Stat requirements: 12 strength, 12 charisma
Races allowed: human, dwarf (gold), halfling (strongheart), elf (sun)
Alignments allowed: any lawful
Cannot multiclass with: bard, barbarian, ranger, thief, paladin
Saving throws: fort strong, reflex/will weak
Class Skills: academics, athletics, endurance, influence
L1: light armor proficiency, medium armor proficiency, heavy armor
proficiency, shield proficiency, simple weapon proficiency, martial
weapon proficiency, parry
L3: mounted combat
L9: ride-by attack
L14: force of personality
Also: one bonus melee feat at L21, and every five class levels
A cavalier must be of proper social class and is usually of noble or
aristocratic origin. A cavalier must always place honor, bravery, and
personal deeds in the forefront of his or her activity, and must adhere to
a code of conduct and ethics. Upon being sworn to knighthood, a cavalier
must pledge himself or herself to this code. Failure to sustain the oath
is sufficient reason to revoke knighthood, according to the lords of the
realm. Should this happen, the cavalier becomes a mere fighter.
A knight must serve someone or some cause. Cavaliers usually serve a lord
or nobility, or the order of knighthood, while paladins serve a deity. Only
a limited number of faiths permit knights to join their ranks. The gods
that train cavaliers, and grant divine gifts to paladins, are Auppenser,
Auril, Bane, Grumbar, Helm, Kelemvor, Kossuth, Lathander, Mystra, Selune,
Torm, Tyr, Shar, and Sune.
Another characteristic of cavaliers and paladins is the ability to train a
warhorse. As a cavalier grows in power, so will this steed. Simply buy the
horse from a stable or guild hall. Be warned, though, that your warhorse
will share in your experience should it be used for direct combat.
**NOTE** Before playing a cavalier, be sure to read <help knights>
You will be expected to follow these guidelines.
Useful MUD helpfiles: feats, skills, knights, paladin, squire