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109 lines
6.1 KiB
Plaintext
109 lines
6.1 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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From: SCOTT BELANGIA
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---------------------------------------------------------------------------
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Here is the Cavalier Kit! If I can't be one I'll be a Paladin.
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DESCRPITION:
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The Cavalier is the Ultimate Mounted Warrior of civilized
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cultures, especially those of Middle Age technology and outlook. In a
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campaign, he's the shining knight who leads his fellows on a eternal
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quest for truth, justice, and the elimination of evil. To the world at
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large, he's a mighty hero. To his friends and allies, he's a staunch
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friend, a tireless cheerleader, and often an overentusiastic pain in the
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neck.
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This is a good Warrior Kit for Paladins to take. It can be
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argued that paladins look something like this already, but that isn't
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nessecarily so: Only paladins of cultures resembling medevil Europe
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would look like this (a paladin of Japanesse culture, a paladin of a
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Polynesian-like culture, and a paladin resembling a later Renaissance
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Europe would all be different from a Cavalier). Therefore, a Paladin
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who wants to look every inch like a shining knight would take this kit.
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The Cavalier kit ressembles the Noble Warrior kit (I don't need
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to post that one) in that both are Noblemen Warrior is primarly
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interested in defending the rights and maintaining the status quo of his
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social class, while the Cavalier pursues loftier goals.
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To be a Cavalier, the character must be of good alignment
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(chaotic good, neutral good, or lawful good) and have atleast the
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following minimum ability scores: Strenght of 15, Dexterity of 15,
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Constitution of 15, Intelligence of 10, and a Wisdom of 10.
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Also the character belong to the noble class in the campaign.
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It's up to the DM to determine whether this is possible. If the campaign
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uses a random die-roll to determine who's nobility and who isn't, then
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the character must first successfully roll to be noble in order to be a
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Cavalier. If it's more of a role-playing exercise in the campaign, then
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any character takes the Cavalier Kit is made nobility (That doesn't mean
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that he has the money; it's quite likely he belongs to an impoverish
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noble family, one with lot of honorable traditions, but no money to show
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for it).
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Fighters and Paladins may be Cavaliers; Rangers may not. Only
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humans, elves, and half-elves may be Cavaliers.
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ROLE:
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In his own and similar cultures, the Cavalier is a mighty hero
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who has the respect of the majority of the population (the criminal
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classes and evil character expected). He has the good-will of the
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people (reflected as bonuses to his reaction rolls), but the people also
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make many demands of him. When there's danger, when someone is in
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trouble, the people turn to the Cavalier for help. This character does
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not get much time for rest and relaxation.
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WEAPON PROFICIENCIES:
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Required: Lance (any; player's choice) and sword (any; player's
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choice). Recommended: All other Lances, all other swords, all Horsemen's
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weapons, Dagger, Spear, Javelin.
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NON-WEAPON PROFICIENCIES:
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Bonus proficiences: Riding-Land-Horse, Etiquette. Recommended:
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Animal Training, Dancing, Heraldy, Musical Insturments, Reading\Writing,
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Blind-fighting, Endurance.
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EQUIPMENT:
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The Calvalier must start play with (i.e. spend his inital gold
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on) at least two weapons including a lance, and a sword, and then must
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buy the most expensive set of armor he can still afford. After those
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expentures, whatever remains of his gold can be spent on items of his
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choice.
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SPECIAL BENEFITS:
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The Cavalier enjoys many special benifits including:
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* At 1st level, he gets a +1 to hit with any lance he has
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proficiency, when using the lance from horseback. This
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goes up 1 with every 6 levels (so he'll get +2 at 7th
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level, +3 at 13th level, ect.).
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* At 3rd level, he gets a +1 to hit with any one type of
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sword (his choice from among those he has proficiency
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with; most common are broad sword, long sword, bastard
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sword, and scimitar). This goes up +1 every six
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experience levels (so he'll be +2 at 9th level, +3 at
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15th, etc.).
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* At 5th level, he gets a +1 to hit with either horseman's
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mace, horseman's flail, or horseman's pick (his choice
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from among those he has proficiency with). This goes up
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+1 every six experience levels (so he'll be +2 at 11th
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level, +3 at 17th level, etc.). These pluses to dit do
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not add to damage, and don't allow the Cavalier to hit a
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monster that can only be hit by magical weapons.
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* The Cavalier is completely immune to the fear spell.
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Because he is so brave, he inspires others to courage,
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and so, while he is fighting he actually radiates an
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emotion spell in a 10' radius. This emotion spell
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radiates courage (see the writeup for 4th-level wizard
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spell emotion), but only to the extent that it negates
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fear, it does not bestow the berserk fury that the
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actual wizard spell provides.
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* The Cavalier is +4 to save vs. all magic which would
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affect his mind, such as the wizard spells charm person,
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friends, hypnotism, sleep, irritation, ray of
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enfeeblement, scare, and geas, and the clerical spells
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command, charm person or mammal, enthrall, cloak of
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bravery, and symbol.
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* The Cavalier starts play with a horse which he does not
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have to pay for. This will be either a Heavy Warhorse,
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Medium Warhorse, or Light Warhorse
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