BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

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 legendary 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.   Role: 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 lawful.   Hit Dice: d12.   Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.   Starting Age: Self-Taught.  

Class Skills

The cavalier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).   Skill Ranks per Level: 4 + Int modifier.  
Table: Cavalier
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Commander’s aura, mount, noble steed, order
2nd +2 +3 +0 +3 Banner, skilled diplomat
3rd +3 +3 +1 +3 Cavalier’s charge, knight’s renown
4th +4 +4 +1 +4 Commander’s shout (move), measured gait
5th +5 +4 +1 +4 Courtly skill, talented orator
6th +6/+1 +5 +2 +5 Compact mount
7th +7/+2 +5 +2 +5 Iron steed, risky lunge
8th +8/+3 +6 +2 +6 Chivalry’s call, noble's renown
9th +9/+4 +6 +3 +6 Rider's bond
10th +10/+5 +7 +3 +7 Commander’s shout (standard), dual aura
11th +11/+6/+1 +7 +3 +7 Courtly skill, mighty charge
12th +12/+7/+2 +8 +4 +8 Steed's party
13th +13/+8/+3 +8 +4 +8 Powerful steed
14th +14/+9/+4 +9 +4 +9 Greater banner, legendary renown
15th +15/+10/+5 +9 +5 +9 Victor’s rally
16th +16/+11/+6/+1 +10 +5 +10 Commander's shout (unrestricted)
17th +17/+12/+7/+2 +10 +5 +10 Courtly skill, rider's bond
18th +18/+13/+8/+3 +11 +6 +11 General’s Awe
19th +19/+14/+9/+4 +11 +6 +11 Supreme charge
20th +20/+15/+10/+5 +12 +6 +12 Commander’s shout (full round action), monarch's renown
 

Class Features

 
Weapon and Armor Proficiency
Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (including tower shields).  
Commander’s Aura (Ex)
At 1st level, a cavalier can project a commander’s aura as a move action, this aura extends 60 feet from the cavalier and can be ended as a free action. A cavalier can maintain their commander’s aura for a number of rounds each day equal to 4 + the cavalier’s Charisma modifier; this duration may be divided in whichever fashion the cavalier pleases. At each level after 1st, they can maintain their commander’s aura for an additional 2 round per day. Whenever a cavalier projects their commander’s aura, they can select one of the following aura abilities, providing bonuses to all allies inside the aura. Aura effects that require A cavalier can spend a swift action to switch the bonus or penalty provided by this ability. At 7th level, they can instead use an immediate action to switch the bonus provided by this ability.   Armored Adage: All allies gain DR 2/-. At 5th level and every four levels afterwards, this damage reduction increases by 2.   Buffering Encouragement: All allies gain temporary hit points equal to the cavalier’s class level + their Charisma modifier which last until the aura ends. These temporary hit points refresh at the beginning of each of the ally’s turns as long as this aura is maintained.   Defensive Strategum: All allies gain a +1 morale bonus to their armor class. At 5th level and every four levels afterwards, this morale bonus to their armor class increases by +1.   Destructive Counsel: All allies gain a +2 morale bonus to their weapon damage rolls. At 5th level and every four levels afterwards, this morale bonus to weapon damage rolls increases by +2.   Healing Lesson: All allies gain fast healing 2. At 4th level and every three levels afterwards, this fast healing increases by 2.   Resilient Recommendation: All allies gain 3 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the commander’s aura is projected. At 4th level and every three levels afterwards, this energy resistance is increased by 3.   Tactical Advice: All allies gain a +1 morale bonus to all combat maneuver checks they make. At 5th level and every four levels afterwards, this morale bonus to combat maneuver checks increases by +1.   Valiant March: All allies gain a +10 foot morale bonus to all movement speeds they possess. At 4th level and every three levels afterwards, this morale bonus to movement speed increases by +10 feet.   Warding Warning: All allies gain a +1 morale bonus to all saving throws. At 5th level and every four levels thereafter, this morale bonus to saving throws increases by +1.   A commander’s aura is a verbal, visual, and mind-affecting morale effect; creatures which cannot see or hear the cavalier cannot benefit from it. At 5th level and every four levels afterwards, the area of the commander’s aura extends by 10 feet, to a maximum of 100 feet at 17th level.  
Mount (Ex)
A cavalier gains the service of a loyal and trusty steed to carry them into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as their effective druid level. The creature must be one that they are capable of riding and is suitable as a mount. In addition, the cavalier gains Mounted Combat as a bonus feat.   A Medium cavalier can select a camel, horse, or a zebra as a mount.   A Small cavalier can select a capybara, pony, reindeerUW, 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, but they treat Light Armor Proficiency as though it was the share spells special ability for the purpose of animal companion archetypes. 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.  
Noble Steed (Ex)
At 1st level, a cavalier’s mount gains a +1 morale bonus to attack rolls made with its natural attacks. At 5th level and every 4 levels afterwards, this bonus increases by +1, to a maximum of +5 at 17th level.  
Order (Ex)
At 1st level, a cavalier must pledge themselves to a specific order and to a particular tradition, as described in the following section. The cavalier receives a set of masterwork heavy armor of his choice. This armor is their symbol of nobility and of their devotion to the order's edicts. A cavalier who for any reason loose this armor can request a new one to their order, doing so however may bring shame to his name.   The tradition grants the cavalier a signature skill, unique commander’s aura and may possibly change his banner ability. Whenever a cavalier gains a class level, they also gain 1 skill rank in their signature skill, treating that skill as a class skill for them if it wasn’t already. At 8th level, the cavalier gains the skill unlock for their signature skill.   Both the tradition and order includes a number of edicts that the cavalier must follow. These edicts are general guidelines to be followed, giving a basis for a character’s interactions with the campaign. A cavalier cannot change their order without undertaking a lengthy process to dedicate themselves to a new cause. A cavalier, however, can never change their tradition and once the choice is made it cannot change.   A cavalier that whishes to have no order must choose the wandering knight tradition; although it is also detailed under orders, it is simply done so from a mechanic viewpoint, as there is no organization or oficial order for wardering knights.  
Banner (Ex)
At 2nd level, a cavalier’s banner becomes a symbol of inspiration to their allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive 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 again at 18th level, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or their mount to function.  
Skilled Diplomat (Ex)
At 2nd level, a cavalier gains a bonus to Diplomacy checks equal to 1/2 their class level.  
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.  
Knight’s Renown (Ex)
At 3rd level, a cavalier becomes well known in a specific community in which they gain the benefits of renown. They gain the renown vigilante social talent, treating theircavalier level as their vigilante level for this ability. This community can be an entire settlement or portions of a settlement (such as a particular district or neighborhood), depending on the population as allowed by the renown social talent. For the purposes of this class feature, the cavalier does not have a vigilante identity and is always considered to be in their social identity.  
Commander’s Shout (Ex)
At 4th level, a cavalier can let out a mighty shout, allowing an ally affected by their commander’s aura to take additional actions. As an immediate action, a cavalier can spend 4 rounds of their commander’s aura to grant an ally an additional move action on that ally’s turn. A creature can only benefit from this ability once per day even if a different cavalier uses it on them. A creature must be able to hear the cavalier to gain any benefit from this ability.   At 10th level, this ability can instead grant an additional standard action that cannot be used to cast a spell or use a spell like ability.   At 16th level, the standard action granted by this ability can be used however the ally wishes.   At 20th level, this ability can instead grant a standard and move action (this can be combined into a full round action) that can be used however the ally wishes.  
Measured Gait (Ex)
At 4th level, as long as the cavalier’s mount is being ridden by the cavalier, it can ignore difficult terrain while charging. At 10th level, the cavalier’s mount no longer needs to be charging to ignore difficult terrain.  
Courtly Skill (Ex)
At 5th level, a cavalier can select one of the following vigilante talents, treating their cavalier level as their vigilante level for the purposes of qualifying for this social talent: celebrity discount, celebrity perks, feign innocence, gossip collector, instant recognition, loyal aid, safe house, social grace, triumphant return, or wellknown expert. At 11th level and again at 17th, they can select an additional vigilante talent from this list.  
Talented Orator (Ex)
At 5th level, a cavalier gains the skill unlock for Diplomacy.  
Compact Steed (Ex)
At 6th level, while riding their mount, as a free action, a cavalier’s mount can cause itself to be treated as though it was one size smaller than it actually is for the purpose of its space (this does not alter the mount’s AC, CMB/D, or attack bonus this cannot reduce the size of the mount to less than the size of the cavalier. At the start of their next turn, the cavalier can choose to continue or end this effect as a free action. If at any time the cavalier begins their turn dismounted from their bonded mount, this effect automatically ends.  
Iron Steed (Ex)
At 7th level, as long as a cavalier is riding their mount, their mount gains DR 2/-. At 11th level and every four levels afterwards, this DR increases by 1. This damage reduction stacks with similar damage reduction.  
Risky Lunge (Ex)
At 7th level, while riding their mount, a cavalier and their mount can choose to only move 5 feet before making their attack with a charge action. If they do so, the cavalier and their mount take a -2 penalty to AC until the start of their next turn.  
Chivalry’s Call (Ex)
At 8th level, a cavalier can appeal to the honor of their comrade, freeing them from outside control. As a swift action, a cavalier may expend 3 rounds of their Commander’s Aura to allow an ally within the range of their Aura to make another saving throw against a mind affecting effect, using the cavalier’s total bonus to Will saving throws or their own bonus, whichever is higher.  
Noble’s Renown (Ex)
At 8th level, a cavalier gains the great renown vigilante talent.  
Rider’s Bond (Ex)
At 9th level, as long as the cavalier’s mount is above 0 hit points and the cavalier is within 60 feet of it, the cavalier gains the benefits of the Diehard and Deathless Initiate feats, regardless of if they qualify for them.   At 17th level, whenever the cavalier would normally be dead due to hit point damage, as long as their mount is still alive and within 60 feet, the cavalier can act as though they were still alive, as well as being able to be healed. If the cavalier is healed above the threshold they would need to be alive before leaving the area of this ability, they continue to be alive, although if they are still below 0 hit points, they fall unconscious as normal.  
Dual Aura (Ex)
At 10th level, whenever a cavalier projects a commander’s aura, they can choose to provide two abilities with their aura without expending additional rounds, rather than just one.  
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.  
Steed’s Parry
At 12th level, a cavalier has mastered using their steed to deflect attacks. As an immediate action, a cavalier may expend 2 rounds of their commander’s aura to attempt a Ride check to turn their mount to absorb the blow for them. The DC of this check is equal to the result of the attack roll made against them. If successful, the attack hits the mount instead, dealing half of its normal damage. A cavalier must decide to use this ability after the attack has been rolled, but before the result has been revealed.  
Powerful Steed (Ex)
At 13th level, while riding their mount, a cavalier’s steed is treated as one size larger for the purpose of how much damage its natural attacks deal. This does not stack with any other virtual size increases, such as the impact weapon enhancement.  
Greater Banner (Ex)
At 14th level, the cavalier’s banner becomes a rallying call to their allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while their banner is displayed, all allies within 60 feet gain the benefits of the Diehard feat.  
Legendary Renown (Ex)
At 14th level, a cavalier gains the incredible renown vigilante talent.  
Victor’s Rally (Ex)
At 15th level, the sight of cavalier’s triumph can inspire their allies to greatness. When a cavalier reduces a creature to 0 or fewer hit points, the cavalier can select an ally (other than themselves or their mount) within the radius of their commander’s aura, allowing that ally to either immediately make an attack with a weapon they’re wielding or move up to their movement speed (this movement does not provoke attacks of opportunity). Reducing an creature with fewer HD than half the cavalier’s level does not activate this effect, and an ally can only be affected by this class feature once every five minutes.   General’s Awe (Ex) At 18th level, whenever a cavalier is riding their mount, they can spend 4 rounds of their commander’s aura as a free action while making an attack. If the attack is successful, the attacked creature must make a successful Will saving throw (DC 10 + 1/2 the cavalier’s class level + their Charisma modifier) or be stunned for 1 round.   In addition, for a number of rounds equal to the cavalier’s Charisma modifier, at the beginning of each of the creature’s turns, it must make an additional successful Will saving throw or be unable to make an attack targeting the cavalier or their mount. Once a creature has been affected by this ability, it cannot be affected by it again for 24 hours. This second effect is a mind-affecting effect.  
Supreme Charge (Ex)
At 19th level, whenever the cavalier makes a charge attack while mounted, they deal double the normal amount of damage (or triple if using a lance if the cavalier possesses the Spirited Charge feat, they instead deal triple the normal amount of damage (or quadruple 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 Fort save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier’s base attack bonus.  
Monarch’s Renown (Ex)
At 20th level, the cavalier can gain renown in a single community of up to 100,000 people (metropolis) or up to two larger cities of no more than 25,000 individuals each (large city).  

Section 15: Copyright Notice

Original verison: Legendary Cavaliers. Copyright 2018, Legendary Games; Authors: N. Jolly, Hal Kennette, Dave Nelson, Jason Nelson, and Blake Morton.
Modified version: Modified by Roberto Sanches.

Remove these ads. Join the Worldbuilders Guild

Articles under Cavalier


Comments

Please Login in order to comment!