THE KNIGHT OF THE SILVER TREE (CAVALIER) Prestige Class, adapted from Unearthed Arcana (1985)
Converted from 1st Edition to 3rd Edition Dungeons and Dragons
By Brian Haughwout (bhaughwout@aol.com) Modified for Inzeladun by Vincent N. Darlage (vincent@tls.net)

The Cavalier is the ultimate mounted warrior of civilized cultures, especially those of Middle Ages technology and outlook. In a campaign, he's the shining knight who leads his fellows on an eternal quest for truth, justice, and the elimination of evil. To the world at large, he's a mighty hero. To his friends and allies, he's a staunch friend, a tireless cheerleader, and often an overenthusiastic pain in the neck.
The cavalier may take may forms. The honorable noble defending his lord's name. The mounted knight leading the charge on the battle field. The mysterious samurai, ready to die before dishonor. In any form, what seperates this warrior from a fighter or paladin is his breeding. Practically raised in the saddle, the Cavalier can outperform most any other character on horseback. Similarly, his training in battle and armament has been focused to seize upon that advantage to maximum effectiveness. What results is a powerful figure, both in image and power, ready to go to his death in the pursuit of honor and his lord's name.
Fighters and paladins are ideal for Cavaliers. Those trained in honor and proficient on horseback can most easily cut the parading image needed to carry their lord's standard. Rangers also make prime candidates serving out on the borderlands as representatives of their lord among the wilds. Under some conditions, a cleric or monk may accept this role, although they would approach it differently, as a defender of the faith or a samurai, respectively. Wizards and sorcerors prefer not to so rely on close combat fighting, as it plays against their advantages, while a barbarian, bard, druid, or rogue would find it difficult to be considered for knighting by a noble lord.
Most cavaliers are human, as most lord's sponsoring these knights come from that race. However, elven cavaliers of noble houses are also quite common. Half-elves of noble heritage may also be sponsored by a lord if proven worthy. Dwarves do not pursue such a class due to their dislike of horses, and gnomes and halflings are too small to properly utilize the mounts and weapons required. Half-orcs cavaliers are extremely rare, as few lords are willing to sponsor such beings for the honor of knighthood.
As NPCs, Cavaliers fight at the head of their lord's armies, using their morale abilities to press home victory. Otherwise, cavaliers may be found at jousts and tournaments, or in the field pursuing those men or beasts that imperil his lord's rule. Hit Dice: D12
Skill Points at Each Level: 2+ Int modifier.
Requirements: Ride 8 ranks
Knowledge (Nobility and Royalty) 3 ranks
Completed a quest
Base attack bonus +5
Mounted Combat Feat Class Skills:

The Cavalier's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Nobility and Royalty) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis). Class Base Atk Fort Ref Will Special
Level Bonus Save Save Save
1 +1 +2 +0 +0 Lance Bonus (+1), Aura of Courage, Leadership, +1 Ride Bonus
2 +2 +3 +0 +0 Chosen Weapon Block, Followers, Sword Bonus (+1)
3 +3 +3 +1 +1 Lance Bonus (+2), Vault, +2 Ride Bonus
4 +4 +4 +1 +1 Followers, Heraldric Awe, Sword Bonus (+2)
5 +5 +4 +1 +1 Lance Bonus (+3), Swift Ride, +3 Ride Bonus
6 +6 +5 +2 +2 Glorious Steed, Followers, Sword bonus (+3)
7 +7 +5 +2 +2 Lance Bonus (+4), +4 Ride Bonus
8 +8 +6 +2 +2 Glorious Steed, Followers, Sword bonus (+4)
9 +9 +6 +3 +3 Lance Bonus (+5), +5 Ride Bonus
10 +10 +7 +3 +3 Glorious Steed, Followers, Sword bonus (+5)
Class Features:
All of the following are class features of the cavalier prestige class.

Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armor, and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

However, in practice, a cavalier is limited in what weapons and armor he will use. His station demands he use the finest quality knightly weapons he can procure, for his training in them gives him great effectiveness. Only after the lance and sword are mastered will he seek out other weapons. Likewise, any weapon that deals out damage at a distance (ranged or reach weapons) calls into question the cavalier's honor, and will only be used in the gravest of circumstances. Likewise, a cavalier will go for armor that befots his station. Plate armor is his preferred armament, and anything beneath scale mail will be refused as the outfitting of commoners and brigands. This list of preferences applies even in the case of magic armor, sp that Chain Mail +2 will not be worn if banded or splint mail of the normal sort is available.

Lance Bonus: At 1st level, the Cavalier is +1 to hit with the lance, if used while mounted. This increases to +2 at 7th level. The plus does not apply to damage, nor does it allow the cavalier to cause full damage to those opponents whose damage reduction is equal to the bonus given. This bonus is cumulative with any other bonuses the cavalier might have with the lance.

Aura of Courage: Beginning at 1st level, the cavalier is immune to fear (magical or otherwise). Allies within 10 feet of the cavalier gain a +4 morale boost on saving throws against fear effects. Granting the morale boost to allies is a supernatural ability.

Leadership: At 1st level, the Cavalier recieves the Leadership feat (see DMG, page 45), even if he doesn't have the prerequisites.

Chosen Weapon Block: Starting at 2nd level, the Cavalier is well enough trained in his class weapons that, when using a chosen lance, sword, or bludgeon and a shield, he may take extra blocks during a combat round, equal to the to hit bonus he gains with the equipped weapon. Similarly, the Cavalier may choose to substitute a shield block for one of these extra actions. A shield block subtracts a further point from the attacker's roll, plus an extra point subtraction for each point bonus of the shield. However, after a shield block, subsequent attackers may ignore the AC bonus given by the shield for the rest of the round (the shield is extended too far beyond rech to effectively defend).

Followers: The prestige of the cavalier attracts armed followers to his side at early levels. At 2nd level, he has 1-4 followers, at 4th level 2-8, at 6th level 3-12, at 8th level 6-24, and at 10th level 12-48. The total at each point is adjusted for the cavalier's Charisma modifier. The number ranges are not cumulative; if a dice roll for new followers at a new level is equal or less than the current number, no new followers are gained for that level. A cavalier's followers will not demand wages or salary, but must be fed, cared for, and rewarded as suitible for the conditions. There is a 5% chance (1 on d20, adjusted by Charisma modifier) that any particular follower at 8th or 10th level may be monster of similar alignment, whose hit dice will be at least 1, plus any positive Charisma modifier.

Sword Bonus: At 3rd level, the Cavalier is +1 to hit with either the falchion, longsword, or scimitar. This increases to +2 at 9th level. The plus does not apply to damage, nor does it allow the cavalier to cause full damage to those opponents whose damage reduction is equal to the bonus given. This bonus is cumulative with any other bonuses the cavalier might have with the chosen sword.

Vault: At 3rd Level, the Cavalier may vault into the saddle with bulky armor and have the steed underway as a free action.

Heraldric Awe: Beginning at 4th level, any intelligent creature of same or fewer hit dice as and similar alignment to the cavalier has a chance of joining the cavalier as his follower. When the cavalier encounters the monster and is allowed time to speak, he may display his heraldric devices and speak of his service in honor to his lord. The monster, if vulnerable to Enchantments, must make a Will save against (d20 + Cavalier class level + Charisma modifier) or else be awed by the noble presence before him. The awed creature be favorably disposed toward the Cavalier, and may be convinced to join with him on a quest if the two's goals match up. Any creature of opposite alignment and less hit dice must make a similar save, or be struck with fear at the sight. This is a supernatural power, and will have no effect against a creature immune to enchantments or of bordering alignment. Neutral creatures are immune to either effect, and neutral cavaliers are unable to cause either awe or fear, though they may make any creature leave them be with the same technique.

Bludgeon Bonus: At 5th level, the Cavalier is +1 to hit with the heavy mace, heavy flail, or heavy pick. The plus does not apply to damage, nor does it allow the cavalier to cause full damage to those opponents whose damage reduction is equal to the bonus given. This bonus is cumulative with any other bonuses the cavalier might have with the chosen weapon.

Swift Steed: At 5th level, the Cavalier can urge his mount to greater speed than normal. The additional speed possible equals a 10' bonus to movement rate, and can be sustained for up to 6 turns. The additional speed thus gained has no ill effect upon the mount, although normal rest and feeding are always required.

Glorious Steed: The Cavalier's abilities in horsemanship translate to other mounts as well. At 6th level, the Cavalier can handle and ride a pegasus as he would a normal mount. Likewise at this level, a female elven cavalier (and only a female elven cavalier) may take a unicorn as a mount. At 8th level, this ability expands to include hippogriffs, and upon reaching 10th level, a Cavalier may handle and ride a griffon or similar creature (DM's judgement) as a steed. These special mounts are subject to any riding abilities the Cavalier has gained through feats