WARRIOR-PALADIN KIT Chevalier Description: The Chevalier is the ultimate mounted holy warrior, a shining knight who leads his or her fellows on an eternal quest for truth, justice, and the elimination of evil. To the world at large, he or she is a mighty hero. To friends and allies, a Chevalier is a staunch friend, a tireless cheerleader, and often an overenthusiastic pain in the neck. In many ways a Chevalier Paladin is similar to the Cavalier class, in that both are noble warriors who prefer to fight while mounted in heavy armor, but many Cavaliers are primarily interested in defending the rights of the nobility to rule and maintaining the status quo, while a Chevalier pursues loftier goals. In their own and similar cultures, a Chevalier is a mighty hero who has the respect of the majority of the population (criminals and evil characters are obvious exceptions to this) and holds the goodwill of the people, in part due to his or her willingness to go forth and champion the causes of those in need. When there is danger or when someone is in trouble, the people often turn to a Chevalier for help, and he or she will have little time for rest and relaxation. Requirements: Chevaliers must be lawful good and must be aasimar, humans, or (rarely) half-elves (of moon, gold, or dark elven stock). Chevaliers must have scores of at least 17 in Charisma, 15 in Strength and Constitution, and 10 in Dexterity and Wisdom. Weapons & Armor: Chevaliers can wear any type of armor, though they prefer it to be of the heaviest type available. At 1st level, a Chevalier must become proficient in one type of sword and a one-handed flail or mace of any type, plus proficiency and Skilled Specialization (see Enhanced Specialization) in one type of lance at 1st level. At later levels, Chevaliers can become proficient in the following weapon types: flail (any), javelin, knife/dagger (any), lance (any), mace (any), spear, sword (any). Special Benefits: Chevaliers are often drawn from great noble houses across the land or are individuals from lower classes who have been sponsored into their special training by a noble house in recognition of their exceptional talents and potential. Chevaliers have a number of special abilities similar to those of a Cavalier, in addition to the usual Paladin powers. Aura of Holiness: As a standard Paladin. In addition, a Chevalier's Aura of Holiness confers courage upon all those within it, rendering the Chevalier and all allied creatures completely immune to fear. Call Mount: As a standard Paladin, save that a Chevalier can Call Mount at 1st level and in fact is assumed to begin play with a free warhorse (player's choice as to type) that he or she has gained with this ability in the course of training. If a Chevalier's mount is slain, a new one can be called the next time the Chevalier advances a level, regardless of how much time has passed since the previous mount was slain. Charismatic Appeal: As a standard Paladin. In addition, a Chevalier automatically achieves a 'Friendly' reaction in non-hostile encounters with any upper-class characters regardless of alignment. When he or she travels, a Chevalier can always demand shelter from anyone of his or her own culture who is of middle or lower class, and most people of their own status will be inclined to be very friendly to him or her and will be happy to offer shelter and hospitality. Chosen Foe: As a standard Paladin. Enhanced Specialization: Unlike other Paladins, a Chevalier can begin play with Skilled Specialization in a single weapon (which must be one type of lance), and he or she also has the ability to become specialized in up to three weapons--a lance (at 1st level), a sword (at 3rd level or later), and a one-handed mace or flail (at 6th level or later). Specialization in these weapons costs only one slot per level of specialization. A Chevalier cannot specialize in any other type of weapon. Essence of Virtue: As a standard Paladin. Horsemanship: Chevaliers are expert horsemen and are trained in mounted combat. A Chevalier's mount can be coaxed to greater than normal speed without loss of endurance, gaining a +1 bonus to its movement rate for every three levels of the Chevalier (rounding up, maximum of +6), assuming that the animal is not encumbered. In addition, a Chevalier of 6th level or higher gains a +1 Armor Class bonus when mounted, which applies to both the Chevalier and his or her mount. This bonus increases to +2 at 12th level. A Chevalier who is mounted fights as if one level higher than his or her actual level in all respects, including gaining multiple attacks. Chevaliers are also expert judges of horses and will never be satisfied with anything less than the finest quality horse to serve as his or her mount. Any horse that he or she personally selects will have a +2 bonus hit points per hit die (maximum of 8 points per die). Sense Evil: As a standard Paladin. Strength of Mind: A Chevalier is 90% immune to any form of mind-affecting magical or psionic power. A Chevalier is still susceptible to persuasion, seduction, swindling, fast-talking, and similar mundane types of trickery, but any form of supernatural power that affects the mind is 90% unlikely to have any effect on him or her. Note that Strength of Mind does not prevent mental contact or communication, nor does it guard against mind-reading or divination. Special Hindrances: Chevaliers face all of the standard restrictions of Paladins. In addition, they spend a great deal of time practicing the arts of chivalry and comparatively little time studying the religious arts. Thus, Chevaliers have no Priestly Powers and no ability to perform Faith Healing. Chevaliers set great stock in performing valorous deeds on the field of battle, and they will never attack an opponent at range if it is possible to charge ahead and attack in melee or with a mounted charge. A Chevalier feels the need to meet enemies face to face on the front line, and in any combat a Chevalier must attack the biggest and most powerful-looking enemy he or she can reach. If lesser opponents interpose themselves, the Chevalier must dispatch them as quickly as possible in order to get on to the 'real' opponent. Chevaliers set great stock in heavy, powerful, and imposing armor, and they will always purchase the best type of armor available. As a Chevalier advances through levels, he or she will likely follow a regular pattern of selling off or giving away old armor and replacing it with new and better armor, eventually seeking to own a suit of full plate armor. Note that much like a Cavalier, a Chevalier will prefer a heavier type of non-magical armor versus magical armor of a lesser type; thus, normal plate mail is considered superior to chain mail +5. In like fashion, a Chevalier will not use badly made or inferior quality equipment or ride a horse of poor quality save in the direst of emergencies. Finally, Chevaliers are Paladins who owe a debt of service not only to their patron deities but also to higher nobility, including their family (or the family which sponsored them) and their liege lord. They must cheerfully perform any noble quest or service asked of them and must defend to the death any person or item placed in their charge. Chevaliers must show courage and enterprise in serving their rulers and must show respect for all peers and equals, honoring all those above his or her station or social class. At the same time, a Chevalier is to expect a certain degree of deference or respect from those below his or her station, though a Chevalier who scorns the lowly simply for their coarse and crude manner will likely soon run into trouble with his or her deity. A Chevalier can be asked to perform military service for his or her liege lord whenever asked, and failure to comply is a very serious matter. A Chevalier will rarely duck an opportunity to take the field of honor, however, as they are taught to regard war as the true flowering of chivalry and a generally noble enterprise, the true test of manhood (or womanhood) and the chance to achieve glory for him- or herself through service to family, king, country, and deity. Any war sanctioned by the Chevalier's church represents an opportunity to slay those who oppose their righteous and holy cause, and a Chevalier will happily choose death in battle over the dishonor that would come from shamefully refusing to fight and die in the name of law and goodness. If a Chevalier chooses not to follow the strictures bound upon him or her by family and noblesse oblige, bad things will begin to happen even if he or she remains true to a Paladin's code of law and goodness. The first time a Chevalier violates the tenets of chivalry, he or she will feel deep remorse over his or her failure (a harbinger of things to come) but will suffer no ill effects. The second time a Chevalier breaks faith with his or her code, he or she loses all Chevalier abilities (but retains normal Paladin abilities, save that those abilities not gained as a Chevalier--e.g., Faith Healing, Priestly Powers--will never be gained) until such time as he or she repents and undertakes a dangerous task to redeem him- or herself in the eyes of the family, the nobility, and the church. When performing this task, the Chevalier must remain true to the code of chivalry, and only when the task has been accomplished will his or her powers return. If a Chevalier breaks his or her code a third time without having repented and undertaken a task to expiate his or her guilt, he or she will lose the abilities of a Chevalier forever. Though he or she is no longer bound by this knightly code, he or she will forever suffer a -3 reaction penalty when interacting with all members of his or her own culture and can no longer win their hearts with his or her Charismatic Appeal. Even those of the Chevalier's culture who do not know the details of his or her situation will be put off by the air of treachery and faithlessness that now haunts the Chevalier. Even the Chevalier's mount will abandon him or her (even if it is simply a normal horse purchased by the Chevalier, rather than summoned with the Call Mount ability) if this happens, and the Chevalier can never ride that animal again. Bonus Proficiency: Riding (Land-based) Required Proficiencies: Etiquette, Heraldry Preferred Proficiencies: Ancient History, Animal Handling, Animal Training (falcons or horses only), Armorer, Blacksmithing, Bureaucracy, Command, Dancing, Endurance, Law, Local History, Musical Instrument, Numeracy, Poetry, Public Speaking, Reading/Writing, Religion, Riding Specialization, Singing, Strategy, Tactics, Weaponsmithing