Cavalier (TotL)

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Though no ruler sponsors the Solamnic Knights, other chivalric orders of Ansalon work for specific rulers. Knights of such orders are called cavaliers. Cavaliers belong to the warrior group, and unless stated otherwise, share the characteristics of other warriors. Cavaliers are mounted warriors, shining knights, the best of the best. These mighty heroes abide by a strict code of chivalry.
Cavalier 	Minimum
Strength 	15
Dexterity 	15
Constitution	15
Intelligence	10
Wisdom 	10
All cavaliers must be good aligned and of at least the Upper Class social tier. Fighters and paladins may be cavaliers.
Weapon Proficiencies: Required: Lance (any), Sword (any). Recommended: All other Lances and Swords, all Horseman’s Weapons, Dagger, Spear, Javelin.
Nonweapon Proficiencies: Bonus Proficiencies: LandBased Riding, Etiquette, Recommended: Animal Handling, Animal Training, Dancing, Heraldry, Musical Instrument, Reading/Writing, Blind-Fighting, Endurance.
Equipment: A cavalier starts his career with at least two weapons, including one lance and one sword, and must buy the most expensive set of armor he can afford (unless his social rank allows him armor—see the end of the chapter). Cavaliers begin play with a free horse—a Light, Medium, or Heavy Warhorse, subject to DM approval.
Special Benefits: At 1st level, a cavalier gets a +1 bonus to hit when on horseback and using a lance with which he is proficient. This bonus increases +1 for every six additional experience levels
At 3rd level, he gains a +1 to hit with any one type of sword with which he is proficient. This bonus increases +1 with every six additional levels.
At 5th level, he gains a +1 to hit with a pick, mace, or flail, all of the horseman variety. This bonus increases + 1 for every six additional levels.
Cavaliers are immune to fear spells. Due to bravery, a cavalier inspires confidence in others and bolsters their courage. They radiate an emotion spell of courage in a 10’ radius, (see the 4th-level wizard spell), and thereby negate fear. (Cavaliers cannot evoke the berserker response that wizards can.)
Cavaliers also gain a +4 saving throw bonus vs. all magic that affects the mind, such spells as charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare, geas, command, charm person or mammal, enthrall, cloak of bravery, and symbol.
The cavalier receives a +3 reaction bonus from anyone of his own culture, except evil persons and criminals, from whom he receives a -3 penalty.
Special Hindrances: Cavaliers cannot attack an opponent from a distance if he can instead charge ahead and attack in melee or jousting combat. He therefore cannot shoot from cover with a bow or crossbow, nor hide behind a shield wall and use a polearm. In extreme situations, like saving the life of a defenseless innocent, a cavalier who cannot close to melee range may use a bow.
In any melee, the cavalier must attack the largest and most powerful-looking enemy. If blocked by lesser troops, the cavalier must disable them as quickly as possible, then get to the “real” opponent.
Cavaliers always own the best possible armor type, with the goal of eventually owning a suit of full plate armor. Magical enchantment is less important than armor type: a cavalier would turn down chain mail +5 to wear a suit of mundane plate mail.
All cavaliers follow a code of chivalry. The Code and Measure of the Solamnic Knights is but one code, albeit the most complex on Ansalon. Most other codes are similar, extolling the virtues of honor, noble quests, fair play, protecting the innocent, obedience to a lord, respect for peers, disdain for the debase, glory in battle, death to evildoers, and death before dishonor. First to attack and last to withdraw is a common battle philosophy for a cavalier. The DM and PC should work out a clearly understood code of chivalry before beginning play
Should a cavalier violate this code, the first offense brings guilt. (The DM informs the PC as much.) The second offense strips all cavalier special abilities from the PC until he repents and performs a dangerous task, adhering to his code, but without his powers. A third failing without repentance means the cavalier has abandoned the class completely. He suffers a permanent -3 reaction penalty from all members of his own culture (even the evil folk). His horse flees as soon as it can. It would rather die than let the fallen cavalier ride it again.
Wealth Options: The cavalier starts with the basic Warrior wealth of 564x10 stl.