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Daus Velt
Fighter - Cavalier-Paladin 12
17 +1 +1 +50 1-3 13 9
14 4 -------------------------------------
+1 8
15
18 +3 +3 -4 7
16 +2 96 95
17 8
10 30 +30
10
Common
Immune to fear; 9
-1
-5
0
113 1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
Claymore 1 Jeweler 17
Longsword 1 18
Military Pick 1 19
Lance 1
Spear 1
Flail 1
Broadsword 1
Shortsword 1
Mace 1
Amauntatorite
Cavalier/Paladin of Amaunator; Noble; Lord, Cavalier the 12th, Paladin the 11th,
II
Paladin skills II
The ability to cure disease of any sort; this
Cavalier skill II
In addition, magical or magic-like phenomena which affect the mind are 90% unlikely to have
can be done three times a week; The any effect on the cavalier. This includes powers such as beguiling, charm, domination, hold,
continuing emanation of o protection from hypnosis, magic jas possession, sleep, suggestion, and the psionic mind blast, but not the effects
evil spell, 1foot; The paladin gains the power of high comeliness; Cavaliers also save at + 2 versus all forms of illusion spells; Cavaliers of good
to affect undead and devils and demons as if alignment are able to function at negative hit point; The number of negative hit points the
he or she were a level 10 cleric; Call warhorse cavalier can function at is -7; *You die at -10; Cavaliers heal as other characters, but those of
once/10yrs; good alignment gain an additional 1-4 points for each full week of normal healing;
I
Paladin Skills III
If a paladin has a "Holy Sword" (a special
Cavalier skill III
Can have banner, dishonored if lost; cavaliers may expect full hospitality - food, lodging, and
whatever else is needed (within reason under the circumstances) - from all other cavaliers of
Magic Sword which your referee is aware of the same alignment. Such hospitality is likewise due from all gentle, noble, and royal
and will explain to you if the need arises), he households according to their relationships between various political divisions which might be
or she projects a circle of power 1" in concerned;
diameter when the Holy Sword is Paladin skills I
unsheathed and held; and this power dispels Detect evil at up to 60' distance, as often as desired, but onlywhen the paladin is concentrating
magic at the level of magic use equal to the on determining the presence of evil and seeking to detect it in the right general direction; Make
experience level of the paladin. all saving throws (q.v.) at +2 on the dice; Immunity to all forms of disease; Lay on hands, either
on others, or on his own person, to cure wounds; this heals 24 hp, but laying on hands can be
performed but once per day.
Cavalier skills IV & Paladin
I
I DEBTS/OBUGAllONS DATE
RECIplENT CONDrnONS NLFlllED
As a result of the code and desire for battle, cavaliers cannot be controlled in battle
situations. They will charge any enemy in sight: see list at 16;