What follows is a re-working of the Cavalier class, as well as my first attempt at "writing a class" for 1st edition Advanced Dungeons & Dragons. The class is somewhat specific to my own campaign setting, but should be adaptable to others. This class has NOT been playtested...yet.
Across the vast, undulating hills of the Inland Empire rides a lone figure; his armor, weathered but resolute, gleams beneath the endless skies of the Palouse. With unmatched fortitude, he roams this golden, open expanse, a defender of both its silent beauty and its humble people. His spirit is shaped by the land, being capable of enduring the harshest of storms and the fiercest of foes. He is a bogatyr, a "hero-knight," champion of the downtrodden, embodying courage and selflessness in a land as vast as his heart.
Like the thief-acrobat, the bogatyr is a "split-class;" many young fighters aspire to join the ranks of these hero knights, but few will ultimately win their spurs. To become a bogatyr, a character must earn 19,000 x.p. while advancing as a normal fighter. Entry to the class requires a minimum strength of 13, a minimum dexterity of 14, a minimum constitution of 15, and minimum scores of 10 in both intelligence and wisdom. In addition, the character must be proficient in the lance, the sword (either broad, long, or scimitar), and one horseman's weapon (the mace, flail, or military pick). In campaigns that use alignment, only good aligned characters can become a bogatyr.
While most bogatyri are human, both elves and half-elves can become bogatyr; however, non-humans have the same level limits as if they were members of the regular fighter class. A bogatyr with strength, intelligence, and wisdom exceeding 15 adds a 10% bonus to all earned experience points. The bogatyr is a subclass of fighter and uses the same combat, saving throw, and multiple attack tables, except as noted. They may use flaming oil, but never use poison.
Upon becoming a bogatyr, the speed at which the character learns new weapon proficiencies slows, as the bogatyr focuses on their "favored weapons" and horseman skills. As such, they only learn a new weapon every four levels of experience (so at 8th, 12th, 16th, etc.).
Each bogatyr has three favored weapons: the lance, one type of sword (chosen from long, broad, and scimitar), and one type of horseman's weapon (chosen from mace, flail, and military pick). The bogatyr receives a +1 bonus to attack with any of these favored weapons, and this bonus increases as the character advances in level: +2 with the lance at 7th, +2 with the sword at 9th, +2 with the horseman weapon at 11th, +3 with the lance at 13th, +3 with the sword at 15th, and +3 with the horseman weapon at 17th. The maximum bonus for any of the bogatyr's favored weapons is +3. In melee combat, a bogatyr using their favored weapon makes multiple attacks as if they were six levels higher than their character level; at 12th level the bogatyr may make 5 attacks every two rounds with their favored weapons.
Mounted combat is the special province of the bogatyr and the character adds their level to damage inflicted by a lance when mounted (on foot, a bogatyr may use a heavy lance as an awl pike, or a light/medium lance as a spear; however, the character does not receive their damage bonus when dismounted). Regardless of the weapon being wielded, all bogatyri gain an additional +1 to their attack rolls when mounted.
Bogatyri are defenders of the weak and are experts at parrying; should a bogatyr choose to parry instead of attack they may subtract all "to hit" bonuses (including those from strength, magic, and "favored weapon") from an opponent's attack roll. The bogatyr may parry a number of opponents equal to their number of attacks for the round with the weapon they're using.
Bogatyri are all but bred to the saddle, and are unlikely to be thrown from the saddle (85% chance to maintain their seat +1% per level after 5th). They have the same chance to avoid damage should they or their mount fall.
A bogatyr may vault into the saddle, even when wearing bulky armor, and have their steed underway in a single segment. The bogatyr can urge their mount to greater speed (add +2" to movement rate), and this pace can be sustained for up to 6 turns with no ill effects on the mount. A bogatyr's knowledge of horseflesh is such they they can determine the animal's value (and estimated hit points) with but a cursory examination; any steed selected and cared for as a personal mount by the bogatyr will have +2 hit points per hit die, up to the beast's normal maximum. At 7th level a bogatyr may handle and ride a pegasus as a steed, at 9th level they may handle and ride a hippogriff, and at 11th level they may handle and ride a griffon or similar creature (DM's discretion).
The legends of bogatyr courage range far and wide, and bogatyri are immune to fear, magical or otherwise. What's more, they project a protection from fear aura that extends to all allies within a 1" radius of the bogatyr. Bogatyri are especially strong-minded and receive a +2 bonus to saving throws versus any mind-affecting magic (charm, hold, hypnosis, possession, mind blast, etc.) and a +2 bonus versus all forms of illusion magic. The spirit of a bogatyr is nigh indomitable; if reduced to zero or negative hit points, they can continue to function (although they cannot make attacks); however, taking actions other then resting and binding wounds causes them to lose 1 hit point per round. When the bogatyr reaches a negative hit point value equal to 10 plus their hit point bonus from constitution, they perish.
All bogatyri follow a code of chivalrous conduct requiring them to be fearless in battle, steadfast in their defense of the weak, pious in their faith, and loyal to their allies. A bogatyr who waivers from these ideals, or whose alignment changes to non-good, remains a bogatyr but ceases to advance (i.e. cannot earn levels). In addition they lose their immunity to fear, protection from fear aura, saving throw bonuses, and ability to function at zero and negative hit points. To regain their full bogatyr capabilities requires an atonement spell as well as a heroic quest to regain their honor...assuming, of course, they've already returned to a good alignment.
As a bogatyr's name and fame grow and spread, they will attract young (1st level) fighters wanting to learn from the bogatyr. One such fighter seeking training appears upon achieving 6th level; thereafter, 0-2 (roll 1d3-1) new fighters will join the bogatyr's train with every level earned. The number of such followers may not exceed the retainer limit set by the bogatyr's charisma score. These fighters need to be fed, cared for, and outfitted (with arms and steed) but otherwise have no expectation of payment from their master. Not all of these will become bogatyri (some may not meet the necessary requirements), and they may be dismissed at any time by the character. Followers that fall in battle or are dismissed may only be replaced by earning additional levels of experience.
Experience Points Exp. Level 10-Sided Dice Level Title
19,001-38,000 5 5 Knight Errant
38,001-77,000 6 6 Knight Bachelor
77,001-140,000 7 7 Knight
140,001-220,000 8 8 Grand Knight
220,001-300,000 9 9 Banneret
300,001-600,000 10 10 Bogatyr
600,001-900,000 11 10+3 Bogatyr, 11th level
1,200,001-1,500,000 12 10+6 Bogatyr, 12th level
300,000 experience points per level required for each level after 12th. A bogatyr of 13th level and above is sometime called a "Hero-Knight Commander." Bogatyri gain 3 hit points per level after the 10th, and bonuses from constitution no longer apply.