Cavalier

The Cavalier

While many warriors strive to perfect their art, spending all of their time honing their skill at martial arms, others spend as much effort dedicating themselves to a cause. These warriors, known as cavaliers, swear themselves to a purpose, serving it above all else. Cavaliers are skilled at fighting from horseback, and are often found charging across a battlefield, with the symbol of their order trailing on a long, fluttering banner. The cavalier’s true power comes from the conviction of his ideals, the oaths that he swears, and the challenges he makes.

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.

ABILITIES
BIRTHRIGHT MOUNT: A trained and healthy mount is important to a knight’s station and status. In addition to their starting money, knights begin play with a fully outfitted riding horse (saddle, blankets, saddlebags, bit and bridle, harness, horseshoes, and meal). The mounts are hardier than most, having 2d8+2 hit points. A riding horse is not trained for combat, and a knight has some difficulty fighting from a riding horse (see mounted combat).

Horsemanship: A Cavalier receives the Land-based Riding proficiency for free as a Ranger receives the Tracking proficiency.

Lance Charge: A cavalier is well trained in the use of a lance. When fighting from a mount and charging, a cavalier inflicts triple damage upon a successful hit when wielding a lance.

INSPIRE: The mere presence of a cavalier upon the field of battle can alter the mood of armies and change the tide of combat. This gives the cavalier the ability to inspire companions and followers. Any person friendly to a cavalier’s immediate endeavor gains a bonus to hit equal to the cavalier’s charisma modifier. This ability can be used once per day and lasts a number of rounds equal to the cavalier’s level. The number of persons that are affected increases as the cavalier gains levels. At 1st level, the cavalier can affect up to 12 creatures. The ability affects up to 25 creatures at 3rd level, up to 50 creatures at 5th level, up to 250 creatures at 7th level, up to 1000 creatures at 9th level, up to 5,000 creatures at 12th level and 20,000 creatures at 16th level. This ability cannot be used in conjunction with embolden or demoralize.

EMBOLDEN: At 3rd level, the cavalier’s confidence and fearlessness in the face of danger instills courage in their companions and followers. Any companions or followers within 30 feet of the cavalier gains a bonus of +1 to saving throws. This ability can be used once per day and lasts a number of rounds equal to the cavalier’s level. This ability cannot be used in conjunction with demoralize or inspire.

[DEMORALIZE: At 5th level, the cavalier causes fear and dread in the ranks of foes and enemy forces. Enemies to the cavalier’s immediate endeavor suffer as if affected by a Fear spell if they fail a saving throw. This ability can be used once per day and lasts a number of rounds equal to the cavalier’s level. The number of creatures that can be affected increases as the knight gains levels. At 5th level, the knight can affect up to 25 creatures. The ability affects up to 100 creatures at 7th level, up to
250 creatures at 9th level, up to 1,000 creatures at 12th level and 5,000
creatures at 16th level. This ability cannot be use in conjunction with
embolden and inspire.

BATTLEFIELD DOMINANCE: At 8th level, the knight can use all three abilities; demoralize, embolden and inspire in the same round. This is in
addition to their regular use individually.

CALL-TO-ARMS: At 9th level, a knight reaches a level of renown that allows him to attract followers to his cause. By establishing a stronghold, a knight can attract 2d10 followers of 0 level every month. For every 40 followers that flock to the knight’s standard, a 1st level knight heeds the call as well. When 80 followers have been attracted, a knight of at least 5th level is attracted. This cycle repeats until the knight can no longer pay for the upkeep of his followers. Thus, when 120 followers are reached, another 1st level knight comes, and when 160 followers are reached, another 5th level knight arrives. Followers must be supported or they leave. 0 level followers require 2gp
per month and 1st level knights cost 100 gp per month. Every knight of a higher level requires 100 gp per level per month.

At least 10% of a knight’s income must be given as scutage to the knight’s superior lord or order as soon as possible after it is acquired.

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