Cavalier (Legendary)

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.

Legendary 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**: Legendary cavaliers tend to marshal forces on the battlefield, using their mounted talents and challenges to control the flow of the fight. Outside of battle, legendary cavaliers can be found advancing their cause through diplomacy and, if needed, subterfuge. The legendary cavalier is no stranger to courtly intrigue and can hold their own in even the most delicate of social situations.

**Legendary Class**: Unlike other legendary classes, the legendary cavalier is a large step away from the base class, instead focusing on a few important issues. With commander’s aura, the legendary cavalier is far more capable of being a battlefield general, while many new features help improve their abilities with their mount. On top of that, knight’s renown and courtly skill allow for a legendary cavalier who is as competent off the battlefield as they are on it.

**Alignment**: Any.

**Hit Dice**: d10.

**Starting Wealth**: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

**Class Skills**: The legendary 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.

### Class Features

The following are the class features of the legendary cavalier.

### 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).

### **Commander’s Aura (Ex**)

At 1st level, a legendary cavalier can project a commander’s aura as a move action, this aura extends 60 feet from the legendary cavalier and can be ended as a free action. A legendary cavalier can maintain their commander’s aura for a number of rounds each day equal to 4 + the legendary cavalier’s Charisma modifier; this duration may be divided in whichever fashion the legendary cavalier pleases. At each level after 1st, they can maintain their commander’s aura for an additional 2 round per day.

Whenever a legendary cavalier projects their commander’s aura, they can select one of the following aura abilities, providing bonuses to all allies inside the aura. A legendary cavalier can spend a swift action to switch the bonus 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 legendary 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 legendary cavalier cannot benefit from it. At 5th level and every four levels afterwards, the area of the commander’s aura extends by 20 feet, to a maximum of 140 feet at 17th level.

### **Mount (Ex)**

A legendary 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 legendary 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 legendary cavalier gains Mounted Combat as a bonus feat.

A Medium legendary cavalier can select a camel, horse, or a zebra as a mount.

A Small legendary cavalier can select a capybara, pony, reindeer, 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 legendary 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 legendary 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 legendary cavalier’s bond with their mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a legendary cavalier’s mount die, the legendary cavalier may find another mount to serve them after 1 week of mourning.

### **Noble Steed (Ex)**

At 1st level, a legendary 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 legendary cavalier must pledge themselves to a specific order. The order grants the legendary cavalier a signature skill and unique commander’s aura. Whenever a legendary 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 legendary cavalier gains the skill unlock for their signature skill.

Each order includes a number of edicts that the legendary cavalier must follow. These edicts are general guidelines to be followed, giving a basis for a character’s interactions with the campaign. A legendary cavalier cannot change their order without undertaking a lengthy process to dedicate themselves to a new cause. When this choice is made, they immediately loses all of the benefits from their old order, gaining all of the bonuses from their new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

A cavalier can choose to have no order; if they do, they instead choose a class skill, gaining 1 skill rank in it whenever they gain a legendary cavalier level. In addition, at 3rd level they gain either the Order Study feat or a bonus teamwork feat of their choice.

(Legendary Cavalier Orders can be found here)

### **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 legendary 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 legendary cavalier becomes well known in a specific community in which they gain the benefits of renown. They gain the renown vigilante social talent, treating their legendary cavalier 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 legendary 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 legendary 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 legendary 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 legendary cavalier uses it on them. A creature must be able to hear the legendary 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 legendary cavalier’s mount is being ridden by the legendary cavalier, it can ignore difficult terrain while charging. At 10th level, the legendary cavalier’s mount no longer needs to be charging to ignore difficult terrain.

### **Courtly Skill (Ex)**

At 5th level, a legendary cavalier can select one of the following vigilante talents, treating their legendary 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 well-known 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 legendary cavalier gains the skill unlock for Diplomacy.

With sufficient ranks in Diplomacy, you earn the following.
**5 Ranks**: The time required to influence a creature’s attitude or gather information is halved.
**10 Ranks**: You can attempt to adjust a creature’s attitude in 1 round by taking a –10 penalty. If you take 1 minute to adjust a creature’s attitude, add your Charisma bonus to the number of hours that attitude change persists.
**15 Ranks**: You can attempt to adjust a creature’s attitude in 1 round with no penalty. If you take 1 minute to adjust a creature’s attitude, the duration of the resulting change is measured in days, not hours. You can gather information in 10 minutes by taking a –5 penalty.
**20 Ranks**: You can attempt to adjust a creature’s attitude in 1 round with no penalty. If you take 1 minute to adjust a creature’s attitude, the duration of the resulting change is measured in weeks, not hours. You can gather information in 1d4 minutes with no penalty.

### **Compact Steed (Ex)**

At 6th level, while riding their mount, as a free action, a legendary 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 legendary cavalier. At the start of their next turn, the legendary cavalier can choose to continue or end this effect as a free action. If at any time the legendary cavalier begins their turn dismounted from their bonded mount, this effect automatically ends.

### **Iron Steed (Ex)**

At 7th level, as long as a legendary 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 legendary cavalier and their mount can choose to only move 5 feet before making their attack with a charge action. If they do so, the legendary 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 legendary cavalier can appeal to the honor of their comrade, freeing them from outside control. As a swift action, a legendary 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 legendary cavalier’s total bonus to Will saving throws or their own bonus, whichever is higher.

### **Noble’s Renown (Ex)**

At 8th level, a legendary cavalier gains the great renown vigilante talent.

### **Rider’s Bond (Ex)**

At 9th level, as long as the legendary cavalier’s mount is above 0 hit points and the legendary cavalier is within 60 feet of it, the legendary cavalier gains the benefits of the Diehard and Deathless Initiate feats, regardless of if they qualify for them.

At 17th level, whenever the legendary cavalier would normally be dead due to hit point damage, as long as their mount is still alive and within 60 feet, the legendary cavalier can act as though they were still alive, as well as being able to be healed. If the legendary 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 legendary 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 legendary 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 legendary cavalier has mastered using their steed to deflect attacks. As an immediate action, a legendary 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 legendary 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 legendary 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*UE 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 legendary cavalier gains the incredible renown vigilante talent.

### **Victor’s Rally (Ex)**

At 15th level, the sight of legendary cavalier’s triumph can inspire their allies to greatness. When a legendary cavalier reduces a creature to 0 or fewer hit points, the legendary 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 legendary 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 legendary 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 legendary cavalier’s class level + their Charisma modifier) or be stunned for 1 round.

In addition, for a number of rounds equal to the legendary 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 legendary 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 legendary cavalier makes a charge attack while mounted, they deal double the normal amount of damage (or triple if using a lance); if the legendary 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 legendary 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).

## **Favored Class Bonuses**

The following favored class bonuses are available to all characters, regardless of race:

* **All**: Add +1 to the rounds of the legendary cavalier’s commander’s aura.
* **All**: Add +1 hit point to the legendary cavalier’s mount. If the legendary cavalier ever replaces this mount, the new mount gains these bonus hit points. These bonuses only apply to a mount gained as part of the legendary cavalier’s class.
* **All**: Add +1 foot to the all movement speeds possessed by the legendary cavalier’s mount. This has no effect unless the legendary cavalier has selected this favored class bonus five times (or another increment of five). If the legendary cavalier ever replaces this mount, the new mount gains this bonus to its speed.
* **All**: Add +1/4 to the legendary cavalier’s banner bonus (this can be selected before gaining the banner class feature but has no value until that class feature is gained).
* **All**: +1/3 Strength to cavalier’s mount. (+1 Strength every three times you select this option.) If you replace your mount, the new mount gains this bonus.
* **All**: Add 5 feet to the mount’s darkvision. If the mount does not have darkvision, the mount gains darkvision 5 feet. If the cavalier ever replaces his mount, the new mount gains this bonus to its darkvision distance.
* **All**: Add +1/3 to the cavalier’s CMB when making bull rush or overrun combat maneuvers.
* **All**: Add a +1/2 bonus on Ride checks.
* **All**: Add +1/6 of a social talent selectable by the courtly skill class feature (this can be selected before gaining the courtly skill class feature, but has no value until that class feature is gained).
* **All**: Add +1/6 of a teamwork feat.

## Archetypes

Cavalier Alternate Class Features

Bannerless Knight

Draconic Avenger

Dreadnaught

Firearm Soldier

Houndmaster

Iron General

Jungle Rider

Masked Traveler

Marrow Lancer

Pegasus Knight

Steppe Rider