Noble Cavalry Character Class
Noble Cavalry Character Class
Religion: Most Noble Cavalry will conform to their local deities, though War-Gods would
suit, most Hyborian Noble Cavalry Characters will follow Mitra's teachings. Shemites will
choice amongst their many Gods so serve, based mostly on how their Family may have
taught them. The Turanians honour their Gods for many reasons and the horse has always
been their favour animal, they may serve and worship a Horse~Lord God of some form.
The Vendhyan enjoy the exhilaration of the Kshatriya Warrior Caste and will probably
worship it's structure more than any God as they would believe that their Gods create their
Caste as better than the others and would seek to perfect and relish in it. The Zingaran
Knight are known from Argos to Khitai, from southern Stygia to northern Asgard, but most
will keep to their idea of chivalry and give lip service only to Mitra.
Background: The Noble Cavalry are a
superior in their training than average
Men-at-Arms as they spend hours of
their day training and think nothing of
it as they have been doing it for most of
their lives. When they wake each
morning, they don their armour and
parade about the war-camp and inspect
the regiments, them mount their horse
and train in combat, using the lance to
smash into their heavy targets to
practice their aim then do it some more.
The Noble Cavalry around the World
have a high sense of self.
Restricted Class For: Bossonian, Cimmerian, Gazeli, Gunderlander, Himelian Tribesman: also
Wazuli, Kushite and Northern Black Kingdom Tribesman, Lemurian, Ligurian, Pict, Pygmies,
Sammi, Shem Sabatean, Stygian Hybrids, Southern Islanders and Southern Black Kingdoms
(Including Amazonian), Taian Hillmen, Tlazitlan, Tauran, Vendhyan Lower Class, Xuthalan.
Hit Dice: 1d10 to 10th level; then +3 hp/ level thereafter.
Class Skills:
The Noble Cavalry's Class Skills are: Climb (Str), Diplomacy (Cha), Handle Animal (Cha),
Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Local) (Int),
Knowledge (Nobility) Knowledge (Warfare) (Int), Perform (Cha), Ride (Dex), Sense Motive
(Wis), Sharpen (Wis) and Tactics (Int).
Weapon and Armour Proficiency: The Noble Cavalry is proficient with all simple and
martial weapons, two-weapon combat, light, medium and heavy armour and shields. Note
that armour check penalties apply to the Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Sleight-of-Hand and Tumble skills. Also Swim checks suffer a -1 penalty for every
five pounds of armour and equipment a Noble Cavalry carries.
Born to the Saddle: A Noble Cavalry is nothing without his horse; selecting the best
mount is therefore extremely important. If a Noble Cavalry Character makes a successful
Handle Animal (DC 15) or Ride (DC 20), he can determine the precise number of hit points
and hit dice of any horse.
• Unlike the Nomad Ability of the same name, a Noble Cavalry Character cannot use
this ability of any other animal, like camel or pony.
This extraordinary ability takes 1d6 rounds to perform and the Noble Cavalry Character
must be within 5ft of the horse to assessed.
At 10th level a Noble Cavalry Character may also determine a horse's precise ability scores
(Strength, Dexterity, and so forth) if succeeds at the Handle Animal or Ride Checks.
At 13th level Noble Cavalry Character can determine all of the above as a free action for any
horse he can see, for a number of times per round using is Wisdom Modifier: +3.
Horsemanship: Noble Cavalry spend tremendous amounts of time in the saddle. Tilting,
jousting, sword fighting, mounting and dismounting are treated as combat skills. The
Noble Cavalry Character adds
the listed bonus to all attack they
makes while mounted on their
horse. They also added the
bonus points to Handle Animal
and Ride skills.
Armour Tolerance: Noble Cavalry training begins in earnest at the age of 10 years of age
and given the title of Squire or Esquire or equivalent title depending on Culture. Combat
practice and other vigorous activities such as horsemanship, climbing fences and crossing
muddy ditches are always performed in armour. As the Squire progresses in their training
the type of armour worn during these activities becomes progressively heavier. By the time
a Squire becomes a full-fledged Noble Cavalry Knight, the heaviest armour is worn with
ease.
The listed Modifier is added to the maximum Dexterity Bonus and Armour Check Penalty
is reduced while donned in medium and heavy armour. The maximum armour check
penalty of any suit of armour is +0. This allows the new saluted Knight (or equivalent title
for other Cultures) to make Ride checks for Fast Mounting and Dismounting, Jump and
Climb check with a reduced penalty.
Cavalry Formation: At 3rd level the Noble Cavalry Character gains access to the Soldier
Combat Formation: Heavy Cavalry or Light Cavalry (see Conan the Roleplaying Game;
Page: 65-66) and Advanced Heavy Cavalry or Advanced Light Cavalry (see below).
At 7th level the Noble Cavalry Character gains access to the Improved Heavy Cavalry or
Improved Light Cavalry (see Conan the Roleplaying Game; Page: 65-66) or Improved
Advanced Heavy Cavalry or Improved Advanced Light Cavalry Formation ability (see
below).
At 15th level the Noble Cavalry takes a Cavalry Formation which he did not choose before,
this is followed by a further selection at 19th level.
* Advancing Heavy Cavalry: Whenever the Noble Cavalry Character has two allied Noble
Cavalry Characters or Soldiers who have selected the Advancing Heavy Cavalry within 20ft
of them, he gain the ability to force his mount to make an Overrun manoeuvre as a move
action or free action as part of a charge. This allows the Noble Cavalry Character to attack
with any weapon he hold normally. The three Knights must be mounted and in medium or
heavy armour.
* Advanced Light Cavalry: Whenever the Noble Cavalry Character has two allied Noble
Cavalry Characters or Soldiers who have selected the Advancing Light Cavalry within 20ft
of them, he gain the benefit of the Mobility Feat (whether he meets the prerequisites or
not) for him and his mount. This allows the Noble Cavalry Character to attack with any
weapon he hold normally. The three Knights must be mounted and in light or no armour.
* Improved Advancing Heavy Cavalry: Whenever the Noble Cavalry Character has two
allied Noble Cavalry Characters or Soldiers who have selected the Improved Advancing
Heavy Cavalry within 20ft of them, he gain the ability to force his mount to make an
Overrun manoeuvre as a free action. This allows the Noble Cavalry Character to attack with
any weapon he hold normally. The three Knights must be mounted and in medium or
heavy armour.
* Improved Advancing Light Cavalry: Whenever the Noble Cavalry Character has two
allied Noble Cavalry Characters or Soldiers who have selected the Improved Advancing
Light Cavalry within 20ft of them, he gain the benefit of the Uncanny Dodge ability for
him and his mount. This allows the Noble Cavalry Character to attack with any weapon he
hold normally without being surprised. The three Knights must be mounted and in light or
no armour.
Note Concerning Overrun: This does not give the horse the Improved Overrun Feat,
so it will still received 'Attacks of Opportunity,' though the rider will not. The horse can
still use it's Dodge Defence or if it's rider has Mounted Combat Feat, his rider's Ride Skill
roll!
Lance Charge: The signature of the Noble Cavalry, the Character at 4th level gains the
listed bonus to damage rolls and to Armoured Piercing when making a mounted charge
from horseback with a lance of any type.
At 8th level this bonus increases to +2 and again at 12th, 16th, 18th and 20th levels.
Officer: Starting at 5th level the Noble Cavalry Character is granted the Soldier ability
Officer, but unlike the Soldier Ability this will only work with mounted Heavy Cavalry. The
rest of the ability is exactly as describe in the Soldier Class section. At 9 th, 13th and 17th levels
they gain the advance bonus of this ability.
Ex-Knight: Should a Noble Cavalry Character lose their title, they can still gain further
levels in this Class, but loses the Title and Wealth abilities, unless somehow with the GM
consent and the Player Character's Family wishes, the Wealth ability maybe allowed to
continue, though in secret. A Player's Character has trained from an early age and will with
constant Self-training be able progress with ease in their Class.
Starting Packages: For
Noble Cavalry of Thurian.
Starting Budget: 500 + 10d6 sp
Hyborian Knight and Zingaran Knight: (using 'Well Equipped,' from Warrior's
Companion with Cha 12 or 13, if higher add 100 sp per extra point and a just
appropriately): Steel Cap, Scale Corselet, Large Shield, Hyborian Warhorse, Armoured
War Saddle (from Warrior’s Companion), bit and bridle, Horse Leather Barding (from
Tito's), Merchant Clothing of Doublet (cost: 10 sp) and thick cloth Breeks (5 sp), loincloth,
Knight's Belt, riding boots (normal), Merchant's winter cloak with thick fur around
shoulders (cost 10 sp), heavy lance (High-quality), two spare normal heavy lances, poniard,
battle axe, heavy mace. 42 sp left for lodgings or other essentials (can still roll for the 2d6-2
starting money also).
Turanian Agra Salar or Spahis: (using 'Well Equipped,' from Warrior's Companion
with Cha 12 or 13, if higher add 100 sp per extra point and a just appropriately): steel-
spired helmets, Scale Corselet, Large Shield, Turanian Desert Warhorse, Armoured War
Saddle (from Warrior’s Companion), bit and bridle, Horse Leather Barding (from Tito's),
Merchant kaftan, white silk shirts, belted sashes and loose-fitting trousers suited for
horse-riding (cost: 25 sp), loincloth, riding boots (normal), heavy lance (High-quality), two
spare normal heavy lances, jambiya, Scimitar. 29 sp left for lodgings or other essentials
(can still roll for the 2d6-2 starting money also).
Shemite Mirza: (using 'Well Equipped,' from Warrior's Companion with Cha 12 or 13, if
higher add 100 sp per extra point and a just appropriately): steel-spired helmets, Scale
Corselet, Large Shield, Desert Warhorse, Armoured War Saddle (from Warrior’s
Companion), bit and bridle, Horse Leather Barding (from Tito's), kafieh, khilat (cost 35
sp), A'gal, sashes and loose-fitting trousers silk trousers, loincloth, Belt, riding boots
(normal), heavy lance (High-quality), two spare normal heavy lances, jambiya, Scimitar. 14
sp left for lodgings or other essentials (can still roll for the 2d6-2 starting money also).
Vendhyan Kshatriya: (using 'Well Equipped,' from Warrior's Companion with Cha 12
or 13, if higher add 100 sp per extra point and a just appropriately): steel-spired helmets,
Scale Corselet, Large Shield, Desert Warhorse, Armoured War Saddle (from Warrior’s
Companion), bit and bridle, Horse Leather Barding (from Tito's), turban, dhoti (cost 5 sp),
belted sash, riding boots (normal), light lance (High-quality), one spare normal light
lances, kukri, Khander.