Cavalier

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The Cavalier
Common Roles Adventurer, mercenary, military scholar, temple guard, displaced or roving minor nobility
Common Races Arvek Nar, Gobbers, Half-orcs, Humans (especially the Myrrish), Khazad, Oruch
Influencial Faiths Angoron, Daeus, Althea, Serriel, Kor
Common Organizations All Common Knightly Orders, Battleguard of Kor, Temples of: Daeus, Serriel, Althea, Kor, Angoron
Some IC Hangouts Alexandrian Grid: A03: The Colosseum District, A06: The Soldier's Defense, A10: Temple District, A11: Festival Grounds, A16: Castellum Alexandrae
PRD Entry Cavalier (though note Additional Options, below)
Associated Characters Cavaliers

Strong warriors and peer none at mounted combat, trained in the power to bolster even armies, the cavalier is a force to be reckoned with. The cavalier tradition stems originally from the Myrrish, and has since spread all over the world and multiplied into a thousand traditions. The arvek took it swiftly into their own ranks, followed by oruch and other races, nations.

A cavalier sighting their target is a sight to behold. Likewise, parties and even armies may be bolstered with a cavalier's tactical presence. The arvek have made devastating use of them, and their cavalier tradition is one of the most terrifying in the world. Even unmounted, the cavalier brings forward their ability to challenge, and a powerfully strategic mindset.

Cavalier orders, while focused on training, also bring forth ideals and tradition. Players are also welcome to develop their own! Within these orders are cavaliers, though also fighters, clerics, bards, and other members. This does not mean that the lone cavalier is not unheard of. Now and then, cavaliers will strike out on their own, seeking advancement of their own ideals, or are just curious to discover the world. Others are in service to various, minor nobility, and the "roving knights" of places such as Selentia are near infamous.

Below are founding orders of the Cavalier. All of these are available for play. Though the original orders sprang from Myrddion, traditions have quickly spread all over the world.

You're welcome to develop your own local theme for orders, or use an existing one. The only things we require is that the the edicts must remain intact, and not to use the PRD names as the name of your order. This is because we want to avoid roleplay confusion from: the oruch Drum Reaver clan's Order of the Lion, and the arvek nar's Blar-based Order of the Lion, etc.

Cavalier

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 his own in even the most delicate of social situations (although "roughrider" cavaliers certainly exist).

Alignment: Any.

Hit Dice: d10.

Class Skills: The cavalier's class skills are Bluff (Cha), Athletics (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (military theory) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis).

Skill Ranks per Level: 4 + Int modifier.


The Cavalier
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Challenge 1/day, mount, order, tactician
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Cavalier's charge
4th +4 +4 +1 +1 Challenge 2/day, expert trainer
5th +5 +4 +1 +1 Banner
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Challenge 3/day
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Greater tactician
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Mighty charge
12th +12/+7/+2 +8 +4 +4 Bonus feat, demanding challenge
13th +13/+8/+3 +8 +4 +4 Challenge 5/day
14th +14/+9/+4 +9 +4 +4 Greater banner
15th +15/+10/+5 +9 +5 +5 Order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 Master tactician
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day
20th +20/+15/+10/+5 +12 +6 +6 Supreme charge


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 (except tower shields).

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 his 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 his Armor Class, except against attacks made by the target of his 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.

Cavalier05.jpg

Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. The GM might approve other animals as suitable mounts. See our World Bestiary for a list of available mounts and applicable rules, including how to acquire your companion. In certain circumstances, we allow cavaliers to select creatures who are not yet "grown." That is, these creatures would not normally be suitable mounts until 4th or 7th level. This is a special rule in play in order to allow a cavalier to continue with the same companion without rules and shuffling weirdness.

A cavalier does not take an armor check penalty on Ride checks while riding his 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 his 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 him 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 himself 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 he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Mark of the Order (Ex):Upon joining an Order, a cavalier receives a special Mark of the Order. The Mark is usually a clasp, though it may be any ornate object worn upon the cavalier's body. This announces his membership, yet also has an additional property. By concentrating on the Mark, the cavalier may bring his mount to his side as a full round action. This ability is the equivalent of a spell of a level equal to one-third the cavalier's level. The mount immediately appears adjacent to the cavalier. A cavalier can use this ability once per day at 1st level, and one additional time per day for every 4 levels thereafter, for a total of five times per day at 17th level.

A Mark is bonded to the Cavalier and his mount. Should the Cavalier receive a new mount or change orders, he must realign the Mark as part of a ritual that takes 24 hours. Should the Mark be lost or stolen, a similar ritual may be performed, again taking 24 hours to enact. Any masterwork item bearing the symbol of his order may be forged into a Mark via this method. Only one Mark of the Order may be in existence at one time.

This is a Tenebrae house rule and will not be listed on your +sheet. It exists to make mounts more usable in far-away locations.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He 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 him. 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 his 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 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he 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. He 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 his 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 every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

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. He must meet the prerequisites for this feat. The cavalier can grant this feat to his 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 his 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, his target must pay attention to the threat he poses. 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 his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his 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 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.

Master Tactician (Ex): At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.

Supreme Charge (Ex): At 20th level, whenever the cavalier makes a charge attack while mounted, he deals 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 Martial Traditions

The below orders were the original, founding orders. Since then, the cavalier tradition has spread across Ea.


Chivalric and Cavalier Orders
Order PRD Name Founded Affiliated Characters
Tradition of the Cockatrice Cockatrice Rosalia Knights of the Cockatrice
Tradition of Peace Dragon Sendor Knights of Peace
Tradition of the Lost Crown Lion High-Kingdom Knights of the Lost Crown
Tradition of the Pillar Shield Isobar Knights of the Pillar
Tradition of the Hymn Star Ecclesia Knights of the Hymn
Tradition of the Purple Rose Sword Selentia Knights of the Purple Rose
Tradition of the Blue Rose Blue Rose Dragonier Knights of the Blue Rose
Tradition of the Seal Seal Varies Knights of the Seal
Tradition of the Scale Scale Emerged from the arvek's desire to reclaim their peoples Knights of the Scale
Tradition of the Tome Tome Emerged from Knights of the Seal Knights of the Tome
Your Order ??? ???
Special Note: The portion of the Cockatrice edict regarding treasure does not apply within the Emblem of Ea. In addition, use of this order is not a permission to be an asshole during play.
Tradition of the Blue Rose

Tradition Origins: Inspired during the troubled times following the Fall of Animus and the Rise of Taara (c. 1008), the Knights of the Blue Rose were originally formed as peacekeepers. They made their name by traveling to troubled areas and keeping the peace--by negotiation and diplomacy when possible, by the sword when not.

Tradition Edicts: The cavalier of this tradition must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conflict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be.
Challenge: Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).
Skills: An order of the blue rose cavalier adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the blue rose cavalier uses Diplomacy to try to mediate a dispute between two parties that do not include him, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities:
Flat of the Blade (Ex): At 2nd level, the cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.
Inner Peace (Ex): At 8th level, the cavalier has learned that while not all things in the world will go as he wishes, he must remain calm and centered. Once per day as an immediate action, the cavalier may ignore an amount of damage from a single source (one attack, spell, or effect) equal to his cavalier level plus his Charisma modifier. He can only ignore hit point damage in this fashion. The cavalier can use this ability one additional time per day at 12th level and every four levels thereafter (to a maximum of four times per day at 20th level).
Shield of Blades (Ex): At 15th level, the cavalier gains an expert sense of impending violence around him. When taking the total defense action, the cavalier can extend his protection to those around him, granting a +2 circumstance bonus to AC to all adjacent allies. In addition, while taking the total defense action, as an immediate action, the cavalier can attempt to deflect an attack by making an attack roll opposed by the attacker's original attack roll. If successful, the attack is deflected and deals no damage.
Legends of the Blue Rose: The Legend of Lady Branickbern
Tradition of the Cockatrice

Tradition Origins: The Order of the Cockatrice was originally founded by an enterprising Rosalian Knight and veteran of the Sendor war to boost Prince Verin's chances for the throne. They see in him an opportunity for greater personal glory than under the 'milquetoast', so far are they're concerned, Prince Gavril. The order was the first established and as the most 'colorful' and self aggrandizing, and rapidly captured the interest of Rosalians before spreading from there. The name, Cockatrice, is a direct slap in the face to Bludgun (as their national flag is the Cockatrice). Its founding is celebrated with a cockatrice hunt each year to capture the dangerous creatures in the most inventive and colorful way possible.

Tradition Edicts: The cavalier of this tradition must keep his own interests and aims above those of all others. He must always accept payment when it is due, and rewards when earned. The cavalier must take every opportunity to increase his own stature, prestige, and power. Note: this is not an excuse to be a jackass during play.
Challenge: Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target (not counting his mount). This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature's attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).
Order Abilities: A cavalier that belongs to the order of the cockatrice gains the following abilities as he increases in level.
Braggart (Ex): At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.
Steal Glory (Ex): At 8th level, the cavalier can steal the glory from another creature's successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.
Moment of Triumph (Ex): At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The cavalier can use this ability once per day.


Tradition of the Lost Crown

Tradition Origins: The Knights of the Lost Crown formed in response to the dueling orders of the Knights of Peace and the Knights of the Cockatrice. Seeking to take a stand and preserve the kingdom's stability and their loyalty to the missing king, a group of nobles banded together. They and their best men-at-arms laid the foundation for the Knights of the Lost Crown, a group dedicated to the ideals and service of the missing king. Since then, this tradition has inspired others, looking to uphold the notion of preserving Myrrish honor, the honor of ancient traditions, and so on.

Tradition Edicts: The cavalier of this tradition must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm.
Challenge: Whenever an order of the lost crown cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the Lost Crown cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the Lost Crown cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.
Order Abilities: A cavalier belonging to the order of the Lost Crown gains the following abilities as he increases in level.
Lion's Call (Ex): At 2nd level, an order of the Lost Crown cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
For the King (Ex): At 8th level, an order of the Lost Crown cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.
Shield of the Liege (Ex): At 15th level, an order of the Lost Crown cavalier can protect those around him. Allies that are adjacent to the cavalier receive a +2 shield bonus to their AC. In addition, as an immediate action, the cavalier can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the cavalier's reach. This ability must be declared before the attack roll is made. The attack is made against the cavalier's AC and defenses, even if the creature could not normally reach or attack the cavalier. The cavalier loses any cover or concealment bonuses when subject to the redirected attack.


Tradition of the Hymn

Tradition Origins: As the surge towards knight-traditions grew, the Chosen Prophet of Daeus became concerned at their methods. Thus, the Order of the Hymn was born. The Altheans were said to have also pushed hard for the order, and the newly-formed Serrielites found it a natural fit. Other temples followed suit.

Though not paladins, most cavaliers of this tradition are good-aligned and serve within one Temple or the other.

Tradition Edicts: The cavalier must strive to protect the faith and all those who follow its teachings, from priest to common man. He must adhere to the strictures of the faith, promote its cause whenever possible, and serve the agents of the divine.
Challenge: Whenever an order of the hymn cavalier issues a challenge, he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the hymn cavalier adds Heal (Wis) and Knowledge (religion) (Int) to his list of class skills. An order of the hymn cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith.
Order Abilities: An order of the hymn cavalier gains the following abilities as he increases in level.
Calling (Ex): At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.
For the Faith (Ex): At 8th level, the cavalier can call upon his faith to bolster himself in combat. As a free action, the cavalier can call out the name of his deity, granting him a morale bonus on attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that share his faith also receive half this bonus (minimum +1). The cavalier can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter.
Retribution (Ex): At 15th level, the cavalier can take retribution on those who dare to strike an agent of his faith. Whenever an enemy makes a successful melee attack against the cavalier or an adjacent ally devoted to the same faith as the cavalier, the enemy provokes an attack of opportunity from the cavalier. The cavalier receives a +2 morale bonus on the attack of opportunity. If the attack made by the enemy was a critical hit, the cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can use this ability once per round.


Tradition of Peace

Tradition Origins: After the liberation of Sendor, a group of knights reformed their order under a new banner. Originally a branch of the Daeusite Temples in Myrddion, the Knights saw a chance to forge (and prove) themselves anew. They regroup with a look towards the failures of the past, and an oath to strive forward and do better in the future. For its modernday followers, this gives the tradition a more reflective, and heroic outlook than many of its peers.

Tradition Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.
Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
Strategy (Ex): At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.
Act as One (Ex): At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.
Tradition of the Pillar

Tradition Origins: Formed in response to the excesses of Isobaran nobility and born out of the so-called Gilday Riot of 1010, tradition of the Knights of the Pillar were technically an outlaw band of cavaliers. Largely supported in their efforts to combat the corruption of local Isobaran nobles and protect its peoples, its name was chosen to reflect its belief in the common man as the pillar of society.

Due to the outlaw nature of this so-called tradition, it is less accepted as a formal order of Cavaliers by the others. Moreover, its members often have some kind of colorful face covering, along with the elaborate dresscode the order is known for. Knights of the Pillar are often found carrying on its tradition outside of Isobar when their identities have been compromised back home. The order also possesses a distinct lack of leadership, which is also considered a necessary safety feature.

Tradition Edicts: The cavalier must protect the lives and prosperity of the common folk, shielding them from the deprivations of those who would seek to cause them harm or exploit them. He must give charity when it is warranted and aid when needed. He must take no action that would cause harm or hardship to those who cannot defend themselves.
Challenge: Whenever an order of the pillar cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the pillar cavalier adds Heal (Wis) and Knowledge (local) (Int) to his list of class skills. Whenever an order of the pillar cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities: A cavalier belonging to the order of the pillar gains the following abilities as he increases in level.
Resolute (Ex): At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.
Stem the Tide (Ex): At 8th level, the cavalier receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a cavalier with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the cavalier had made a successful combat maneuver check.
Protect the Meek (Ex): At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount's speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The cavalier must end his movement adjacent to an enemy. On his next turn, the cavalier is staggered and cannot use this ability again for 1 round.


Tradition of the Purple Rose

Tradition Origins: Local chapters of the Knights of the Purple Rose began springing up overnight across Selentia after the publication of the semi-autobiographical (wholly fabricated) Knight of the Purple Rose, a story about a second son of a second son of a local Baron who took up arms to prove his mettle. Other prospect-less nobles (as nobles go) took this as inspiration. This fad has spread across Selentia.

Essentially, many Knights are the landless princes trying to make good and earn fame and fortune for themselves according to the strictures of chivalry. Many of them are "play-acting" it and are pseudo-cavaliers, while others are deadly serious.

Tradition Edicts: The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.
Challenge: Whenever an order of the purple rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the purple rose cavalier adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities: An order of the purple rose cavalier receives the following abilities as he increases in level.
By My Honor (Ex): At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice.
Mounted Mastery (Ex): At 8th level, the cavalier ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature he is riding is his mount. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount's Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected.
Knight's Challenge (Ex): At 15th level, the cavalier can make a knight's challenge once per day. This functions like a normal challenge, but the cavalier adds his Charisma bonus on all attack rolls and damage rolls made against the target of his challenge. In addition, he receives a +4 circumstance bonus on attack rolls made to confirm critical hits against the target of his knight's challenge.


Tradition of the Seal

Tradition Origins: It took the combined powers of Daeus, Animus, and Maugrim to renew the Great Seal upon the Void. When Taara struck down Animus, certain souls began to suspect that such an effort, should the Void ever threaten the world again, might not be repeatable and that the threat of the Void must therefore become their primary focus.

When Taara slew Animus (by proxy, it is said, as such direct actions were forbidden by Divine Law), the threat of the Void became a greater reality. Taking inspiration from the cavalier movement across Ea, warriors and scholars both combined to create the first Order of the Seal. The order at first focused on preserving a number of artifacts from Taara's grasp, once Animus fell, and to seek out and preserive any knowledge or artifacts that might be of assistant in preserving Gaea in the face of the Void. This is the last time the order would be whole--it quickly splintered into several groups.

The various orders of the seal have since scattered themselves among civilisation, and its original name has come to be associated with various orders of knights who are charged with the protection of important or dangerous objects or sacred areas.

These orders maintain a focus on anything to do with the Void, be it cultists or the actions of dark powers and deities who's actions may weaken the Seal. They safeguard faiths, relics, ancient sites, and traditions who are allies in this struggle. It is their hope that the spirit of men being strong will help keep the Seal strong.

That the original order has so fractured is only tradition. It took more than one force to craft the Seal and should it fail, it would do so again.

While the knights of the seal recall the Void, they know that it may not be guarded by a single force, but must instead by many.

Tradition Edicts: The cavalier must guard his sworn charge with all he has: his health, his honor, and his very life. If his charge is a place, he must keep intruders out. If it is a thing, he must keep it safe from thieves—and restore the item to its rightful place if taken. See the description above for our updated version of this Edict.
Challenge: An order of the seal cavalier can make a free bull rush or trip combat maneuver anytime he takes the full-attack action against the target of his challenge. This free combat maneuver does not provoke an attack of opportunity.
Skills: An order of the seal cavalier adds Disable Device (Dex) and Linguistics (Int) to his list of class skills. Whenever the cavalier uses Bluff to conceal information about his sworn charge, he receives a competence bonus equal to 1/2 his cavalier level (minimum +1).
Order Abilities:
Keeper (Ex): At 2nd level, once per day the cavalier must select a location, or a secret that he has sworn to protect. If he chooses a location, he gains a +2 morale bonus on attack rolls when directly defending his charge. If he chooses a secret, he gains a +2 morale bonus on saving throws and opposed checks to resist revealing information about his charge. He gains these bonuses until he picks a new object, location, or secret to protect.
I Shall Not be Moved (Ex): At 8th level, the cavalier can draw on his dedication to overcome physical weakness. Whenever the cavalier does not move more than a 5-foot step, he receives a +2 dodge bonus to his CMD to resist bull rush, overrun, reposition, and trip combat maneuvers until his next turn.
Staggering Assault (Ex): At 15th level, the cavalier can drive opponents back without giving ground. As a full-round action, the cavalier can make a single attack at his highest attack bonus. If the attack hits, the attack does damage as normal, and the cavalier may attempt a bull rush against the target. The cavalier gains a bonus on the bull rush combat maneuver check equal to half the amount of damage dealt on the initial attack.


Tradition of the Scale

Tradition Origins: Formed originally be the arvek nar, the Knights of the Scale serve the cause of legal and personal integrity. Many order of the scales cavaliers track down and apprehend fleeing lawbreakers so that these vagrants may answer for their crimes and make good on their debts. They often serve as judges or stakeholders, and work to ensure that wherever a bargain is made—whether it is monetary, a life debt, or an oath to be upheld—both ends make good on their promises. Many of them follow Serriel oor Daeus, though any lawful deity may be common.

Tradition Edicts: The cavalier must fulfill all binding agreements he makes with others. If a bargain becomes impossible to fulfill, he must satisfactorily compensate all aggrieved or adversely affected parties involved in the bargain. When serving as a judge or arbiter, the cavalier must make fair, impartial judgments, and if unable to do so, must recuse himself at the earliest possibility. If authorized to enforce an agreement, the cavalier must wholeheartedly strive to accomplish this, remaining unswayed by threats, bribery, and other deterrents.
Challenge: Whenever an order of the scales cavalier issues a challenge, he receives a +1 morale bonus on combat maneuvers and attacks of opportunity made against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier possesses.
Skills: An order of the scales cavalier adds Knowledge (local) (Int) and Linguistics (Int) to his list of class skills.
He gains a bonus equal to half his level (minimum +1) on Sense Motive checks to determine whether someone is bluffing and to determine whether a creature's behavior is being influenced by an enchantment.

Order Abilities:

Mobile Wall (Ex):At 2nd level, the cavalier receives Step Up as a bonus feat. He can use this feat while mounted by succeeding at a DC 15 Ride check, directing his mount to move rather than himself. The cavalier gains a +1 bonus to his CMD against attempts to tumble through squares he threatens. At 6th level, and every 4 levels thereafter, this bonus increases by an additional +1.
Seek Retribution (Ex): At 8th level, once per day after receiving a request for aid from a legal authority or an aggrieved party regarding the breaking of an oath, whenever the cavalier encounters the oath-breaking creature, he can choose to vehemently exact retribution. As a swift action, the cavalier can grant himself a competence bonus equal to his Charisma modifier on all attack rolls, weapon damage rolls, and opposed checks against the oathbreaking creature. These bonuses last for 1 round per level.
Sworn Oathkeeper (Ex): At 15th level, the cavalier can formally witness an oath or agreement between two creatures. If either creature breaks or reneges on the agreement and the cavalier becomes aware of this, he gains the bonuses from his seek retribution ability against that creature at all times. This ability ends when the creature fulfills the conditions of the oath or receives just punishment for breaking the oath. The maximum number of witnessed oaths cavalier can have active at a time is equal to his Charisma modifier (minimum 1).


Tradition of the Tome

Tradition Origins: The Order of the Tome arose originally as a faction of the original Order of the Seal. More interested in preserving knowledge than protecting sacred sites and secrets, this order went their own way.

Knowledge is the stepping stone of both truth and power. The members of this order devote themselves to the preservation of knowledge. Most would protect written knowledge at all costs, but there are members that believe there is such thing as knowledge too dangerous to be allowed to exist, and seek to destroy it.

Tradition Edicts: An order of the tome cavalier must protect written knowledge (or at least approved knowledge) at all costs. Some are also devoted to the destruction of proscribed knowledge and are equally zealous in the pursuit of its destruction. Most of these cavaliers believe that the preservation of a written work is more important than a single life, even their own, as it ensures future generations benefit from its wisdom.
Challenge: Whenever an order of the tome cavalier issues a challenge, he receives a +2 bonus on all saving throws against spells or spell-like abilities cast by the subject of his challenge and a +2 bonus on all Bluff and Sense motive checks involving the subject of his challenge.
Skills: An order of the tome cavalier adds Knowledge (arcana), Knowledge (religion), and Linguistics to his list of class skills. Furthermore, he can use Linguistics untrained. If he has ranks in Linguistics, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities:
Specialized Knowledge (Ex): At 2nd level, an order of the tome cavalier chooses either Knowledge (arcana) or Knowledge (religion). He can make the chosen skill checks untrained. He cannot change his chosen skill later. If he has ranks in his chosen skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as that check involves a book, tome, scroll, or any other form of written knowledge.
Powerful Knowledge (Ex): At 8th level, the cavalier gains the ability to read scrolls and cast arcane or divine spells from a scroll as if he had a caster level of his cavalier level –4. He can decipher all scrolls, using his Linguistics skill in place of Spellcraft, and does not need to cast read magic in order to decipher a scroll. Which type of spell the cavalier can cast is based on the Knowledge skill he chose for specialized knowledge. If he chose Knowledge (arcana), he can cast any arcane spells from a scroll. If he chose Knowledge (religion), he can cast any divine spells from a scroll. Furthermore, he gains a +1 bonus to an ability score for purposes of determining the level of spells he can cast from a scroll, and this bonus increases by +1 at 10th level and every 5 levels thereafter (to a maximum of +4 at 20th level). The ability score that gains the bonus is dependent on which skill the cavalier picked for his specialized knowledge ability. If the cavalier picked Knowledge (arcana), he gains the bonus to Intelligence. If he picked Knowledge (religion), he gains the bonus to Wisdom.
Defensive Knowledge (Ex): At 15th level, an order of the tome cavalier can grant nearby allies some of the boons of his cavalier challenge. While allies are adjacent to the cavalier, they gain a +2 bonus on all saving throws against spells or spell-like abilities cast by the subject of the cavalier's challenge. In addition, as an immediate action, a number of times per day equal to the cavalier's Intelligence modifier (minimum 1) or Wisdom modifier (minimum 1), the cavalier can allow an ally adjacent to him to reroll a single failed saving throw against a spell or spell-like ability from the target of his challenge. The ally must be able to see and hear the cavalier in order to gain this reroll. The ability score that determines how many times per day a cavalier can use this ability depends on which Knowledge skill the cavalier picked for specialized knowledge. If the cavalier picked Knowledge (arcana), the number of times per day this ability can be used is based on Intelligence. If he picked Knowledge (religion) it is based on Wisdom.

Extras

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Character Page Badge

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Cavalier PC Badge
Order: What Order are you? Why have you sworn to follow those ideals?
Mounted Terror: From charging clad knights on horseback to flying archers on griffons, how does your mount and you work in tandem?
Best Friend: Your mount, your steed, your reverent ally. How did you two meet? What sort of bond do you two share?
Fighting Style: Be it with the largest weapons man can wield with overwhelming force, or a spinning flurry of death, what implements of war are used, and why?
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{{Badge-Icon|Cavalier.png}} 
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{{Badge-Title|Cavalier PC Badge}}
{{Badge-Entry|Order}} What Order are you? Why have you sworn to follow those ideals?
{{Badge-Entry|Mounted Terror}} From charging clad knights on horseback to flying archers on griffons, how does your mount and you work in tandem?
{{Badge-Entry|Best Friend}} Your mount, your steed, your reverent ally. How did you two meet? What sort of bond do you two share?
{{Badge-Entry|Fighting Style}} Be it with the largest weapons man can wield with overwhelming force, or a spinning flurry of death, what implements of war are used, and why?
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