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No.

Daus Velt

Fighter - Cavalier-Paladin 12

Human Lawful Good

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,

+1 Platemail; +2 Shield; +1 Flaming Sword; Ring of Fire Resistance


Cavalier skill I
+ 2 “to hit” with the lance, if used while mounted; + 2 “to hit” with longsword;
+2 " to hit" with military pick; Weapon of choice: Longsword; Nr of attacks w/ weapon of choice is as if the character were 5 levels
higher (3/1); +1 dmg with lance; +12 dmg with lance while mounted; Ability to parry; while mounted attack as if one level higher; 85%
unlikely to be thrown from the saddle, and 85% unlikely to be injured if his or her mount falls. This chance is increased by 1% for each level
above the first; the cavalier can vault into the saddle with bulky armor and have the steed underway in a single segment; the cavalier can urge
his or her mount to greater speed than normal. The additional speed possible equals a 2” bonus to movement rate, and can be sustained for
up to 6 turns. The additional speed thus gained has no ill effects upon the mount, although normal rest and feeding are always necessary; the
cavalier can handle and ride a pegasus as a steed; the cavalier can handle and ride a hippogriff as a steed; the cavalier can handle and ride a
griffon or a similar creature (DM’s judgment) as a steed; The cavalier’s mount will be friendly to and will accept the cavalier as long as it is
properly treated; Of course, creatures of good alignment will not allow any of the evil sort to come near in these cases, and vice versa; A
cavalier can examine any mount and determine if it has low worth (one-third or fewer of the maximum possible hit points for the creature),
average worth, or high worth (two-thirds or better of the maximum possible hit points); Any steed selected by acavalier will have + 2 hit
points per hit die; Cavaliers of good alignment radiate aprotection from fear aura in a 1 ” radius;

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;

1st level :2 2nd level: 2


Cure light wounds Aid
Light Augury

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