Cavalier, Epic (Epic Class)

The epic cavalier is a master rider and a peerless leader of men. Her challenges can shake foes to their core and entire armies will break when they see her banner borne fearlessly aloft.

**Mount (Ex)**: An epic cavalier's mount continues to grow in power as she increases in level. See Table 3-26: Animal Companions and Mounts at Epic Levels.

**Order (Ex)**: A cavalier's epic levels count towards her total class level when calculating the bonuses granted by her Order abilities.

**Banner (Ex)**: At 25th level, the bonuses provided by an epic cavalier's banner increase by +1, providing +6 to saving throws against fear and +5 to attack rolls made as part of a charge. These bonuses continue to improve by +1 every five levels.

**Damage Bonus (Ex)**: An epic cavalier gains a +1 bonus to all physical damage rolls at 21st level and every three levels.

**Epic Challenge (Su)**: Upon reaching 21st level, an epic cavalier is able to add effects to her Challenge. When she makes her first successful attack against a Challenged foe, that foe must succeed on a saving throw (DC of 10 + 1/2 the class level + Charisma modifier) or suffer an adverse effect. The cavalier selects one of the effects below to inflict. Once she has made her choice, it cannot be changed:

* Bleed 5 (Fort save)
* Dazzled (Will save)
* Deafened (Fort save)
* Fatigued (Fort save)
* Shaken (Will save)
* Sickened (Fort save)

The Bleed effect lasts until the target receives magical healing or a Heal check with a DC equal to 10 + the saving throw DC. All other effects last until the end of the cavalier's next turn. All effects are renewed automatically every round she succeeds on another attack against the Challenged target. The target receives an additional saving throw against the renewed effect, but with a –4 penalty on their save.

At 25th level and every four levels, the cavalier can do one of three things to improve their Epic Challenge:

(1) select an additional effect to add to their first attack;

(2) inflict the same condition with their second attack (in case the target made their initial save);

(3) improve the type of condition inflicted with their initial attack. Conditions can be improved up to three times as follows:

* Bleed 5 > Bleed 10 > Bleed 15
* Dazzled > Dazed > Paralyzed
* Deafened > Deaf & Blind > Deaf, Blind, & Cowering
* Fatigued > Exhausted > Stunned  Shaken > Frightened > Panicked
* Sickened > Staggered > Nauseated

If the cavalier chooses to improve a condition or to inflict multiple conditions with their first attack, then later selects to inflict a condition with their second attack, that attack will only inflict the lowest tier of one of the conditions. Secondary attacks must have their inflicted conditions improved or doubled up separately from the primary attack.

**Bonus Class Feat**: The epic cavalier gains a bonus class feat as described in the Universal Class Features section of this chapter at 22nd level and an additional bonus class feat every two levels (24th, 26th, 28th, etc.). These class feats can be selected from Combat, Morale, and Skill feats.

**Epic Banner (Ex)**: At 23rd level, the bonuses provided by a cavalier's Banner ability improve. She can select one of the following abilities:

* +2 morale bonus to all Will saves
* +3 bonus to damage on attacks while charging
* +10 feet to movement speed when charging
* Ignore 1 attack of opportunity while charging
* +30 feet to Banner's radius of effect

At 27th level and every four levels, the cavalier selects an additional improvement. The same improvement can be selected multiple times, with the effects stacking.

**Challenge (Ex)**: An epic cavalier can issue an additional challenge per day at 22nd level and every three levels. Her epic levels are included when calculating the damage bonus against targets of her challenge.

**Tactician (Ex)**: An epic cavalier can use her tactician ability an additional time per day at 25th level and every five levels