Cavalier
The Cavalier has and retains no official rank; he/she is not actually in the military. On many occasions, the local governor sees it fit to honor local Cavaliers with Honorary Ranks which bear no true requirements save the honor of the individual to act within military parameters or have his/her honor besmirched.
At 5th level, he gets a +1 to attack rolls 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 attack rolls 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 the 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 war horse, medium war horse, or light war horse (see the Monstrous Manual Volume One entry on Horses). The player may choose what sort of horse it is, subject to the DM's approval. It will automatically be a Charger (see the section on Horse Quality in the Dungeon Master Guide, page 36 the DM may roll for its personality traits according to those rules. If this horse dies, the Cavalier has to acquire himself another one through the usual campaign means (buy one, be given one for noble deeds, etc.), but will not be content with any horse which is not a war horse of Charger quality.
The Cavalier receives a +3 reaction from anyone from Appollonia (except criminals and characters of evil alignment, from whom he receives a -3).
The Cavalier has the right to demand shelter. When he travels, he can demand shelter from anyone in his own nation who is of status lower than nobility. And most people of his own status or higher will be happy to offer him shelter when he is travelling.
He must always have the highest-quality armor he can afford. As he goes through his early experience levels, if he has the money, he'll constantly be selling his old armor and buying the next most protective set of armor. His goal is to have a set of full plate armor; the next step down from that is field plate, then plate mail, then bronze plate mail, then banded or splint, then chain, then scale or brigandine, then ring or studded. And to him, magic bonuses don't mean as much as the type of armor: He prefers a suit of ordinary field plate to a set of banded mail +5. The DM must rigorously enforce this limitation on the character if the player is inclined to ignore it.
The Cavalier must also follow the very strict Code of Chivalry. His code includes these rules:
If a Cavalier chooses not to follow this code, bad things happen. The first time he breaks his vows, the DM will warn the player that the Cavalier feels bad about violating his code. The second time he breaks his vows, the Cavalier loses all his special benefits until such time as he repents and undertakes a dangerous task to redeem himself. When performing this task, he must behave according to his code and his hindrances. Only when the task is successfully accomplished does he regain his benefits. If the Cavalier breaks his vow a third time without repenting and undertaking that task, he has abandoned his Cavalier Warrior Kit. He permanently loses all the special benefits of the Kit. He no longer has to obey his knightly code. He receives a permanent -3 reaction adjustment from all members of his own culture (even those who do not know of his past will be put off by the air of treachery and faithlessness that now haunts the man). His horse, even if it is not the one he began play with, leaves him - either rides off into the sunset without him, or attacks him. He may never ride it again, even if he kills it trying to do so.
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