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Cavalier, Paladin & Squire usually consist of little more than a single, fortified tower or manor house along with a hamlet. #t higher levels (3&), land grants may include a number of manors, hamlets, villages, fortifications and even a castle. (hile titles of nobility vary with each area, a typical list includes (in ascending order)% 4night, 5aron, 6arl, 7uke and 4ing. 8espectable and honorable cavaliers may attract and keep up to twice the number of typical followers and men"at" arms. (For all kinds of information about land grants, manors, vassals, etc. see Expeditious Retreat Press', A agical edieval !ociet"# $estern Europe.%& Multiple $ttac%s: #s a sub"class of the fighter, cavaliers can also make one attack per level each round against creatures with less than one full hit die. &ospitality ' Respect: Cavaliers faithful to their Code of Chivalry can e!pect the hospitality of lawful nobles, the respect of fellow cavaliers and the obedience of those in their service. Hit Dice: Prime Requisite (Attribute) !nus ("# $% b!nus) &ea%!ns All!'ed: Arm!r(Shield All!'ed: 'd-&, per level 6ither 9trength or Constitution at ')& #ny weapon (see te!t) #ny armor or shield (see te!t)
The Cavalier
Cavaliers are professional soldiers who, from an early age, are trained in all aspects of the art of warfare, including mounted and siege warfare. They often come from nobility and this is reflected by the large amounts of gold that are required to properly equip them. Cavaliers seek to own and use the finest quality (protective & decorative) armor available for themselves, their mounts and their troops. or e!ample, they will always choose ordinary (non" magical) plate mail over a magical set of chain mail. Cavaliers refuse to use armor below their station, such as any kind of leather armor. #s a matter of honor, in personal combat they will not use weapons that deal out damage from a distance. #lthough the use such weapons in siege warfare is quite acceptable. $n addition, cavaliers must live by a strict Code of Chivalry. ailure to do so warrants the disrespect of all other cavaliers and a loss of honor along with all of its benefits.
Cavalier Abilities
Mounted Combat% #s e!perts in mounted warfare, cavaliers receive a &' bonus to hit and damage when attacking while mounted. (hen attacking a non"cavalier with a lance, cavaliers get a &) bonus to hit. *pon a successful hit, they inflict double damage. Parrying: Cavaliers may announce at the beginning of a round that they are going to parry the attacks of those with whom they engage in personal combat. (hen a cavalier parries, their opponents receive a "' to "+ penalty to their attack roll. The penalty is based upon the level of the cavalier% "' for levels '"), ", for levels +"-, ") for levels ."/ and "+ for levels '0"',. Immunity to Fear: Trained to face any situation with courage, cavaliers are immune to all non"magical fear, and receive a &, bonus to all saving throws versus magical fear. Establish Stronghold/Receive itle !"th#: #ny time after fourth level, a cavalier's honor and service to their lord may be rewarded with a land grant and possibly a title of nobility. These land grants (royal charters) usually involve the service of the cavalier to the one granting the land (vassalage). $ndeed, the land still belongs to their lord, but the cavalier is empowered to administer the land on their lord1s behalf. $n return, the cavalier is e!pected to raise, equip and maintain a small military force to defend the area and to serve in the lord1s army when called. $n addition, a percentage of the local harvest and ta!es must also be passed on from the cavalier to their lord. #t the lower levels (2".), such land grants
*$%erience 0 ,,,20 +,200 /,000 '3,000 )-,000 .,,000 '++,000 ,+3,000 )+0,000 &''2,000 for each level beyond '0
Hit Dice (d+,-) ' , ) + 2 . 3 / /&) /&) (:lus &) for each level beyond '0)
Arm!r Class -1 -2 17 16 15 1+ 1" 14 13 1- 11 12 7 (8 !der n) )evels 10)evel 3 )evels 40" )evel + )evel 5 )evel 6 )evel 7 )evel 1)evel 1" )evel 1+ )evels 170-2 ,, ,' ,0 '/ '3 '. '- '2 '+ ') ', '' '0 ,' ,0 '/ '3 '. '- '2 '+ ') ', '' '0 / ,0 '/ '3 '. '- '2 '+ ') ', '' '0 / '/ '3 '. '- '2 '+ ') ', '' '0 / '3 '. '- '2 '+ ') ', '' '0 / '. '- '2 '+ ') ', '' '0 / '- '2 '+ ') ', '' '0 / 3 . 2 + ) , '+ ') ', '' '0 / 3 . 2 + ', '' '0 / '' '0 / 3 . / 3 3 . 3 . 2 3 . 2 + ) 3 . 2 + ) , ' 3 . 2 + ) , ' ' 3 . 2 + ) , ' ' ' 3 . 2 + ) , ' ' ' ' 3 . 2 + ) , ' ' ' ' '
)evels 12011 '2 '+ ') ', '' '0 / )evels 13014 ') ', '' '0 /
reath Attac.s P!is!n !r Death Petri9: !r Paral:;e &ands '2 '2 '2 ') ') ') '0 '0 '0 3 3 2 ', ', ', '0 '0 '0 3 3 3 + '+ '+ '+ ', ', ', '0 '0 '0 3 3 2 ') ') ') '' '' '' / / / . . 2
S%ells !r S%ell0)i.e Devices ''''+ '+ '+ ', ', ', '0 '0 3
Sin<le Savin< Thr!' ''2 '+ ') ', '' '0 / 3 . 8emains -
*$%erience "200
Cavalier, Paladin & Squire enchanted for evil purposes. 9uch obDects or creatures within -0< will appear to magically glow to the paladin. Hust like the spell, the referee must decide what is @evilA, and some things may be potentially harmful, like traps and poison, but are not @evil>? This ability does not grant the capacity to read minds, but only grants a general sense of evil intent. #s a divine gi)t* paladins receive a &' to all saving throws. (ivine &ealing: :aladins are blessed with the ability to lay their hands once per day upon one person (including themselves) and heal , points of damage per level. :aladins are personally immune to all diseases, both ordinary and magical. Protection )rom Evil: ;nce per day, paladins can radiate a Protection )rom Evil aura as per the cleric spell of the same name. #t /th level, this ability is e!tended to '0< around the paladin. (ispel Evil: *pon reaching 3th level, a paladin may cast the cleric spell, (ispel Evil once per day. Hit Dice: Prime Requisite (Attribute) !nus ("# $% b!nus) &ea%!ns All!'ed: Arm!r(Shield All!'ed: )evel ' , ) + 2 . 3 / '0 '' *$%erience 0 ,,200 2,000 '0,000 ,0,000 +0,000 30,000 '-0,000 ),0,000 ++0,000 &',0,000 for each level beyond '0 'd-&, per level 6ither 9trength or Charisma at ')& #ny weapon #ny armor or shield Hit Dice (d+,-) ' , ) + 2 . 3 / /&) /&) (:lus &) for each level beyond '0)
Paladin
:aladins are a rare type of fighter (or cavalier). These holy warriors dedicate all they have and all they are to living, supporting and defending all that is lawful and good. # paladin may serve one particular god, a pantheon of gods, or Dust the ideals of law and good. Eany are part of a religious order of paladins that live and train in an almost monastic community. ;ther paladins are much more loosely affiliated, mentoring potential recruits individually and only gathering together when occasion calls for it. Bowever, paladins of any faith, deity or pantheon recogni?e each other as brothers and sisters who share a common calling and will often support and work together. They usually follow the direction of higher level paladins and clerics of good gods " even a god or gods other than their own. :aladins may never have more weapons or armor than they can personally use in combat at one time. They must also give at least '0F of all they earn to their religion. $n addition, after taking care of all of their living and working e!penses (including the maintenance of their stronghold and followers), paladins must give away /0F of their remaining wealth to their religion or another worthy charity. Gote that none of these tithes or offerings can be given to another player1s character in the adventuring party. :aladins begin play with at least one primary weapon, a set of armor including a shield (if they use one), possibly a horse, etc., as gifts from the members of their order or from their mentor and the local faithful. # paladin who commits (willingly or not) an evil act will have their paladin status stripped away, leaving them as a fighter or a cavalier of the same level. (hether or not any sort of atonement or quest can restore their paladin status is up to the 8eferee.
Paladin Abilities
(etect Evil: :aladins may (etect Evil Dust like the cleric spell of the same name. $f they spend an entire round concentrating and performing no other actions, a paladin can sense the presence of evil intentions, whether from a living being or an obDect
Arm!r Class -1 -2 17 16 15 1+ 1" 14 13 1- 11 12 7 (8 !der n) )evels 10)evel 3 )evels 40" )evel + )evel 5 )evel 6 )evel 7 )evel 1)evel 1" )evel 1+ )evels 170-2 ,, ,' ,0 '/ '3 '. '- '2 '+ ') ', '' '0 ,' ,0 '/ '3 '. '- '2 '+ ') ', '' '0 / ,0 '/ '3 '. '- '2 '+ ') ', '' '0 / '/ '3 '. '- '2 '+ ') ', '' '0 / '3 '. '- '2 '+ ') ', '' '0 / '. '- '2 '+ ') ', '' '0 / '- '2 '+ ') ', '' '0 / 3 . 2 + ) , '+ ') ', '' '0 / 3 . 2 + ', '' '0 / '' '0 / 3 . / 3 3 . 3 . 2 3 . 2 + ) 3 . 2 + ) , ' 3 . 2 + ) , ' ' 3 . 2 + ) , ' ' ' 3 . 2 + ) , ' ' ' ' 3 . 2 + ) , ' ' ' ' '
)evels 12011 '2 '+ ') ', '' '0 / )evels 13014 ') ', '' '0 /
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Sin<le Savin< Thr!' '2 '+ ') ', '' '0 / 3 . 2 8emains 2