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The Cavalier for Third Edition
This article is to bring the Cavalier from Unearthed Arcana into third edition rules. Some text has been copied in this article. For more info, check out Unearthed Arcana, page 14.
This class works best as a prestige class.
See the book Sword and Fist: A Guidebook to Fighters and Monks for the "official" Cavalier Prestige class.
Cavalier
The cavalier is the ultimate mounted combat warrior. Born and bred on the saddle, the cavalier excelles at mounted combat. The cavalier knows his horseflesh, being able to determine the value and capacity of any horse.
Fighters and paladins are the obvious choice for the cavalier. Barbarians don't make good cavaliers because of the different mind-sets involved. The other classes are not well suited to become a cavalier, because intense weapon training, mounted combat and riding skills are needed.
NPC cavaliers are the captains or leaders of a kingís army. They can also be found defending a church.
Hit Die: d10
Requirements
To qualify to become a cavalier, a character must meet all the following criteria.
Alignment: Any
Ride (Horse): 8 ranks.
Handle Animal (Horse): 4 ranks.
Feats: Mounted Combat; Weapon Focus: Heavy Lance
Special: Must be in service to a deity, noble order or special cause and follow the Code of Chivalry (see below).
Class Skills
The cavalierís class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Jump (Str), Knowledge: Nobility (Int), Knowledge: Religion (Int), Ride (Dex), and Swim (Str). See Chapter 4: Skills in the Playerís Handbook for skill descriptions.
Skill points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: A cavalier is proficient with all simple and martial weapons, all types of armor and shields. In addition, the cavalier is proficient in the bastard sword (an exotic weapon). Cavaliers favor some weapons over others and will use these weapons first before any others. These weapons of choice are the heavy lance, long sword, bastard sword, short sword, light mace, light flail, light military pick, dagger, scimitar and the javelin. Armor to a cavalier is as much a badge of station as it is a means of protection. The cavalier will always seek to possess the very best and finest-quality armor. Full plate is the cavalierís first choice; other preferences ranking beneath that are (in order of desirability) half-plate, banded, splint, chain and scale mail. Padded, leather, studded leather and hide armors will never be worn, as they are beneath a cavalierís station.
Fighting while mounted: The lance is the preferred weapon of the cavalier. The cavalier adds a damage bonus when attacking mounted with the lance equal to his level as a cavalier. Dismounted, the cavalier has a +1 damage bonus using the lance. Human (and only human) cavaliers attacking while mounted attack as one level higher.
Parry ability (reprinted from Unearthed Arcana, page 15): A cavalierís expertise in weapons allows the cavalier to parry with weapons of proficiency. Should a cavalier choose to parry rather than attack, all of the cavalierís "to hit" bonuses (including those due to strength, magic, and weapon of choice) can be subtracted from one attackerís die rolls. A parrying cavalier may use his shield to parry a second opponentís attack; a shield parry reduces the attackerís roll by one, and a further one for every "plus" of the shield if magical. If the cavalier is using a shield parry as well as a weapon parry, any further attackers beyond the second may ignore the shield bonus in determining their chances "to hit." If a cavalier performs one or two parries, the cavalier cannot attack in that round, even if the cavalier is capable of making multiple attacks in a single round.
Magical Immunities: A cavalier is immune to fear, magical or otherwise. He also radiates a protection from fear aura in a 10-yard radius around himself. He has a 30 SR to magical or magic-like abilities that affect the mind. This includes powers such as charm, command, domination, hold, hypnosis, magic jar, possession, sleep, and suggestion. The cavalier also has a +2 bonus to saving throws versus illusions.
Negative hit points: The cavalier can continue to function at negative hit points, unlike members of other classes. The number of hit points the character had at first level (the first class taken, not the cavalier class) is the number of negative hit points the cavalier can function at. If the cavalier goes to zero or negative hit points, he is disabled and cannot attack and must rest. He doesnít fall unconscious until he exceeds his negative hit point limit.

Cover: As a full-round action, a Knight can protect one friendly person within their threatened range as per the cover rules (PHB p132-133). This starts out at Ĺ cover, the normal for a man-sized creature, and advances at every third level past the first (1st, 4th, 7th, 10th) until by 10th level the knight can completely cover an ally. This is not to say however that the Knight doesn't take the damage from the attack. The Knight still takes damage as the cover would as per the cover rules in the Player's Handbook.
 
Armor Check Penalty Reduction: A Knight is trained in offsetting the problems with moving around in heavy armor. As such, they get their armor check penalties reduced. This reduces the check penalty by 1 every three levels (2nd, 5th, 8th). For example, Gryffin, a 6th level Knight only gets a -4 when wearing Full Plate. 

Dexterity Bonus: This starts at a +2 ceiling bonus to their Max Dex Bonus when wearing armor of any type. This bonus improves by 1 at every three levels (3rd, 6th, 9th). For example, Gryffin, a 6th level Knight with 18 dexterity (+4) wearing full plate, gets his entire dexterity bonus while wearing the armor, making him a formidable foe (AC 22
Horsemanship:
I: The cavalier can vault into the saddle with bulky armor and have the steed underway as a free action.
II: A female elven cavalier (and only a female elf) may handle and ride a unicorn as a steed.
III: The cavalier may urge his mount to greater speed than normal. The additional speed possible equals a 20 bonus to speed, and can be sustained for up to 6 turns.
IV: A cavalier can handle and ride a pegasus as a steed.
V: A cavalier can handle and ride a hippogriff as a steed.
VI: A cavalier can handle and ride a griffon or similar creature (DMís judgment) as a steed.
Special Requirements (reprinted from Unearthed Arcana, page 16)
The cavalier must follow a code of conduct and ethics, akin to chivalry. Upon being sworn to knighthood (by a cavalier of at least 2 levels higher, in a ceremony as simple as dubbing with the sword of a full ritual of fasting, vigil, sacred vows, and celebration), the cavalier must pledge himself or herself to this code. Failure to sustain the oath is not sufficient reason to revoke knighthood, unless the order or liege lord of the cavalier specifically demands such. In the latter case, the cavalier becomes a mere fighter, though weapon specialization is not gained (or cannot be taken anymore) and the privilege of weapons of choice is retained.
A cavalier must serve someone or some cause- normally a deity, greater noble, order of knighthood, or the like. The cavalier must seek to sustain the virtues and the code of chivalry. The knightly virtues are these:
LiberalityHonorGood FaithGloryUnselfishnessPrideCourtesy BraveryThe code for a feudal campaign may be summed up as follows. The DM may adjust this code to fit his or her own campaign.
Noble service cheerfully rendered
Defense of any charge unto death
Courage and enterprise in obedience to rule
Respect for all peers and equals
Honor to all above your station
Obedience and respect from all beneath your station
Scorn for those who are lowly and ignoble (this includes knightly limitations on weapons and armor)
Military prowess exercised in service to your lord
Courtesy to all ladies (if male)
War is the flowering of chivalry
Battle is the test of manhood
Combat is glory
Personal glory above all in battle
Death to all who oppose the cause
Death before dishonor
In enforcing this code, the DM may reduce or eliminate experience that is gained by the cavalier if its gaining violates the spirit or letter of the code. A cavalier who retreats from battle, even to save fellow party members, would receive half experience for the beasts slain in his retreat.
As a result of the code and desire for battle, cavaliers cannot be controlled in battle situations. They will charge any enemy in sight.
Cavaliers who change alignment to neutral (non-good) or evil lose certain abilities. They do not retain the protection from fear aura, nor the ability to function at negative hit points. Evil cavaliers may use poison.
Note on Paladins and Cavaliers: In keeping with the spirit of Unearthed Arcana, a paladin multiclassing to cavalier does not lose the ability to raise his paladin levels later. This only applies if the paladin chooses only the cavalier class. If the paladin chooses another class to multiclass into, then the normal restrictions apply.
Table for Cavalier
Class LevelBase AttackFort SaveRef SaveWill SaveSpecial
1st		+1		+2	+0	+2	+1to hit with lance while mounted,cover 1/2
2nd		+2		+3	+0	+3	armor check penalty reduction 1
3rd		+3		+3	+1	+3	+1 to hit with either the broad sword, long sword, or the scimitar (player's choice); Horsemanship I,max dex bonus +2
4th		+4		+4	+1	+4	Horsemanship II,cover 3/4
5th		+5		+4	+1	+4	+1 to hit with either the light mace, light flail, or the light pick (player's choice); Horsemanship III,armor check penalty reduction 2
6th		+6		+5	+2	+5	max dex bonus +3
7th		+7		+5	+2	+5	+2 to hit with lance while mounted, Horsemanship IV,cover 9/10
8th		+8		+6	+2	+6	armor check penalty reduction 3
9th		+9		+6	+3	+6	+2 to hit with weapon chosen at 3rd level; Horsemanship V,max dex bonus +4
10th		+10		+7	+3	+7	cover 100%1
1th		+11		+7	+3	+7	+2 to hit with weapon chosen at 5th level; Horsemanship VI
12th		+12		+8	+4	+8	max dex bonus +5
13th		+13		+8	+4	+8	+3 to hit with lance while mounted