💾 Archived View for gemini.theuse.net › textfiles.com › rpg › cl-caval.d&d captured on 2022-01-08 at 19:45:54.
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. From: SCOTT BELANGIA --------------------------------------------------------------------------- Here is the Cavalier Kit! If I can't be one I'll be a Paladin. DESCRPITION: The Cavalier is the Ultimate Mounted Warrior of civilized cultures, especially those of Middle Age technology and outlook. In a campaign, he's the shining knight who leads his fellows on a 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 overentusiastic 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 nessecarily so: Only paladins of cultures resembling medevil Europe would look like this (a paladin of Japanesse culture, a paladin of a Polynesian-like culture, and a paladin resembling a later Renaissance Europe would all be different from a Cavalier). Therefore, a Paladin who wants to look every inch like a shining knight would take this kit. The Cavalier kit ressembles the Noble Warrior kit (I don't need to post that one) in that both are Noblemen Warrior is primarly interested in defending the rights and maintaining the status quo of his social class, while the Cavalier pursues loftier goals. To be a Cavalier, the character must be of good alignment (chaotic good, neutral good, or lawful good) and have atleast the following minimum ability scores: Strenght of 15, Dexterity of 15, Constitution of 15, Intelligence of 10, and a Wisdom of 10. Also the character belong to the noble class in the campaign. It's up to the DM to determine whether this is possible. If the campaign uses a random die-roll to determine who's nobility and who isn't, then the character must first successfully roll to be noble in order to be a Cavalier. If it's more of a role-playing exercise in the campaign, then any character takes the Cavalier Kit is made nobility (That doesn't mean that he has the money; it's quite likely he belongs to an impoverish noble family, one with lot of honorable traditions, but no money to show for it). Fighters and Paladins may be Cavaliers; Rangers may not. Only humans, elves, and half-elves may be Cavaliers. ROLE: 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 character expected). 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. NON-WEAPON PROFICIENCIES: Bonus proficiences: Riding-Land-Horse, Etiquette. Recommended: Animal Training, Dancing, Heraldy, Musical Insturments, Reading\Writing, Blind-fighting, Endurance. EQUIPMENT: The Calvalier must start play with (i.e. spend his inital gold on) at least two weapons including a lance, and a sword, and then must buy the most expensive set of armor he can still afford. After those expentures, whatever remains of his gold can be spent on items of his choice. SPECIAL BENEFITS: The Cavalier enjoys many special benifits including: * At 1st level, he gets a +1 to hit with any lance he has proficiency, when using the lance from horseback. This goes up 1 with every 6 levels (so he'll get +2 at 7th level, +3 at 13th level, ect.). * 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 (so he'll be +2 at 9th level, +3 at 15th, etc.). * 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 (so he'll be +2 at 11th level, +3 at 17th level, etc.). These pluses to dit 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 (see the writeup for 4th-level wizard spell emotion), but only to the extent that it negates fear, it does not bestow the berserk fury that the actual wizard spell provides. * The Cavalier is +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, and geas, and the clerical spells command, charm person or mammal, enthrall, cloak of bravery, and symbol. * The Cavalier starts play with a horse which he does not have to pay for. This will be either a Heavy Warhorse, Medium Warhorse, or Light Warhorse