Cavalier

jeff-hartsell@sandhills.com

The cavalier is a mounted, mystic warrior that has learned to harness his inner powers to aid him in his crusade against chaos.  Cavaliers are awe-inspiring individuals and are well known for being at the vanguard of armies during dire need.  In fact, some cavaliers are able to form small armies themselves to battle the forces of chaos.

Alignment: Any Lawful
Prerequisites: Ride 8, Spellcraft 5, Mounted Combat, Ride-By Attack, Spirited Charge, +6 base attack
Hit Die: d10
Class Skills: Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Listen, (Wis) Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis)
Skill Points at each Level: 2 + Int modifier

Level	Base Attack	Fort Save	Ref Save	Will Save	Special	
1st	+1	+2	+0	+2	Lance Expertise, Aura of Courage	
2nd	+2	+3	+0	+3	Leadership	
3rd	+3	+3	+1	+3	Awe	
4th	+4	+4	+1	+4	Spells	
5th	+5	+4	+1	+4	Special Mount	
6th	+6	+5	+2	+5		
7th	+7	+5	+2	+5		
8th	+8	+6	+2	+6		
9th	+9	+6	+3	+6		
10th	+10	+7	+3	+7		

Class Features
Weapon and Armor Proficiency: cavalier is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields. 

Lance Expertise (Ex): At 1st-level, a cavalier gains +1 to hit with a lance and critical hits with it deal +1d6 damage.

Aura of Courage (Ex):  At 1st-level, a cavalier is immune to fear (magical or otherwise). Allies within 10 feet of the cavalier gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability

Leadership (Ex): At 2nd-level, a cavalier gains the Leadership feat.  A cavalier’s level is considered 4 higher for determining the number of followers and cohort level.

Awe (Sp): At 3rd-level, a cavalier gains the ability to awe humanoids.  Once per day + charisma modifier bonuses, as a full-turn action a cavalier can make a speech to awe a number of humanoids equal to half his cavalier level within 30 ft.  Treat the awe effect as per the Suggestion spell with the caster level equal to the cavalier’s level.  A concentration check is necessary to complete the speech if damage is taken during the speech.  Those in the area of effect must be able to understand the cavalier to be affected.

Spells: Beginning at 4th level, a cavalier gains the ability to cast a small number of spells. To cast a spell, the cavalier must have a Charisma score of at least 10 + the spell's level. Cavalier bonus spells are based on Charisma, and saving throws against these spells have a Difficulty Class of 10 + spell level + Charisma modifier. When the cavalier gets 0 spells of a given level, such as 0 1st-level spells at 4th level, the cavalier gets only bonus spells. A cavalier has access to any spell on the cavalier spell list and can freely choose which to prepare, just as a cleric can.

Table: Cavalier’s Spells per Day
Level	1st	2nd	3rd	4th	
1st	0				
2nd	1				
3rd	1	0			
4th	2	1			
5th	2	1	0		
6th	3	2	1		
7th	3	2	1	0	
8th	3	3	2	1	
9th	3	3	2	1	
10th	3	3	3	2	

Table: Cavalier’s Spell List
Spell	Level	Spell	Level	Spell	Level	Spell	Level	
Arcane Mark	1	Aid 	2	Charm Monster	3	Confusion	4	
Bless	1	Bull's Strength	2	Cure Serious Wounds	3	Cure Critical Wounds	4	
Cause Fear	1	Calm Emotions	2	Discern Lies	3	Dispel Chaos	4	
Charm Person	1	Cure Moderate Wounds	2	Dispel Magic	3	Dominate Person	4	
Command	1	Delay Poison	2	Displacement	3	Emotion	4	
Create Water	1	Detect Thoughts	2	Greater Magic Weapon	3	Fear	4	
Cure Light Wounds	1	Endurance	2	Heal Mount	3	Freedom of Movement	4	
Detect Magic	1	Enthrall	2	Hold Person	3	Glyph of Warding	4	
Magic Weapon	1	Gentle Repose	2	Keen Edge	3	Hold Monster	4	
Protection from Chaos	1	Protection from Arrows	2	Knock	3	Mark of Justice	4	
Purify Food and Drink	1	Remove Paralysis	2	Lesser Geas	3	Minor Globe of Invulnerability	4	
Read Magic	1	Resist Elements	2	Magic Circle against Chaos	3	Neutralize Poison	4	
Remove Fear	1	Scare	2	Negative Energy Protection	3	Order's Wrath	4	
Shield	1	Shield Other	2	Remove Curse	3	Spell Immunity	4	
Virtue	1	Zone of Truth	2	Suggestion	3	Spell Resistance	4	

Special Mount (Ex): Upon or after reaching 5th-level, a cavalier can call an unusually intelligent, strong, and loyal steed to serve in the cavalier’s crusade. This mount is usually a heavy warhorse (for a Medium-size cavalier) or a warpony (for a Small cavalier).

The Cavalier’s Mount
The cavalier's mount is different from a standard animal of its type in many ways. The standard mount for a Medium-size cavalier is a warhorse, and the standard mount for a Small cavalier is a warpony. A cavalier’s mount is a magical beast, not an animal. It is superior to a normal mount of its kind and has special powers, as shown below 

Level	Bonus HD	Natural Armor	Str Adj.	Int	Special	
1-3	+2	5	+1	6	Improved Evasion, share spells, empathic link, share saving throws	
4-6	+4	6	+2	7		
7-9	+6	8	+3	8	Command creature of its kind	
10	+8	10	+4	9	Spell resistance	
 
Cavalier’s Level: The level of the cavalier. If the mount suffers a level drain, treat it as a mount of a lower-level cavalier.

Bonus HD: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the mount's base attack and base save bonuses.

Natural Armor: The number listed here is an improvement to the mount's AC. It represents the preternatural toughness of a cavalier's mount.

Str Adj.: Add this figure to the mount's Strength score.

Int: The mount's Intelligence score.

Improved Evasion: If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Improved evasion is an extraordinary ability.

Share Spells: At the cavalier’s option, the cavalier may have any spell cast on him or herself also affect her mount. The mount must be within 5 feet. If the spell has a duration other than instantaneous, the spell stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if the mount returns to the cavalier before the duration expires. Additionally, the cavalier may cast a spell with a target of "You" on the mount (as a touch range spell) instead of on herself. The cavalier and the mount can share spells even if the spells normally do not affect creatures of the mount's type.

Empathic Link: The cavalier has an empathic link with the mount out to a distance of up to one mile. The cavalier cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. This is a supernatural ability. Because of the empathic link between the mount and the cavalier, the cavalier has the same connection to an item or place that the mount does, just as a master and his familiar.

Share Saving Throws: The mount uses its own base save or the cavalier’s; whichever is higher.

Command: The mount's command ability is a spell-like ability that it can use at will against other creatures of its kind with fewer Hit Dice than it has itself. The mount can use this ability once per day per two levels of its cavalier, and the ability functions just like the spell command (for purposes of this spell, the mount can make itself be understood by any normal animal of its kind). Since this is a spell-like ability, the mount must make a Concentration check (DC 21) if it's being ridden at the time (as in combat). If the check fails, the ability does not work that time, but it still counts against the mount's daily uses.

Spell Resistance: The mount's spell resistance equals the cavalier’s level + 5.