the Knight can establish their own Order - but this must be initially sanctioned by a Royal or Temple based auth

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

Social Class



Adopted Applicants

  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 , and work through Lancer 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 d10 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 0 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.

Knight Social Class Initial Equipment

The Nobles of the Knight/Cavalier Class, start with resources above the normal amounts available to other classes. The social class of the Knight determines the amounts:

NOTE: All mounts come with tack, harness, saddles, and saddlebags.

Lower Social Class Knights



Horsemen (Non-Noble) Lower Middle Class (LMC)


2D4X10 GP, Shield, Sword (Any type), and a Riding Horse

Horsemen (Non-Noble) Middle Middle Class (MMC)


2D4X10 GP, Shield, Dagger, Sword (Broad or Long), Light Warhorse

Horsemen (Non-Noble) Upper Middle Class (UMC)


2D4X10 GP, Chainmail, Sword (Broad or Long), Lance, Light Warhorse


Upper Social Class Knights

   

Cavaliers of Lower Upper Class (LUC)


1D12+6 X10 (70 - 180) GP, Shield, Plate Mail, Dagger, Sword (Long or Broad), Lance, and Medium Warhorse

Cavaliers of Middle Upper Class (MUC)


1D12+6 X10 (70 - 180) GP, Shield, Field Plate Armor, Dagger, Sword (Long or Broad), Lance, and HeavyWarhorse

Cavaliers of Upper Upper Class (UUC)


1D6+12 X10 (130 - 180) GP, Shield, Full Plate Armor, Dagger, Sword (Long or Broad), Mace, Lance, and Heavy Warhorse with Leather Armor

 

Weapons and Armor Limitations of Class

      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

They will also prefer to choose from Long Sword, Broad Sword, Scimitar, and Falchions as weapons 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.

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 Long Sword, Broad Sword, Scimitar, Falchions, Horseman's Mace, Horseman's Flail, and Horseman's Military Pick plus bastard sword, short sword, two handed sword, dagger, and trident, javelin. 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 generally avoid weapons which deal out damage at a distance, as calling into question his honor.

 

Weapon of Choice Specialization Benefits


The Knight/Cavalier must select a weapon twice to gain specialisation, and three times to gain double specialisation.

Weapon of Choice Specialistion:


When a Knight/Cavalier specializes with a melee weapon, he gains a +2 bonus to all his attack rolls with that weapon and a +1 bonus to all damage rolls (in addition to bonuses for Strength and magic). The attack bonuses are not magical and do not enable the character to affect a creature that can be injured only by magical weapons.

Weapon of Choice Double Specialisation:


When Double Specialised - the Knight/Cavalier gains +3 bonus to hit, and +3 bonus damage with that weapon in addition to all other benefits.

Bow and crossbow selection


as weapons of choice can occur - the rules for this come from Fighter Specialisation in Archery (especially for Elven/Half Elven Knights) and they gain an additional range category: point blank. Point-blank range for bows is from six feet to 30 feet. Point-blank range for crossbows is from six feet to 60 feet. At point-blank range, the character gains a +2 modifier on attack rolls. No additional damage is caused, but Strength (for bows) and magical bonuses apply. Furthermore, if the character has an arrow nocked and drawn, or a bolt loaded and cocked, and has his target in sight, he can fire at the beginning of the round before any initiative rolls are made.

Lance Use

  Use of the lance is at +1 to hit when mounted.

The lance will do +1 damage PER LEVEL of the Knight/Cavalier (in addition to charge bonuses) when used mounted. Therefore a 12th level Knight/Cavalier will gain +12 damage to their charge.

  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.

Advancement Table

Level HD D10 Experience Points Title
0 1D4+1 -1500 -501 Horseman (Page)
0 2D4+1 -501-1 Lancer (Page)
1 3D4+1 (or 1+3) 0 - 2500 Armiger
2 2 2501 - 5000 Scutifer
3 3 5001 - 10000 Eques
4 4 10001 - 18500 Esquire
5 5 18501 - 37000 Knight Errant
6 6 37001 - 85000 Knight Bachelor
7 7 85001 - 140000 Cavalier
8 8 140001 - 220000 Banneret
9 9 220001 - 300000 Chevalier
10 10 300001 - 600000 Knight
11 10+3 600001 - 900000 Grand Knight
12 10+6 900001 - 1200000 Knight Commander
13 + 10+9 300000 xp/level above the 12th.
INITIAL WEAPONRY AND PROFICIENCIES (iNCLUDING NON-WEAPON PROFICIENCIES) NUMBERS ARE THE SAME AS PALADIN.

Social Status & Heraldry Symbols


The Cavalier. Knight must always keep up with the needed rank and nobility signs and symbols appropriate to their station in life. It is critical to their honor to indicate their true social status.
Each level gained as a Knight gives the character a change in permitted fur-trim on their clothing as a sign of their social standing and rank, along with the permitted hunting bird consistent with their rank or class.

ATLANTEAN HERALDRY AND STATUS SYMBOL TABLES

Spurs

Loriner Guild - Customised Riding Gear for Mount

Furs and Fur Linings

Parrying

  The knight/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. In that same round the knight/cavalier cannot attack with that weapon. (Note if dual wielding - can parry with one weapon and attack with the other.)



A shield parry reduces all of a (single) opponent's attack rolls by one, and an additional reduction of one for each +1 of the shield. A knight/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. The choice to parry with the shield costs the cavalier one attack, as his attention must be given to blocking the opponent's moves.

Armor Choice Limitations

  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. 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.

Horsemanship (In Addition to Riding Skill Proficiency)

  Knight/Cavaliers are first and foremost mounted knights. 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.)

The Knight/Cavalier gains the Riding Proficiency at no cost, and Riding Landbased Specilisation. They also gain Animal Management.

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.
Elves and Half-Elves, 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.  

Mount Choice Quality

  For any steed which the cavalier can use as a mount, he can estimate the quality of such a mount, therefore any mount chosen will have such mounts receive +2 hp/die up to the maximum permitted for the creature type.

Ability Improvement Each Level

  Any part of a day not otherwise accounted for 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) Such points can push a character over race and gender maximums. At first level a %age roll is made for each of the scores, after that, the 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.

Spell Immunities

  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 physical beauty.) 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.

Negative Hit Point Survival

  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.

Hospitality

  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 paladins.

Code D'Honor (Code of Honour)

  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:

  Noble service cheerfully rendered.
Defense of any charge unto death.
Respect for all peers and equals.
Honor to all above your station.
Obedience and respect from all beneath your station.
Military prowess exercised in service to your cause
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. (See further comments below)

    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.

  A KNIGHT CAVALIER WILL CHOOSE THE BEST COURSE OF ACTION TO FULFILL THEIR DESIGNATED MISSION OR PURPOSE - THIS INCLUDES BREAKING OF CODES OF HONOR IN ORDER TO ACHIEVE THE GOAL IN THE END IF NECESSARY. (ONLY LAWFUL GOOD KNIGHT/CAVALIERS WILL KEEP TO THE CODE EVEN IF IT MEANS DEATH.)

Most nobles expected to be ransomed after every battle they lost or were captured in - the ransoming even included a good meal and hospitality as you awaited the payment to be made for you by your family. This is where we get the word Surprise - it is the Prize Money for the Surcoat of the Knight. So this death before dishonor stuff - can be taken with a grain of salt.

Followers

  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. The numbers and types of followers of a non-good knight/cavalier is significantly altered. 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.    

Cavaliers may gain higher quality followers (and steeds) based on the Orders/Temples or Royal Stables that they have access to.

Cavaliers begin to attract followers at 4th level.

  Level 4 roll d4 to determine the number of followers;

Level 5, roll 2d4, You are accepting the new amount only if it is greater than the number already retained. Otherwise you take no new followers (NOTE this is taken as being cumulative in this campaign.)
Level 6 3d4
Level 7 6d4
Level 8 12d4,
Level 9 24d4
Level 10 48d4
 

The Type of Men at Arms

    D100
01 - 50 Light cavalry in ring mail and shield, each with 3 javelins, long sword, and hand axe; or, Heavy infantry in scale mail, with pole arm of choice and club.

51 -75 Heavy infantry with either splint mail, morning star, hand axe OR Leather, pike and short sword.

76 - 90 Crossbowmen with Heavy Crossbow in Chain with Shortsword, OR Crossbowmen with Light Crossbow in Chain with Military Forks

91 -100 Cavalry on medium warhorses.Either Banded Mail, Shield, Lance, and Horseman's mace. OR Leather Armor, Long sword and Horseman's Flail.

Every 20 troops attracts a 5th level fighter with Chainmail and a Battle Axe to serve as their leader.

Every 60 troops attract a lieutenant with plate mail and a longsword .

  Lost troops/leaders are not replaced.

 

Cavaliers of non-Good alignment

  Neutral ones can only attract men-at-arms for a specific cause which must be to further neutrality.

  Evil cavaliers attract brigands and bandits. If they’re in an area with a lot of monsters, they might attract orcs, hobgoblins or even something a little stronger, though they’ll attract proportionately fewer. Rather than mid-level fighters, they might attract monsters like trolls as leaders of their forces. And there’s a 1% chance per level that a monster with fewer HD and the same alignment will become a follower. If the cavalier’s “armorial bearing and shield are known” there’s a 5%/level chance that evil monsters will be friendly with, or at least neutral to, the cavalier when encountering them.

 

Henchmen Numbers

(Page 75 of Unearthed Arcana) Cavaliers gain a number of henchmen determined by their Charisma. Evil and neutral Cavaliers add +1 and good cavaliers add +3 henchmen.

Retainers

  All cavaliers start to acquire retainers at 4th level. These Retainers act as Honor Guards and Staff for the Knight. They work for no money but normal upkeep, training, and care must be covered by the Cavalier. They need to travel with them, unless ordered by their master not to until they reach 8th level.
The attracted Retainers are:

  Level 4: A 1st or 2nd level Cavalier or both.
Level 5: Both a Level 1 and Level 2 Cavalier MUST have been hired by now.
Level 6: the Knight must hire a 3rd Level Cavalier to act as an Squire.
Level 7: Plus a lvl 0 Horseman to act as a herald is needed (Note this can include hiring a Herald (Bard Kit) if so desired, and a lvl 0 Lancer as a guard
Level 8: gains a mounted man-at-arms to add to the staff.

  The retainers’ don’t demand a salary, though their upkeep and training must be provided, and gifts are always welcome.  

Heraldic Elements

  At 4th level the Knight/Cavalier can place a pennon on his lance when going into battle. Loss of the Pennon is a cause for loss of honor and it MUST be regained at all costs.

Type
Military

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