User:Leziad/Cavalier
Chevalier[edit]
A chevalier is a ‘gestalt’ class between the cavalier and its alternate class, the samurai. It also gains other minor adjustments, such as an altered will save progression, allowing challenge to affect ranged attacks, the addition of vigilante’s social talent and slight re-ordering of class features. The chevalier is certainly a stronger class than its component classes, but not so hugely that it will outperform other martial characters. The fusion of the cavalier and samurai simply creates a survivable and versatile mounted warrior. The chevalier should be compatible with either cavalier and samurai alternate class features and archetypes.
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +2 | Challenge 1/day, mount, order, resolve, tactician | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +3 | Order ability, social talent | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +3 | Cavalier's charge, weapon expertise | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +4 | Challenge 2/day, expert trainer, mounted archer | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +4 | Banner, social talent | ||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +5 | Bonus feat | ||||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +5 | Challenge 3/day | ||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +6 | Order ability, great resolve | ||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +6 | Greater tactician | ||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +7 | Challenge 4/day, social talent | ||||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +7 | Honorable stand, mighty charge | ||||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +8 | Bonus feat, demanding challenge | ||||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +8 | Challenge 5/day | ||||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +9 | Greater banner | ||||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +9 | Order ability, social talent | ||||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +10 | Challenge 6/day | ||||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +10 | Master Tactician, true resolve | ||||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +11 | Bonus feat | ||||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +11 | Challenge 7/day, last stand | ||||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +12 | Supreme charge, social talent | ||||||||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Weapon and Armor Proficiency: Chevaliers are proficient with all simple and martial weapons. Chevaliers are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields). Additionally a chevalier may choose to be proficient with either katana and wakizashi, or the bastard sword and repeating crossbows.
Challenge (Ex): Once per day, a chevalier can challenge a foe to combat. As a swift action, the chevalier chooses one target within sight to challenge. The chevalier’s attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the chevalier’s level. The chevalier 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 chevalier’s concentration. The chevalier 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 chevalier’s challenge also includes another effect which is listed in the section describing the chevalier’s order.
Mount (Ex): A chevalier 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 chevalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount.
A Medium chevalier can select an axebeakPPCO, camelPPC:WO, elkPPC:WO, giant seahorsePPC:WO, giant tortoisePPC:WO, horse, giraffePPC:WO, or a zebraPZO1140 as a mount.
A Small chevalier can select an antelopePPC:WO, a capybaraPZO1140, giant weaselPPC:WO, lizard (giant gecko)PPC:WO, kangarooPPC:WO, pony, ramPPC:WO, reindeerPZO1140, stagPPC:WO, wolfPZO1140 or wolfdog as a mount but can also select a boarPZO1140 or a dogPZO1140 if he is at least 4th level. The GM might approve other animals as suitable mounts.
The augmented companion, bodyguard, bully, daredevil, draconic, racer, and wrecker companion archetypes are all particularly appropriate for a chevalier’s mount.
A chevalier 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 chevalier’s mount does not gain the share spells special ability.
A chevalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a chevalier’s mount die, the chevalier 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 chevalier gains a level.
Order (Ex): At 1st level, a chevalier must pledge himself to a specific order. The order grants the chevalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the chevalier 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 chevalier 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.
The following orders can be chosen by both cavaliers and samurai: List of available orders
Members of these orders are not necessarily bound together, but some organizations do exist that are comprised of chevaliers that all belong to one specific order.
Resolve (Ex): Starting at 1st level, the chevalier gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two chevalier levels beyond 1st. Whenever the chevalier defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Determined: As a standard action, the chevalier can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the chevalier is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the chevalier is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the chevalier is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Tactician (Ex): At 1st level, a chevalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the chevalier 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 chevalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The chevalier 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.
Social Talent: At 2nd level, 5th level and every 5 levels thereafter, a chevalier gains a vigilante social talent. For the purpose of vigilante social talents, a chevalier does not have a vigilante identity and is always considered to be in his social identity. A chevalier who chooses the renown social talents is considered to be both in his social and vigilante identity.
Cavalier’s Charge (Ex): At 3rd level, a chevalier learns to make more accurate charge attacks while mounted. The chevalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the chevalier does not suffer any penalty to his AC after making a charge attack while mounted.
Weapon Expertise (Ex): At 3rd level, a chevalier gains an unparalleled expertise with his chosen weapons. At 3rd level, the chevalier selects a single weapon that he is proficient with. The chevalier can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his chevalier levels count as fighter levels and stack.
Expert Trainer (Ex): At 4th level, a chevalier learns to train mounts with speed and unsurpassed expertise. The chevalier receives a bonus equal to 1/2 his chevalier 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.
Mounted Archer (Ex): At 4th level, the chevalier becomes skilled at firing ranged weapons while mounted. A chevalier only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running.
Banner (Ex): At 5th level, a chevalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the chevalier’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 chevalier or his mount to function.
Bonus Feat: At 6th level, and every six levels thereafter, a chevalier 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 chevalier must meet the requirements of these bonus feats.
Great Resolve (Ex): At 8th level, a chevalier can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the chevalier can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the chevalier uses this ability.
Greater Tactician (Ex): At 9th level, the chevalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The chevalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.
Honorable Stand (Ex): At 11th level, a chevalier can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 11th level, plus one additional time per day at 16th level. Declaring an honorable stand is a swift action. While making an honorable stand, the chevalier is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0. Finally, whenever a chevalier making an honorable stand must make a saving throw, he can spend one daily use of his resolve to reroll the saving throw after the first roll is made. He must take the result of the second roll, even if it is worse. If a chevalier making an honorable stand ever retreats from battle against his challenged foe, he loses the ability to make a challenge for 24 hours.
Mighty Charge (Ex): At 11th level, a chevalier 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 chevalier 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 chevalier 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 chevalier, it takes a –2 penalty to its AC from attacks made by anyone other than the chevalier.
Greater Banner (Ex): At 14th level, the chevalier’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 chevalier 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 chevalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The chevalier can grant this feat to his allies using the tactician ability. Whenever the chevalier 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.
True Resolve (Ex): At 17th level, a chevalier can spend uses of his resolve to avoid death. If he has at least two uses of his resolve remaining, he can spend all of the daily uses of his resolve that he has available to him to avoid death. Regardless of the source of the attack that would have killed him, he is left alive, at –1 hit points (or lower if he was already below –1), unconscious, and stable.
Last Stand (Ex): At 19th level, a chevalier can make a last stand once per day whenever he makes a challenge. While this challenge is in effect, all melee and ranged weapons deal the minimum amount of damage to the chevalier, unless the attack scored is a critical hit. In addition, the chevalier remains conscious and is not staggered while he is below 0 hit points. While using this ability, the chevalier cannot be killed by melee or ranged weapons unless they are wielded by the target of his challenge. Attacks made by opponents that are not the target of his challenge deal no damage when chevalier has 0 or fewer hit points. This ability has no effect on spells, environmental effects, supernatural abilities, or any other source of damage other than melee and ranged weapons. Such sources of damage affect him normally and can kill him (although they do not cause him to fall unconscious or to become staggered if they reduce his hit points below 0). This effect lasts until the challenge ends or the chevalier takes an offensive action against a target other than the target of his challenge.
Supreme Charge (Ex): At 20th level, whenever the chevalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the chevalier 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 chevalier’s base attack bonus.