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House Rules.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 1 post
Mon 2 Nov 2020
at 16:11
  • msg #1

House Rules

Posting

Please choose a color for character quotations.  Once a color is chosen please use the same color for the duration of the game.  Orange is reserved for dice rolls and OOC.

Please do not post your character's thoughts.

Do not post the results of your actions.  Once an action is declared I will post the results.

Remember how time flows, if you post a statement or question, allow the other time to answer before moving into the next action.

While I do not expect people to hang on the board every moment of the day, I would like to see at least 1-2 posts a week.  After 2 week of no posts, I reserve the right to take over your character.  I also reserve the right to puppet your character after 1 week, assuming an action by your character is called for to move the game along for the other player characters.

Players are expected to behave in a civil manner to every other player, including myself.  No thought sniping, or rudeness in PMs, hidden threads, OOC, or anywhere else.

No PC may demonstrate IC knowledge specific to a class they do not belong, example being having your fighter advise the magic-user to cast a "feather fall" spell as a fighter would not know what spells by name, a magic-user would know unless they have already seen that magic-user cast such a spell and subsequently been told the spells name.

Understand that this game is set as a mature rated game, so if overt violence or dark themes bother you, this may not be the game for you.

Combat

1.  Announce your characters actions, such as spell casting (as well as what spell), firing a missile weapon, or swinging a melee weapon.  When you announce actions feel free to roll any to-hit or damage rolls that may be required.

2.  Then, to expedite things, I shall roll a D10 on behalf of both the party and the opponent; adding or subtracting any modifiers such as the dexterity adj from the character with the highest Dex attribute (missile attacks only DMG p 64).

3.  Based on the initiative rolls combat will be resolved (highest roll first)

Note that if you are casting a spell, depending upon how many segments it takes to go off, I will announce the effects of the spell once it has gone off.

 Example of how combat and init work:

 As the party rounds a corner they run into a group of Orcs!

 1. I roll a surprise check for both party and creature

 2. I ask for actions

 3. I roll initiative for both sides

At this point, if your magic-user cast fireball which takes 3 segments to go off, I then subtract that from the party init to determine when he completes the spell and it goes off.  If his concentration is broken at any point between when he begins casting at the party init and when he completes his casting (3 segments later) the spell fails.

 4. I roll attacks and damage for the orcs

Once all actions have taken place, I announce the results of combat that round.

Natural 1s and 20s

On any “to hit” roll, a natural 20 (unmodified) will result in the attacker delivering the maximum damage of the weapon (example: a longsword attacking an orc would cause 8 hp damage + strength bonus + any magical modifiers).

A natural 1 (unmodified) is always a miss, regardless of any modifiers (the one exception is when discharging missiles into an existing melee where: An attack roll of a natural 1 will always result in a random ally being struck by the missile).

This rule applies to PCs and NPCs/monsters.

Discharge of Missiles into Melee

Discharge of missiles into an existing melee will be handled slightly different then listed in the DMG (p. 63).  If the attacker makes a successful "to hit" roll, the intended target is struck with the missile weapon and damage is rolled normally.  If the attacker misses, the DM will roll a 1d4 to determine the results:

1: The arrow strikes one of the other combatants.  The target will be determined using the method explained in the DMG, factoring in the number of combatants and relative size of each but excluding the original target

2 through 4: The arrow misses or is deflected by the armor of the combatants.

Note: An attack roll of a natural 1 will always result in a random ally being struck by the missile.

Example: PC1 is fighting in melee range with 2 human bandits.  PC2, targeting one of the bandits with an arrow, misses.  The DM rolls a D4, rolling a 1.  Since both PC1 and the remaining bandit are the same size, there is a 50/50 chance of either of the two being struck by the missile.  The DM rolls a 1d2, rolling a 2.  The Bandit is struck by the arrow and damage is rolled normally.

Experience Points/Training Costs

Since I am not awarding xp after every fight, I am going to ignore the DMG rule on not being able to gain xp until the character gains the next level.

DMG p. 86:
Under no circumstances can a character gain additional experience points by any means until he or she actually acquires the higher level through the required training/study course.


I am also going to adjust the rules on the costs associated with training.

Training is only required when a new skill or spell level is gained.  Below is a chart which shows which events require training and at which levels they occur.

Paladin
  Additional weapon (1/4/7/10)
  Turn undead (3)
  New spell level (9/11/13/15)

Ranger
  Additional weapon (1/4/7/10)
  New druid spell level (8/12/16)
  New M-U spell Level (9/13)

Fighter
  Additional weapon (1/4/7/10)

Cleric
  Additional weapon (1/5/9)
  New spell level (1/3/5/7/9)

Magic-user
  Additional weapon (1/7)
  New spell level (1/3/5/7/9)
  Create scrolls & potions (7)
  Create magic items (12)

Illusionist
  Additional weapon (1/7)
  New spell level (1/3/5/8)
  Create magic items (10)

Thief
  Additional weapon (1/5/9)
  Read languages (4)
  Decipher magic scrolls (10)

For example: Once a paladin has enough xp to attain level 3 he will gain the ability to turn undead.  This requires training.

I am still considering the cost of training but for the moment will set it to 500gp/week (reduced from the DMG cost of Level of the trainee character x 1500gp/week).

Note: Self training costs 1000gp and takes twice as long as training with an instructor.

Healing

DMG p.82 :
Any character brought to 0 (or fewer) hit points and then revived will remain in a coma far 1-6 turns. Thereafter, he or she must rest for a full week, minimum. He or she will be incapable of any activity other than that necessary to move slowly to a place of rest and eat and sleep when there. The character cannot attack, defend, cast spells, use magic devices, carry burdens, run, study, research, or do anything else. This is true even if cure spells and/or healing potions are given to him or her, although if a heal spell is bestowed the prohibition no longer applies.


Magical healing will reduce the amount of rest time required.  If a player reaches negative HP, two magical healings (assuming the character is restored to positive HP) will restore the character to good enough shape to continue the adventure.  One healing will get the character mobile enough to keep up with the party, but fighting or other strenuous activity is out until that character either gets a second magical healing, or gets a couple days of bed rest (but not the full week required by the DMG).
This message was last updated by the GM at 16:41, Fri 06 May 2022.
Dungeon Master
GM, 2 posts
Mon 2 Nov 2020
at 16:27
  • msg #2

Character Creation

1. Starting Abilities: Rolls are made by rolling 4d6 (dropping the lowest roll) a total of six times and then allocating the results among the stats as desired.

                 - or -

Scores rolled are according to each ability category, in order, STRENGTH,
INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA. 3d6 are rolled 6 times for each ability, and the highest score in each category is retained for that category.

 *** If you choose the 2nd method ensure that each roll is labeled to the corresponding ability.  example: 09:31, Today: Dungeon Master rolled 10,18,8,14,10,12 using 3d6,3d6,3d6,3d6,3d6,3d6. str

If you don’t have at least two 15s, roll again

quote:
Furthermore, it is usually essential to the character's survival to be exceptional (with a rating of 15or above) in no fewer than two ability characteristics.


I will roll one set using the same method chosen by the PC, so each player will have two to choose from.

2. Class Limitations: We are using modified versions of the Barbarian and the Cavelier (see posts below).  PHB Bard is fine but the intention to make a Bard must be stated during character creation.

3. Starting XP: Characters will start with 0 experience points.

4. Psionics: Not Allowed

5. Alignment: Any good or neutral (Paladins can join a company of adventurers which contains non-evil neutrals only on a single expedition basis, and only if some end which will further the cause of lawful good is purposed).

6. Racial level limits are not being used in this game.  All PHB races are allowed.

7. Starting gold is as per normal phb rules.

8. Starting Equipment: None

9. For first level, every character starts with maximum hit points.  Subsequent levels will be rolled (re-rolling 1's).

10. Class Specific Rules:

Fighter: Weapon Specialization is available to all single-classed (but not multi-classed) Fighters, Rangers and Paladins (Paladins remain a subclass of fighter). Double specialization is not allowed, nor is specialization in Bows.

Ranger: Ranger tracking will use the UA guidelines.

Cleric/Druid:  Clerics may substitute their daily spells with healing spells of the same or lower level as that being switched out. This can be done on the fly, so if Detect Evil was prepared, the player can cast Cure Light Wounds instead.

Magic User: Starting spells will be assigned by the DM. Initially all spells will be from the PHB.

Casting: MUs memorize spells normally (predetermining their spell lists after resting) but during combat they may substitute spells at a 1 for 1 swap. The caveat is the new spell must be an evocation of the same level or lower than the spell being replaced (evocation spells are identified next to the spell name in the PHB).

This would allow a caster to have utility spells memorized, but in combat could replace them on the fly with an evocation (magic missile, fireball, etc)

It is similar to letting Clerics substitute healing spells in place of their prepared spells (e.g. Cure Light Wounds in place of Detect Magic)

Monk: Attack Table: With respect to combat, monks attack on the same table as clerics.

PHB p. 30:
Dexterity gives them no armor class adjustment


I am going to tweak this rule slightly.  Instead the monk can utilize the dex bonus for AC until the class level based AC exceeds the bonus.  For example, a level 1 monk with a 17 dexterity will have an AC of 7.  He will retain an AC of 7 until he reaches level 6 and the Effective Armor Class of the monk takes over (with no dex bonus).
This message was last edited by the GM at 14:04, Wed 29 Mar 2023.
Dungeon Master
GM, 3 posts
Mon 2 Nov 2020
at 16:29
  • msg #3

Rules Clarifications

Light/Blindness/Darkness
DMG:
Light: It should be noted that if this spell is cast upon the visage or before the visual organs of a creature, it will tend to blind it (rather as if a strong light were placed before its eyes), and its attacks and defenses will be at -4 on "to hit", saving throws, and even armor class.


Spells are not mentioned but I think that a MU/Cleric trying to cast a spell would also have some limitations:

1.  No spells that require complex or multiple material components.  Locating the correct components and using them in combination correctly would be extremely difficult and time consuming.  Spells with a single component would be possible assuming the caster knew the location on his person.
2.  Area of effect spells would be possible but accuracy would suffer since the caster is trying to approximate range/direction.
3.  Spells that target individuals at a distance require line of sight (LOS), therefore they are not allowed while blind.  (This is similar to trying to cast magic missile at an invisible target.  Without being able to see the target it would not work).
4.  Touch spells suffer the -4 to hit penalty.

Healing:
Healing Spells: Healing spells used in combat are by the book (e.g. cure light wounds heals 1d8 HP).  Out of combat the caster is not distracted and can focus more fully on the spell.  The result is HPs regained are the maximum allowed per the spell. (e.g. cure light wounds heals 8 HP).

Detect Evil:
Detect evil will not work through walls.  I use the same limitations as detect magic:
quote:
stone walls of 1’ or more thickness, solid metal of but 1/12’ thickness, or 3’ or more of solid wood will block the spell.


I am making an adjustment to the spell/ability detect evil.  The DMG explains that a NPC must be of "great evil" to be detected (defined as very strongly aligned, do not stray from their faith, and who are of relatively high level..at least 8th or higher).  Powerful monsters will still detect as evil but run of the mill low level NPCs who just happen to be evil will not.

DMG p.60:
DETECTION OF EVIL AND/OR GOOD
It is important to make a distinction between character alignment and some powerful force of evil or good when this detection function is considered. In general, only a know alignment spell will determine the evil or good a character holds within. It must be a great evil or a strong good to be detected. Characters who are very strongly aligned, do not stray from their faith, and who are of relatively high level (at least 8th or higher) might radiate evil or good if they are intent upon appropriate actions. Powerful monsters such as demons, devils, ki-rin and the like will send forth emanations of their evil or good. Aligned undead must radiate evil, far it is this power and negative force which enables them to continue existing.


Transcribing Spells
Copying spells into spell books requires special ink. Ink will come in a flask which will be sufficient to inscribe 2-4 spells. The cost will be 200 to 500 gold pieces.

Donning Armor (Time Required)

Wilderness Survival Guide p. 65:
Considering only the actual armor class of the type of armor being worn, subtract the armor class from 9 to determine how long it takes to put on the armor: Leather armor (AC 8) can be donned in one round, while banded mail (AC 4) requires five rounds.


Not sure I 100% agree with this method so for the time being:

Leather/Studded Leather: 1 round
Chainmail: 2 rounds
Splint/Banded: 3 rounds
This message was last edited by the GM at 14:50, Thu 26 Nov 2020.
Dungeon Master
GM, 6 posts
Mon 2 Nov 2020
at 19:12
  • msg #4

Barbarian

Barbarian:

I haven't used this variation before, so the class may need tweaking for balance during the campaign. Just FYI.

While having many similarities to other character classes, barbarians comprise a separate character class of their own, and are not a sub-class of any other type. Prime requisite is constitution, because one of the barbarian's greatest assets is his sheer hardiness and capacity for survival. Thus a barbarian makes saving-throws as for clerics, but as though he is 3 levels higher than his actual level. Although anyone with a decent (i.e. average) constitution can become a barbarian, which should give players something to do with those useless-in-everything-but-constitution characters, for a barbarian to have full abilities, then a strength of 13+, a dexterity of 13+, an intelligence of 9+ and a wisdom of 14+ are needed.

Barbarians are twice as resistant to disease as other classes. This class, however, is rather limited as regards armor. Levels 1-5 may use a shield but no armor; levels 6-10 may wear leather armor and shield; and level 11 and above may wear chainmail and shield. Barbarians dislike plate armor and never wear it. Their natural instinct for self-preservation, though, gives them a better chance of dodging blows, regardless of dexterity. Therefore, they should always be treated as though one 2 armor class higher than their actual class.

All barbarians have a number of basic abilities. These are:
     High Resistance to harm (as explained above)
     Listening for noise (as human thieves)
     Tracking
     Fearlessness

There are also a number of special abilities which a barbarian might have if he has the necessary prerequisites.

Weapons:
Most barbarians are limited to using sword, spear and hand axe., However, for every point of dexterity the barbarian has above 12, he may use 1 additional weapon - longbows, two-handed swords, slings and daggers being the most favored. Also, barbarians of strength 13+ may use battle axes. The more sophisticated weapons such as the crossbow or compound bow are prohibited.

Race: Barbarians can be considered to be a sub-race of humans who have developed a special hardiness due to their upbringing in an especially harsh environment. However, that does not exclude the possibility of barbarian hybrids. Orcs will breed with anything, and it is quite likely that barbarian women have many times been carried off by raiding orcs. Thus half-orc barbarians exist, having attributes of both the orcish race and the barbarian class. Half-orcs may progress as high as 8th level as barbarians; also, they may elect to be split barbarian/thieves or barbarian/assassins, dividing experience equally between their two classes.

Basic Abilities:
Tracking: Like the ranger sub-class, barbarians have a chance of tracking most types of creatures. However, the figures given in the table represent the base chance of tracking, and must be adjusted as follows:

ConditionsSubtract From Chances To Track
OUTDOORS
Hard ground-20%
Raining or Snowing-30%
Quarry crosses water-40%
DUNGEONS
Trail runs through normal passage-25%
Trail runs through normal door-30%
Trail runs through a trapdoor-40%
Trail runs up/down a chimney-50%
Trail runs through a secret door-55%


Fearlessness: Barbarians are hard men and do not usually panic and thus spells and other devices employing Fear will, 50% of the time, cause barbarians to become wild with battle-rage and fight as berserkers, rather than flee (This lust enables them to strike twice, or once with a +2 to hit).


Hide in Shadows: Barbarians are able to hide in shadows as a thief. This requires a dexterity 11+ coupled with intelligence 9+. They do not gain bonuses on this ability for high dexterity as thieves.

Special Abilities
Sign Language: This ability is possessed by all barbarians of intelligence 9 plus. Sign Language affords the barbarian a chance of communicating with any intelligent creatures encountered, by means of signs and gestures.

First-attack Ferocity:

This is their chance of whipping themselves up into such a frenzy that their first attack will be carried out at a bonus. All barbarians who succeed in striking with first-attack ferocity automatically do at least double damage if they roll 75 or less on percentage dice. Before the first-attack strike is made, roll percentage dice and consult the following table to see what the effects will be:

Barbarian LevelPercentageDie-Roll Effects
1-401-75Attack bonus +2, double damage
76-00Attack bonus +1, normal damage
5-801-25Attack bonus +3, triple damage
26-75Attack bonus +2, double damage
76-00Attack bonus +1, normal damage
9 and up01-25Attack bonus +4, quadruple damage
26-50Attack bonus +3, triple damage
51-75Attack bonus +2, double damage
76-00Attack bonus +1, normal damage


Thus a barbarian capable of first-attack ferocity always gains at least +1 on attack dice even if the die-roll is too high for double damage or greater. Remember though, this bonus only applies to the first melee round, and only if the barbarian has the initiative. After this first round he will attack normally; the rule about barbarians of strength 10+ always hitting at +1 is cancelled. A barbarian is entitled to only one round of first-attack ferocity per battle. If he switches opponents in battle he does not gain any first-attack bonus on his new opponent. Similarly, if the barbarian's first-attack ferocity attempt misses, he does not get another attempt in the next round.

Climbing: Barbarians of dexterity 10+ can, like thieves, climb nearly sheer surfaces.

Catching Missiles: Barbarians of above average dexterity have a chance of actually catching any missile aimed at them in mid-air. The chances of achieving this feat increase by dexterity:

DexterityBonus to chances of catching missile
13-14None
15-16+5%
17-18 (01-50%)+10%
     18 (51-75%)+15%
     18 (76-90%)+17%
     18 (91-99%+20%
     18 (00%)+25%


Note that no barbarian is able to catch spell-generated magic missiles or bullets, and missiles with a magical bonus reduce the barbarian's chances of catching by 5% for every positive point of bonus (e.g. a +3 magic arrow would subtract 15% from the barbarian's chances of catching it, but a -3 cursed arrow would actually add 15% to the barbarian's chances of catching).

Barbarian Magic
Barbarians may use any magical items usable to fighters or thieves, except for those items of weaponry or armor already prohibited to them. Few barbarians are literate (only those with a Wisdom score of 14+), and so most will be unable to use magical Books or Runes. However, this also means that they are immune to the effects of such items. This does not of course, apply to literate barbarians.

Illiterate barbarians cannot copy down magical writings which they cannot understand. To do this would be to set off any harmful effects which the writings might endow upon the reader, e.g. the damage done by a Book readable only by magic-users. This is because there have been cases of parties using non-literate barbarians to copy down the title pages of magical Books so that they could divine their nature without risk of harm. Magical writings can be copied down only by those who fully understand them.

LEVEL               EXPERIENCE    HIT DICE
                       POINTS        (D8)
 1 Tribesman               0         1+1
 2 Savage              1,501         2+1
 3 Clan-brother        3,001         3+1
 4 Hunter              6,001         4+1
 5 Warrior            13,501         5+1
 6 Brave              26,251         6+1
 7 Elite Warrior      52,501         7+1
 8 Headman           100,001         8+1
 9 Chief             210,001         9+1
10 War-chief         470,001        10+1
11 Laird             730,001        10+3
12 Laird, 12th       990,001        10+5
13 Laird, 13th     1,250,001        10+7
                   (+260,000 per level)

LEVEL               SIGN     HEAR     FOLLOW     CATCH     CLIMB     HIDE IN
                    LANG     NOISE    TRAIL      MISSILE   WALL      SHADOWS
 1 Tribesman        10%       5%      40%         5%       80%       10%
 2 Savage           20%       5%      45%        10%       81%       15%
 3 Clan-brother     30%      10%      50%        15%       82%       20%
 4 Hunter           40%      10%      55%        20%       83%       25%
 5 Warrior          45%      15%      60%        25%       84%       30%
 6 Brave            50%      15%      65%        30%       85%       35%
 7 Elite Warrior    55%      20%      70%        35%       86%       40%
 8 Headman          60%      20%      75%        40%       87%       45%
 9 Chief            65%      25%      80%        45%       88%       50%
10 War-chief        70%      25%      85%        50%       89%       55%
11 Laird            75%      30%      90%        55%       90%       60%
12 Laird, 12th      75%      30%      95%        60%       91%       65%
13 Laird, 13th      75%      35%     100%        65%       92%       70%
This message was last edited by the GM at 15:16, Sun 02 Apr 2023.
Dungeon Master
GM, 7 posts
Mon 2 Nov 2020
at 21:51
  • msg #5

Cavalier

Per Dragon #148, "The Corrected Cavalier"

The cavalier, based on the knights of medieval Europe, has the potential to be a unique and interesting fighter. Unfortunately, the cavalier described in Unearthed Arcana is complicated to play and overly powerful. Some players say the class should be eliminated, but the cavalier can be revised to be a unique and viable class. This article redefines the cavalier in AD&D® 1st Edition games.

Cavaliers are warriors with a background of nobility. Their training emphasizes mounted and personal combat as well as the leadership of military units. They have a strict code of conduct, although nonlawful cavaliers tend to ignore it. Not all noble warriors are necessarily cavaliers; some are paladins, rangers, or ordinary fighters who come from the noble classes. Like barbarians, cavaliers cannot be multiclassed characters. In addition, cavaliers cannot be reduced to fighter status for their actions, as their skills are not linked to alignment.

The new cavalier

The following rules regarding the cavalier are unchanged from those given in the Unearthed Arcana:

1. Experience points and hit dice per level, including level titles (Unearthed Arcana, page 15);
2. Ability to estimate the worth of horses;
3. Bonuses to lance damage, whether mounted or on foot;
4. Immunity to fear;
5. Parrying ability with shield or hand weapons; and
6. Henchmen restrictions (Unearthed Arcana, page 75).

The following rules from Unearthed Arcana for the cavalier are removed from the class:

1. Alignment restrictions: Cavaliers may be of any alignment at 1st level and have the usual penalties for switching alignments;
2. Zero-level Horseman and Lancer levels;
3. +3 hp bonus at ist level;
4. Ability to increase strength, constitution, and dexterity scores;
5. Protection from fear aura;
6. 90% resistance to mind attacks;
7. +2 bonus on save vs. illusions;
8. Ability to function at negative hit points;
9. Charge at all opponents in sight;

These rules from Unearthed Arcana are modified:

1. Class type: Cavaliers are now a subclass of fighter and use the fighter's combat and saving-throws tables.

2. Ability score requirements: Cavaliers must have a minimum strength, constitution, and charisma of 13.  Cavaliers have no prime requisite and cannot gain bonus experience points.

3. Social class: Cavaliers must have a minimum social class of 56, as Upper Middle Class.  This roll will determine their starting money (see Unearthed Arcana, page 82, and Starting money section below).

4. Racial limits: Only humans, elves, and half-elves can be cavaliers.  Among elves and half-elves, only those of gray, high, and valley elf stock can be cavaliers.  Drow cannot become cavaliers, since horses are not used underground.

5. Preferred weapons: Cavaliers prefer to use any sort of lance, any sword (except short and khopesh), scimitar, horseman's mace, horseman's flail, horseman's pick, dagger, hand axe, javelin, and bec de corbin.  Elves and half-elves add either a short bow or short composite bow to the list.  These weapons must be taken as weapons of proficiency before any others can be learned.

6. Mounted combat bonuses with weapons of choice: Delete all the Unearthed Arcana rules on this subject. instead, at 1st level, the cavalier has three weapon-proficiency slots.  These must be used to gain proficiency with: a lance (any); a sword (any except short, khopesh, or two-handed) or scimitar; and a horseman's weapon (mace, pick, or flail). These three weapons are known as the cavalier's weapons of choice.  The cavalier has a + 1 bonus to hit with these weapons, and a + 2 to hit when mounted.  The number of attacks per round with these weapons is:

levels 1-6: 3/2
levels 7-12: 2/1
levels 13 +: 5/2

7. Other weapons of proficiency: Weapons of proficiency taken at levels higher than the first are not weapons of choice.  The cavalier has normal combat proficiency with these weapons.  The number of attacks per round with such weapons is:

levels 1-6: 1/1
levels 7-12: 3/2
levels 13 +: 2/1

8. Armor restrictions: Cavaliers will not use leather armor, studded leather armor, padded armor, or wooden shields.  Other than this' 'they are free to wear any type of armor they choose.  In large battles, they will wear the heaviest armor available.  While adventuring, they will be more flexible (e.g., they will not insist on wearing plate mail in the desert).

9. Training:  From levels 1-9, a cavalier must be trained by another cavalier at least two levels higher.  The cavalier must pay normal training fees.

10. Followers: Cavaliers can gain henchmen as noted in Unearthed Arcana, page 75.  Material on followers on pages 74-75 is ignored.  To gain men-at-arms and followers, the cavalier must be of 9th level or higher, must build a castle or keep, then must clear an area for 20-50 miles around the castle.  When construction is completed, the cavalier will gain men-at-arms, all of zero level with 5-8 hp and the same alignment as the cavalier.  The men will consist of:

20-50 light cavalry (ring mail, shield, three javelins, light lance, scimitar (saber), light war horses).
10-40 heavy cavalry (chain mail, shield, broad sword, heavy lance, heavy war horse in chain barding).
20-50 heavy infantry (splint mail, pike, falchion).
10-40 crossbowmen (ring mail, heavy crossbow, falchion).

In addition, the cavalier will gain all retainers noted in Unearthed Arcana, page 75 (but replace Horseman and Lancer with two Armigers) and four zero-level men with the following craftsman proficiencies: animal trainer (horse), Armorer, Blacksmith, Weaponsmith.

11. Pennon and heraldry: The cavalier is not required to display a pennon or coat of arms unless he has built a castle, but a pennon may be displayed at any time before then.

12. Hospitality: The cavalier cannot expect hospitality from other cavaliers until he becomes a landholder (i.e., builds a castle).

13. Proficiency slots: Cavaliers gain one weapon and one nonweapon proficiency slot for every three levels beyond the 1st (4th, 9th, etc.).

14. Starting money: Delete the rules in Unearthed Arcana on page 25 regarding starting funds.  Instead of equipment, the cavalier receives only a number of gold pieces at 1st level.  The amount depends on the cavalier's social class roll (Unearthed Arcana page 82):

Roll Funds
56-87 50-200 GP (5d4 X 10)
88-96 90-200 GP (1d12 + 8 x 10)
97-99 101-200 GP (1d100 + 100)
00 155-200 GP (5d10 + 150)

Miscellaneous notes
Chivalry and knighthood: The rules on these subjects are now optional. The PC cavalier is an independent, free-willed adventurer.  His skills are not dependent on alignment or service to another; they are the result of military training.  The cavalier can change his alignment but not his class.  Therefore, a PC cavalier does not have to be knighted, be in the service of another, or be devoted to any cause.  If the DM and players desire, these aspects of chivalry can be added.

The code of chivalry is well detailed in Unearthed Arcana, though it is heavily slanted toward law and good.  Since cavaliers can be chaotic, neutral, and evil, obviously many would ignore various parts of the code.  Chaotic cavaliers would resist this restrictive set of laws, while evil ones would hardly render cheerful service or courtesy. Again, it is the player's choice to follow the code of chivalry (and incur all penalties for doing so).
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