Professions: Cavalier

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The Cavalier

The Cavalier is a non-spell user who follows a strict code of ethics and conduct. Cavaliers serve a Lord, Noble, or King of some kind; their goal in life is to uphold chivalry. Cavaliers would rather die than be dis-honored. The Cavalier, is a variant profession, of the Fighter profession.



Prime Stats: Strength and Constitution.

Profession Category Bonus
  • Weapon Group ................. +20
  • Armor Group ............. +10
  • Body Development ............. +10
  • Combat Maneuvers ................. +10

Realm: None
Varient Base Profession: Fighter.
Type: None Spell User.

Spell Lists

Cavalier Base List Spells: None.

The Cavalier may only develop Training pack spell lists.

Training Packs

Adept
Adventure
Advisor
Amateur Mage
Animal Friend
Animal Handler
Antagonist
Apothecary
Arachnamancer
Archaeologist
Architect
Arms Instructor
Artificer
Assasin
Astronomer
Athlete
Beastmaster
Berserker
Bodyguard
Burglar
Caravan Guard
Cavalier 51 36 31 50 28 11 25 22 35 35 26 26 50 26 34 23 35 29 21 24 29
Catalyst Collector
Cavalier
Chamberlin
Chancellor
Chaplain
Charlatin
Chi Master
City Guard
Con Man
Conjuror
Corpist Caster
Court Magician
Crafter
Creator
Crusading Academic
Crystalist Caster
Cultist
Cut Purse
Dark Creator
Demonologist
Detective
Cavalier 20 25 25 56 28 32  39  19 22 51 22 50 24 58 33 29 51 24 58 54 23
Diplomat
Doctor
Dream Traveller
Dreamweaver
Duelist
Engineer
Entity Hunter
Escort
Executioner
Explorer
Famulus
Farmer
Fortune Teller
Gladiator
Gossip
Grave Robber
Groom
Guardian
Guide
Guild Apprentice
Guild Member
Cavalier 29 29 46 43 24 43 47 21 24 30 40 26 25 38 16 29 16 38 19 48 25
Hedge Wizard
Henchman
Herbalist
Herbalist Caster
Hermit
Highwayman
Houri
Hunter
Inkeeperr
Inquisitor
Inventor
Jester
Knight
Laborer
Librarian
Loremaster
Manipulator
Mariner
Martial Artist
Medic
Medium
Cavalier 54 22 22 24 33 21 37 34 29 36 31 27 32 11 29 30 49 41 40 49 56
Mercenary
Merchant
Miner
Minister
Missionary
Mother
Necromancer
Ninja
Noble
Nomenist Caster
Oracle
Pan Handler
Performer
Philosopher
Physician
Pilgrim
Pirate
Political
Potioner
Prophet
Protector
Cavalier 34 24 39 53 54 24 64 50 25 29 45 19 29 37 53 54 29 34 30 42 47
Protege
Reanimator
Religious Creator
Romantic
Runemaster
Sage
Sailor
School Master
Scout
Scribe
Secret Society Member
Servitor
Shaman Priest
Siege Engineer
Soldier
Spell Researcher
Spell Student
Spy
Street Preformer
Templar
Temple Monk
Theurgist
Cavalier 55 54 55 23 65 52 20 32 24 31 17 25 41 31 17 45 49 28 25 34 54 58
Traveller
Transformer
Troubadour
Veternarian
Vizer
Wanderer
Wandering Monk
Warlock
Warrior Priest
Weapon Master
Witch
Zealot
Cavalier 13 54 34 21 39 31 49 62 34 38 60 27 - - - - - - - - -

* Highlighted costs indicate the typical training packs taken by this proffession

Development Costs

Armor - Heavy
Armor - Medium
Armor - Light
Artistic - Active
Artistic - Passive
Athletic - Brawn
Athletic - Endurance
Athletic - Gymnastics
Awareness - Perceptions
Awareness - Searching
Awareness - Senses
Body Development
Combat Maneuvers
Communications
Crafts
Directed Spells
Influence
Lore - General
Lore - Magical
Lore - Obscure
Lore - Technical
Cavalier 2/2/2 2/2/2 1/1/1 2/5 2/5 2/5 2/6 2/5 2/9 2/5 2/6 2/5 3/9 3/3/3 4/10 20 2/7 1/3 6 3/7 2/6
Martial Arts - Striking
Martial Arts - Sweeps
Outdoor - Animal
Outdoor - Environmental
Power Awareness
Power Manipulation
Power Point Development
Science/Analytic • Basic
Science/Analytic • Specialized
Self Control
Special Attacks
Special Defenses
Subterfuge • Attack
Subterfuge • Mechanics
Subterfuge • Stealth
Technical/Trade • General
Technical/Trade • Professional
Technical/Trade • Vocational
Urban
Cavalier 3/5 3/5 1/4 2/5 8 18 20 3/6 12 2/6 2/6 25 6/10 3/8 2/5 3/7 8 5/12 2/4
Weapon • Catogary 1
Weapon • Catogary 2
Weapon • Catogary 3
Weapon • Catogary 4
Weapon • Catogary 5
Weapon • Catogary 6
Weapon • Catogary 7
Arcane Closed
Arcane Open
Arcane Other Base List
Other Realm Closed
Other Realm Open
Other Realm Other Base List
Other Realm Trainging Pack
Own Realm Open
Own Realm Closed
Own Realm Other Base List
Own Realm Own Base List
Own Realm Training Pack
Cavalier 1/5 2/5 2/7 2/7 2/7 5 5 45 30 60 105 90 120 16/16 ***** ***** ***** ***** *****


Skill Specialization

The Cavalier substitues the following Development Point Cost for each skill.

Soft Leather - 1/1/1
Rigid Leather - 1/1/1
Chain - 2/2/2
Plate - 2/2/2

Heraldry - 1/3
Silent Kill - 5
Brawling - 3/7

Metal Working - 2/5
Tactical Games - 1/4
Read Runes - 7
Attunement - 9
Channeling - 25
Direction Focus - 20

Evaluate Metal - 1/5
Public Speaking - 1/5

Interrogation - 1/5
Leadership - 1/3
Ambush - 9
Body Development - 1/4

Climbing - 5
Swimming - 3
Riding Skills- 2/5
Disarm Traps - 6
Picking Locks - 6
Hiding - 6
Stalking - 6
Alertness - 2/5


Mounts and Draft Animals

- A selection of Mounts and Draft Animals available to adventurers.

Camels, Llamas, Alpacas.
Camels and their relatives, alpacas and llamas, are the principal domesticated members of the camel family. These beasts are noted for their unique two-toe foot structure, with wide, padded soles adapted to travel on soft, sandy souls. Their long necks support relatively small heads, and their teeth are designed to cut and chew tough, often thorny vegetation’s. Each has a three-chambered stomach ideal for digesting their vegetarian diet.

The two camel species, dromedaries and Bactrian camels, both have large back humps that store fat and provide food and water reserve for times of amine or drought. Dromedaries can store and lose amounts of fat equal to over 25% of their body weight and, in order to replenish their reserves, have been known to consume over 26 gallons (100 litters) of water in 5-10 minutes. Thus, both types are ideally suited for slow, steady travel in rugged, remote reaches. The one-hump, short-haired dromedaries are masters of the hot, arid desert, while the two=-humped Bactrian is less specialised and works well in cold or hot regions. In winter or in cool regions, the bactrian grows a long coat, but in warm climes it sheds its hair to become virtually naked. Their great strength allows them to carry great loads, but they are generally slow animals *with the exception of the racing dromedary) and are loud, temperamental, dirty, and given to spitting.

Alpacas and llamas are smaller than camels and have no humps. Both are domesticated forms of the guanaco, beasts adapted to high altitudes and arid or semi-arid locales. Rugged, fast, and lively, they are good pack animals and produce fine fleece. Although they cannot support a full grown man like a camel can, alpacas and llamas are superb climbers and can bear goods up seemingly invincible grades.
Type Level Base Movement Rate MM AT DB Attack Hits Riding Bonus Carring Capacity
Bactrian Camel 3 50 feet +10 3 10 +40 Medium Bite / +30 Medium Bash / +40 Large Trample 140 -15 450 lbs
Dromedary Camel (Racer) 4 90 +20 3 30 +30 Medium Bite / +40 Medium Bash / +40 Medium Trample 130 +0 225 lbs
Dromedary Camel (Draft) 3 60 feet +10 3 10 +40 Medium Bite / +30 Medium Bash / +50 Medium Trample 110 -5 400 lbs
Llama / Alpaca 3 100 feet +30 3 20 +20 Small Bite / +20 Medium Bash / +40 Medium Trample 60 +0 50 lbs
Dogs.
Dogs are flesh-eating predators. Exceptionally adaptable, they were the first fully domesticated animals and wild and tame varieties can be found in nearly any locale. Most dogs have long muzzles, a long-legged, muscular body, a bushy tail, and large, erect, triangular ears. Specialized, domestic breeds have different characteristics, but pack and sled dogs tend to conform to the traditional type.

Dogs are swift, rugged, and capable of pursuing prey over great distances. They have an acute sense of smell, good eyes, and superb hearing. Social animals, most breeds work well in groups and hunt in packs.
Type Level Base Movement Rate MM AT DB Attack Hits Riding Bonus Carring Capacity
Sledge Dogs 3 110 feet +20 3 30 +40 Medium Bite / 30 Small Bash 70 - 50 lbs
Elephants.
The biggest typical land animals, elephants are huge herbivores and may weigh up to 13,000 lbs. they are not above consuming as much as 450 lbs of vegetation in a single day. Elephants fan themselves with their large ears, feed themselves with long prehensile trunk (actually an elongated nose and upper lip), and walk on thick, pillar like legs which end in flat, padded feet. They use their size, their trunk, and a pair of curved ivory tusks when in combat. Although they rest at midday and twice in the night, they are otherwise constantly active.

Elephants have poor eyesight, but otherwise their senses are excellent. Young males may operate alone or in small groups, but elephants are primarily social beasts and prefer to travel in herds led by an old female. All rely on leaves, shoots, grass, and fruit of their diet, feeding and drinking with their nimble trunks.

Indian elephants differ from the African variety by virtue of their smaller ears, gently humped back, and slightly smaller stature.
Type Level Base Movement Rate MM AT DB Attack Hits Riding Bonus Carring Capacity
Elephants 7 60 feet +40 3 40 +75 Huge Horn / +60 Large Grapple / +90 Medium Crush 350 -10 1000 lbs

Horses, Donkeys, Mules.
Horses, mules, and donkeys are generally domesticated herbivores, members of the same family that contains the zebra and the wild ass. Hoofed beasts, they are adapted to fast, fluid running. (Their hoof is actually an extended third toe.) they lived in herds and migrate between grasslands, depending on changes in supply and weather.

Donkeys are domesticated asses and, like their wild kin, are wonderful climbers. Tough and ornery, they live and travel in loose-knit troops rather than herds. Donkeys are difficult to work with and prefer to be active in the dark hours. Many folk prefer to use mules, the offspring of a mare and a male ass, for they are larger than donkeys and more rugged than typical horses.

Domesticated horses come in many varieties. Ponies are exceptionally rugged and often shaggy-haired creatures, well suited to difficult climes. Plow horses and warhorses are huge breeds which are adapted to heavy work and cavalry warfare, respectively. Bred for short sprints (e.g, ¼ mile), quarterhorses are light, delicate, and swift. All of them can be mixed breeds or pure breeds.
Type Level Base Movement Rate MM AT DB Attack Hits Riding Bonus Carring Capacity
Donkey 3 60 feet +40 3 40 +40 Small Crush / +40 Small Bite 90 -10 300 lbs
Mule 4 90 feet +20 3 30 +40 Medium Crush / +40 Medium Trample / +30 Medium Bite 110 -10 450 lbs
Mustang 4 100 feet +40 3 40 +40 Medium Crush / +30 Medium Trample / +40 Small Bite 120 +0 250 lbs
Plow Horse 2 80 feet +10 3 10 +10 Medium Crush / +30 Large Trample / +10 Medium Bite 130 +10 500 lbs
Pony 2 70 feet +30 3 40 +30 Small Crush / +20 Medium Trample / +20 Small Bite 75 +5 180 lbs
Quaterhorse 3 110 feet +30 3 30 +30 Medium Crush / +40 Medium Trample / +30 Medium Bite 110 +0 300 lbs
Thoroughbred 4 120 feet +20 3 20 +20 Medium Crush / +30 Medium Trample / +20 Medium Bite 100 -5 200 lbs
Warhorse (Lesser) 5 90 feet +30 3 30 +50 Medium Crush / +50 Medium Trample / +40 Medium Bite 140 +15 350 lbs
Warhorse (Greater) 6 80 feet +40 3 40 +70 Medium Crush / +60 Medium Trample / +60 Medium Bite 150 +30 400 lbs

Oxen, Water Buffalos.
Oxen and water buffaloes are both are both largely domesticated bovids. Like all bovids, they are horned herbivores with four-chambered stomachs and two-toes or “split” hooves.

The term “ox” is often used to refer to a castrated bull, but here it is used to refer to any bulky domesticated, draft bovid which spends its time on dry land: e.g., bulls, musk ox, African buffalo, bateng, yak, and gaur. In the wild, these creatures travel in herd groups of 5-100 and defend themselves by keeping the older, weaker, or younger beasts at the center of the herd and fleeing or forming a circle ringed by stronger males.

Water buffaloes are compact, bulky creatures who feed on rich grass and spend their off hours in the water or wallowing in mud. When submerged in water, they prefer to keep their entire body submerged, allowing only their muzzle to be seen. Their flattened, upward-curving horns are the largest found among bovids, but these beasts rarely use them in combat, for they are exceptionally timid and docile.
Type Level Base Movement Rate MM AT DB Attack Hits Riding Bonus Carring Capacity
Oxen / Water Buffalos 3 60 feet +20 3 20 +50 Medium Horn / +50 Large Trample 120 +0 350 lbs
Reindeer, Caribou
Reindeer (or caribou) are large deer, the only species where both males and females grow horns. They vary in coloration, but all have large, heavily branched antlers. Herd animals, they travel in often huge, migratory groups that circulate between the tundra (in summer) and coniferous taiga forests (in colder periods). Lone adult males, however, are not uncommon.

Because of their preference for cold weather, their ability to ingest scrub and lichens, and their ability to negotiate rugged, snowbound terrain (they have wide two-toed hooves), reindeer are find winter draft animals. No breast, safe perhaps the dog, is so well suited to extremely cold climes.
Type Level Base Movement Rate MM AT DB Attack Hits Riding Bonus Carring Capacity
Reindeer / Caribou 2 110 feet +20 3 15 +40 Medium Horn / +40 Medium Bash / +40 Large Trample 130 -10 350 lbs

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Source: RM Companion 3.