Cavalier

While many warriors strive to perfect their art, spending all of their time honing their skill at martial arms, others spend as much effort dedicating themselves to a cause. These warriors, known as cavaliers, swear themselves to a purpose, serving it above all else. Cavaliers are skilled at fighting from horseback, and are often found charging across a battlefield, with the symbol of their order trailing on a long, fluttering banner. The cavalier’s true power comes from the conviction of their ideals, the oaths that they swear, and the challenges they make.   Cavaliers tend to marshal forces on the battlefield, using their mounted talents and challenges to control the flow of the fight. Outside of battle, cavaliers can be found advancing their cause through diplomacy and, if needed, subterfuge. The cavalier is no stranger to courtly intrigue and can hold their own in even the most delicate of social situations.  

Alignment

Any.

Hit Dice

1d10

Proficiencies

 

Class Features

All of the following are features of the Cavalier class.  

Challenge (Ex)

Once per day, a cavalier can challenge a foe to combat. As a Swift Action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of their challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.   Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to their Armor Class, except against attacks made by the target of their challenge.   The challenge remains in effect until the target is Dead or Unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.  

Mount (Ex)

A cavalier gains the service of a loyal and trusty steed to carry them into battle. This mount functions as an Animal Companion, using the cavalier’s level as their effective level. The creature must be one that they are capable of riding and is suitable as a mount.   A Medium cavalier can select an axebeak, camel, elk, giant seahorse, giant tortoise, horse, giraffe, or a zebra as a mount.   A Small cavalier can select an antelope, a capybara, giant weasel, lizard (giant gecko), kangaroo, pony, ram, reindeer, stag, wolf or wolfdog as a mount but can also select a boar or a dog if they are at least 4th level.   The GM might approve other animals as suitable mounts.   A cavalier does not take an armor check penalty on Ride checks while riding their mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.   A cavalier’s bond with their mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve them after 1 week of mourning. This new mount does not gain the link, Evasion, devotion, or improved Evasion special abilities until the next time the cavalier gains a level.  

Order (Ex)

At 1st level, a cavalier must pledge themself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If they violate any of these edicts, they lose the benefits from their order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change their order without undertaking a lengthy process to dedicate themself to a new cause (see Retraining).   Available orders can be found in the Cavalier Orders article.   Members of these orders are not necessarily bound together, but some organizations do exist that are comprised of cavaliers that all belong to one specific order.  

Tactician (Ex)

At 1st level, a cavalier receives a Teamwork Feat as a bonus feat. They must meet the prerequisites for this feat. As a Standard Action, the cavalier can grant this feat to all allies within 30 feet who can see and hear them. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.  

Cavalier’s Charge (Ex)

At 3rd level, a cavalier learns to make more accurate Charge attacks while mounted. The cavalier receives a +4 bonus on Melee Attack rolls on a Charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to their AC after making a Charge attack while mounted.  

Expert Trainer (Ex)

At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 their cavalier level whenever they use Handle Animal on an animal that serves as a mount. In addition, they can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. They can also train more than one mount at once, although each mount after the first adds +2 to the DC.  

Banner (Ex)

At 5th level, a cavalier’s banner becomes a symbol of inspiration to their allies and companions, and they choose one of the standards below. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive the bonuses of the chosen banner. The banner must be at least Small size or larger and must be carried or displayed by the cavalier or their mount to function. Once chosen, a cavalier cannot change their standard type (see Retraining).  
  • Inspiring Standard (Ex): An ally who benefits from this standard gains a +2 Morale Bonus on Saving Throws against Fear and a +1 Morale Bonus on attack rolls made as part of a Charge. At 10th level, and every five levels thereafter, these bonuses increase by +1.
  • Fleet Standard (Ex): An ally who benefits from this standard increases their land speed by 5 feet and gains a +1 Dodge Bonus to AC during any round in which they moved at least 10 feet. This increase to land speed is an Enhancement Bonus. At 10th level and every 5 levels thereafter, the bonus to speed increases by 5 feet.
  • Jinx Standard (Ex): These grim fetishes are common among some cavaliers. An ally who benefits from this standard gains a +1 bonus on Caster Level checks to bypass Spell Resistance and a +1 bonus to the DC of her hexes and necromancy or enchantment spell she casts. At 10th level and every 5 levels thereafter, the bonus on Caster Level checks increases by 1.
  • Knave Standard (Ex): An ally who benefits from this standard gains a +2 Dodge Bonus to AC against attacks of opportunity provoked by movement and a +1 Morale Bonus on attack rolls that benefit from Flanking. At 10th level and every 5 levels thereafter, the bonus to AC increases by 1.
  • Stalwart Standard (Ex): An ally who benefits from this standard gains a +2 Morale Bonus to CMD and a +1 Morale Bonus on attack rolls to creatures threatening an ally. At 10th level and every 5 levels thereafter, the bonus to CMD increases by +1.
 

Bonus Feat

At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. The cavalier must meet the prerequisites of these bonus feats.  

Greater Tactician (Ex)

At 9th level, the cavalier receives an additional Teamwork Feat as a bonus feat. They must meet the prerequisites for this feat. The cavalier can grant this feat to their allies using the tactician ability. Using the tactician ability is a Swift Action.  

Mighty Charge (Ex)

At 11th level, a cavalier learns to make devastating Charge attacks while mounted. Double the threat range of any weapons wielded during a Charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free Bull Rush, Disarm, Sunder, or Trip combat maneuver if their Charge attack is successful. This free combat maneuver does not provoke an Attack of Opportunity.  

Demanding Challenge (Ex)

At 12th level, whenever a cavalier declares a challenge, their target must pay attention to the threat they pose. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.  

Greater Banner (Ex)

At 14th level, the cavalier’s banner becomes a rallying call to their allies. The benefits to those affected by the banner are expanded based on the standard selected, as shown below. In addition, while their banner is displayed, the cavalier can spend a Standard Action to wave the banner through the air, granting all allies within 60 feet an additional bonus based on their standard.  
  • Inspiring Standard (Ex): An ally benefiting from the banner also gains a +2 Morale Bonus on Saving Throws against Charm and Compulsion spells and effects. When the cavalier waves this standard, each ally within 60 feet can make an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow Saving Throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
  • Fleet Standard (Ex): An ally benefiting from the banner also gains a +2 Morale Bonus on Reflex Saving Throws against effects that target an area, such as Fireball or breath weapons. When the cavalier waves this standard, each ally within 60 feet can move up to their speed as an Immediate Action.
  • Jinx Standard (Ex): An ally benefiting from the banner also gains a +2 Morale Bonus on Saving Throws against spells or effects that deal hit point damage. When the cavalier waves this standard, a number of allies equal to the cavalier Charisma modifier (minimum 1) within 60 feet can attempt an Intimidate check to demoralize a foe as an Immediate Action.
  • Knave Standard (Ex): An ally benefiting from the banner also gains sneak attack +1d6; this stacks with other sources of sneak attack. When the cavalier waves this standard, a number of allies equal to the cavalier’s Charisma modifier (minimum 1) within 60 feet can each attempt a Feint against a foe they threaten as an Immediate Action.
  • Stalwart Standard (Ex): An ally benefiting from the banner is also treated as one size category larger for the purposes of determining which creatures can affect them with Combat Maneuvers. When the cavalier waves this standard, each ally within 60 feet can move up to 10 feet without provoking attacks of opportunities and ignoring Difficult Terrain as an Immediate Action.
 

Master Tactician (Ex)

At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. They must meet the prerequisites for this feat. The cavalier can grant this feat to their allies using the tactician ability. Whenever the cavalier uses the tactician ability, they grant any two Teamwork Feats that they know. They can select from any of their Teamwork Feats, not just their bonus feats.  

Supreme Charge (Ex)

At 20th level, whenever the cavalier makes a Charge attack while mounted, they deal double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a Charge attack while mounted, the target is Stunned for 1d4 rounds. A Will Save reduces this to Staggered for 1d4 rounds. The DC is equal to 10 + the cavalier’s base attack bonus.  

Cavalier Variants

Many variations exist that alter or replace aspects of the Cavalier class.  

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