S-Class Cavalier

S-class s-class cavaliers are chivalrous knights, with a wide range of knowledge and expertise beyond that of the common soldier. Some are mounted warriors who prefer the open plains to dungeonous ruins. Others rely on different companions, or their own wits, allowing them to explore more closed spaces while still serving their orders.

Role: The s-class cavalier chooses both a court and an order which, when combined, make up his identity and role in an adventuring party.

Note: The s-class cavalier is an alternate, superior version of the cavalier class. They retain all of the standard cavalier progressions and options, and as such should qualify to select cavalier archetypes without specific adjustments. Some archetypes, such as the castellan, are represented here by the cavalier’s chosen court.

Alignment: Any.

Hit Die: 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 s-class cavalier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: S-Class Cavalier
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Challenge 1/day, court, order, tactician
2nd +2 +3 +0 +0 Order ability
3rd +3 +3 +1 +1 Bonus feat, court benefit
4th +4 +4 +1 +1 Challenge 2/day, court benefit
5th +5 +4 +1 +1 Banner
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Challenge 3/day, weapon training I
8th +8/+3 +6 +2 +2 Order ability
9th +9/+4 +6 +3 +3 Bonus feat, greater tactician
10th +10/+5 +7 +3 +3 Challenge 4/day
11th +11/+6/+1 +7 +3 +3 Court benefit
12th +12/+7/+2 +8 +4 +4 Bonus feat, demanding challenge
13th +13/+8/+3 +8 +4 +4 Challenge 5/day, weapon training II
14th +14/+9/+4 +9 +4 +4 Greater banner
15th +15/+10/+5 +9 +5 +5 Bonus feat, order ability
16th +16/+11/+6/+1 +10 +5 +5 Challenge 6/day
17th +17/+12/+7/+2 +10 +5 +5 Master tactician
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Challenge 7/day, weapon training III
20th +20/+15/+10/+5 +12 +6 +6 Court benefit

Class Features

All of the following are class features of the s-class cavalier.

Weapon and Armor Proficiency

S-class s-class cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

Challenge (Ex)

Once per day, an s-class cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier 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 cavalier’s concentration. The cavalier 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 cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Court

Every s-class cavalier belongs to a specialized court which defines how they achieve their goals in and out of combat. The court of tradition, for example, gives the cavalier a mount that improves as they gain levels; while the castellan is more about defending a given area.

A selection of courts can be found at the end of this section.

Order (Ex)

At 1st level, an s-class cavalier’s order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier 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. An s-class cavalier cannot change his order without undertaking a lengthy process to dedicate himself to 2 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.

Two sample orders can be found at the end of this section.

Tactician (Ex)

At 1st level, an s-class cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant the benefits of one of his teamwork feats 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 cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier 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.

Bonus Feats

At 3rd level, and at every three levels thereafter, an s-class cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or teamwork feats. The cavalier must meet the prerequisites of these bonus feats.

At 5th level, an s-class cavalier’s banner becomes a symbol of inspiration to his 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 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 cavalier or his companion (if any) to function.

Weapon Training (Ex)

Starting at 7th level, an s-class cavalier can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

At 13th and 19th level, an s-class cavalier becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each.

An s-class cavalier also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the cavalier’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Advanced Weapon Training: At 13th and 19th level, an s-class cavalier can select an advanced weapon training option instead.

Greater Tactician (Ex)

At 9th level, an s-class cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Using the tactician ability is a swift action.

Demanding Challenge (Ex)

At 12th level, whenever an s-class cavalier 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 cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.

Greater Banner (Ex)

At 14th level, an s-class cavalier’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 cavalier 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, an s-class cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows.

Courts

The following courts are available to all s-class cavaliers. They replace the standard cavalier’s mount, expert trainer, cavalier’s charge, mighty charge, and supreme charge.

Castellan

Castellans are defensive s-class cavaliers who were trained to guard their homes but ultimately took that training with them on their adventures.

Castle Lore (Ex): At 3rd level, the castellan gains a +2 bonus on initiative checks and Knowledge (engineering), Knowledge (local), Knowledge (nobility), Perception, and Stealth checks when he is in urban terrain, including fortifications. A castellan in an urban environment can always act in a surprise round, though he remains flat-footed until he acts. At 8th level and every 5 levels thereafter, the castellan’s bonuses on skill and initiative checks increase by 2.

Guard Companion (Ex): At 4th level, the castellan forms a bond with an animal companion that serves as a guard.

While most castellans select birds or canines, the castellan can choose any animal companions available to rangers.

This ability functions like the druid nature bond ability, except that the castellan’s effective druid level is equal to his cavalier level – 3 and his animal companion doesn’t gain the share spells special ability.

Mighty Defense (Ex): At 11th level, when the castellan readies an action to make a melee attack against a creature that is not yet adjacent to him, he doubles the threat range of any melee weapons wielded during the attack. This increase doesn’t stack with other effects that increase the threat range of his weapons. In addition, the cavalier can attempt a free dirty trick, disarm, sunder, or trip combat maneuver if his readied attack is successful. This free combat maneuver doesn’t provoke an attack of opportunity.

Supreme Defense (Ex): At 20th level, whenever the castellan readies an action to make a melee attack against a creature that is not yet adjacent to him, his readied attack deals double the normal amount of damage (or triple the damage if using a brace weapon against a charge). In addition, if the cavalier confirms a critical hit on the readied attack, the target is stunned for 1d4 rounds. A successful Will save (DC = 10 + the cavalier’s class level + the cavalier’s Strength modifier) reduces this to being staggered for 1d4 rounds.

Court of Owls

The court of owls is a secretive band of s-class cavaliers who keep order in their homeland through not entirely legal means. While no less devoted to their orders than other s-class cavaliers, they are typically aloof and less forthcoming about their goals.

Class Skills: An s-class cavalier in the court of owls gains Disguise and Stealth as class skills, and loses Handle Animal and Ride.

Proficiencies: S-class cavaliers in the court of owls lose proficiency with martial weapons, medium armor, heavy armor, or shields. They gain proficiency with hand crossbows, rapiers, saps, shortbows, and short swords.

Challenger’s Strike: When an s-class cavalier in the court of owls flanks the target of his challenge, or the target is flat-footed to the cavalier’s attacks, the extra damage dealt by the cavalier’s melee attacks against the target of his challenge increases to 1d8 plus 1d8 for every odd level beyond 1st. Against creatures that aren’t the target of his challenge, the cavalier can deal 1d6 damage plus 1d6 for every odd level beyond 1st instead. This otherwise functions as the rogue’s sneak attack class feature.

Subtle Banner: At 5th level, when an s-class cavalier in the court of owls makes a Disguise check to hide his appearance, he is able to weave clues to his allegiance into the disguise by taking a –5 penalty to his check. If he still succeeds on the check, the cavalier grants his banner bonus to allies within 60 feet who can see him, even though he isn’t displaying it openly. This penalty is reduced to –2 at 11th level, and at 20th level, the cavalier no longer takes any penalty on those checks.

At 14th level, if he hasn’t already, the cavalier can remove his disguise as a standard action to gain the benefits of his greater banner.

Court of Tradition

The court of tradition is the most common of cavalier courts. They train primarily with mounts, teaching their companions different tricks and maximizing their ability to charge.

Mount (Ex): An s-class cavalier in the court of tradition 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 cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount.

An s-class cavalier 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. An s-class cavalier’s mount does not gain the share spells special ability.

An s-class cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should an s-class cavalier’s mount die, the cavalier 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 cavalier gains a level.

Cavalier’s Charge (Ex): At 3rd level, an s-class cavalier in the court of tradition 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 his AC after making a charge attack while mounted. 4

Expert Trainer (Ex): At 4th level, an s-class cavalier in the court of tradition learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier 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.

Mighty Charge (Ex): At 11th level, an s-class cavalier in the court of tradition 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 his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.

Supreme Charge (Ex): At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple 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 Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier’s base attack bonus.

Pikeman

Pikemen are s-class cavaliers who fend off larger opponents, particularly monstrous enemies who might try to chase the pikeman down only to find themselves on the receiving end of his weapon.

Bigger They Are (Ex): A pikeman gains a +1 dodge bonus to AC against creatures larger than he is. This bonus increases by 1 if the creature is two size categories larger. At 6th level, the bonus increases to +3 against a creature three size categories larger, and at 12th level, the bonus increases to +4 against creatures four size categories larger.

Pike Charge (Ex): At 3rd level, a pikeman learns to make more accurate charge attacks with weapons from the polearms or spears fighter weapon group (Pathfinder RPG Core Rulebook 56). He receives a +4 bonus on melee attacks when charging with a polearm or spear (instead of the normal +2). In addition, the pikeman takes no penalty to his AC after making a charge attack with a polearm or spear.

Monster Hunter (Ex): At 4th level, a pikeman has an uncanny ability to identify monsters. He can attempt Knowledge checks untrained to identify monsters and their weaknesses, and gains a bonus equal to half of his cavalier level on Knowledge checks to identify monsters.

Agile Charger (Ex): At 11th level, a pikeman takes no penalties caused by difficult terrain while charging. His movement is still hampered by obstacles, poor visibility, and other conditions. This ability doesn’t allow him to move through impassible terrain.

Deadly Charge (Ex): At 20th level, whenever a pikeman makes a charge attack with a polearm or spear, he deals double the normal amount of damage. In addition, if he confirms a critical hit on a deadly charge, the target is stunned for 1d4 rounds. If the target succeeds at a Will save (DC = 10 + the cavalier’s base attack bonus), it is instead staggered for 1d4 rounds.

S-Class Cavalier Orders

Order of the Asp

S-class cavaliers who join the court of owls tend toward the order of the asp as well because of the synergy in the way each is run.

Edicts: An order of the asp cavalier must endeavor to enhance his prestige, wealth, and power, as well as that of his patrons. He must endeavor to maximize his profits and efficiency, directing hirelings and even sacrificing them when doing so would further his goals and make his appear exceptional by comparison.

Challenge: Whenever an order of the asp cavalier issues a challenge, he receives a +1 morale bonus on attack and damage rolls made against the target of the challenge so long as it is entangled, exhausted, fatigued, flanked, nauseated, prone, shaken, staggered, or denied its Dexterity bonus to AC. This bonus increases by 1 for every 4 levels the cavalier has.

Skills: An order of the asp cavalier adds Knowledge (local) and Sleight of Hand to his list of class skills. The cavalier gains a bonus on Knowledge (local) checks equal to half his cavalier level (minimum +1) as long as the check involves his patrons or organization. He also reduces his armor check penalty when using Sleight of Hand by an amount equal to half his cavalier level (to a minimum of 0).

Indiscriminate (Ex): At 2nd level, whenever the order of the asp cavalier uses Intimidate to demoralize one or more creatures, he can attempt to demoralize an equal number of allies within 30 feet as a free action. While within 30 feet of an ally with the shaken condition, the cavalier gains a +1 morale bonus on saving throws. At 6th level and every 6 levels thereafter, this bonus increases by 1. The cavalier can perform a dirty trick combat maneuver against creatures with the shaken condition without provoking an attack of opportunity.

Command the Meek (Ex): At 8th level, the cavalier treats all of his allies with the shaken condition as though they had the same teamwork feats as the cavalier for the purpose of determining whether the cavalier receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the cavalier to receive the listed bonus. When the cavalier uses tactician, greater tactician, or mighty tactician, the duration doubles for any creatures that have no more than half the cavalier’s Hit Dice or that have the shaken condition when he activates the ability.

Better You Than Me (Ex): At 15th level, the cavalier can interpose an adjacent ally in the way of an incoming attack as an immediate action, gaining cover against the attack. The attack must target only the cavalier, and he must choose to use this ability before seeing the result of the attack roll. The ally must have the shaken condition or have no more than half the Hit Dice of the cavalier, and the ally gains a Reflex save to negate this ability’s effect entirely (DC = 10 + half the cavalier’s level + the higher of his Strength modifier or Charisma modifier). If the attack hits, the damage is split evenly between the cavalier and the ally. If the ally’s save was a natural 1, the ally takes all of the damage, including any associated effects (bleed, poison, etc.). An ally can purposefully fail this saving throw, but cannot purposefully roll a natural 1.

Order of the Chevalier

The order of the chevalier is a knighthood bestowed on a cavalier whose wisdom and sensibility builds great renown, not only for the order, but for the cavalier’s close allies as well.

Edicts: The cavalier must not take more reward than he needs to continue protecting others, nor should he accept bribery or other undue favors in exchange for his efforts. He must strive to maintain his decorum, even when beaten, embarrassed, or provoked, and never let his enemy see his resolve falter of his own will.

Challenge: When an order of the chevalier cavalier issues a challenge, allies within 60 feet who can see and hear the cavalier gain a +1 morale bonus to their AC against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier possesses. Allies who enter that area after the challenge is issued do not gain the bonus until the cavalier issues another challenge.

Skills: An order of the chevalier cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. In addition, he gains a bonus on Knowledge (local) and Knowledge (nobility) checks equal to half his cavalier level (minimum +1).

Profound Wisdom (Ex): An order of the chevalier cavalier can use Wisdom in place of Charisma when making Diplomacy and Intimidate checks.

Preudomme (Ex): At 2nd level, whenever a creature attempts to demoralize or frighten the order of the chevalier cavalier or one or more of the cavalier’s allies, the cavalier can attempt to demoralize an equal number of enemies within 30 feet as a free action. While within 30 feet of an ally with the shaken condition, the cavalier gains a +1 morale bonus on saving throws. At 6th level and every 6 levels thereafter, this bonus increases by 1. The cavalier can perform a disarm combat maneuver against creatures with the shaken condition without provoking an attack of opportunity.

Davidic Ethic (Ex): At 8th level, the cavalier can issue a challenge as part of rolling initiative, or as an immediate action when a creature is about to attack a target with fewer Hit Dice or in lower social standing and the cavalier is aware of the attack and not himself flat-footed. This allows the cavalier to grant his morale bonus to the creature being attacked, even if it would not normally count as an ally.

Forbearance (Ex): At 15th level, once per day when he challenges a creature threatening a target with fewer Hit Dice or in lower social standing, the cavalier can try to convince the creature to cease combat entirely. This functions as a non-magical charm monster effect, and the DC for the saving throw is 10 + half the cavalier’s level + his Wisdom or Charisma modifier. A creature intent on combat receives a +5 bonus on its saving throw against this effect, and the GM may rule that a specific creature is beyond convincing that it should stay out of battle. If so, the cavalier doesn’t expend the use of this ability.

Order of the Hero

S-class cavaliers of the order of the hero are brave knights who face peril without flinching and challenge enemies far larger than they are without a second thought.

Edicts: The cavalier must choose an area, whether it’s a settlement or nation, and vows to slay any monster threatening that area. He must fulfill any pledge he makes to slay a beast, tracking it to its lair if necessary, and forsaking any new quarry until his current target is slain. The cavalier must attempt to ensure that no lasting damage is dealt to his domain in the pursuit of his prey.

Challenge: Whenever an order of the hero cavalier issues a challenge, he receives a +1 morale bonus on melee damage rolls against the target of his challenge if it is at least one size category larger than he is. This bonus increases by 1 for every 4 cavalier levels he has.

Skills: An order of the hero cavalier adds Knowledge (arcana) (Int) and Knowledge (nature) (Int) to his list of class skills. In addition, whenever an order of the hero cavalier uses a Knowledge check to identify a monster, he gains a bonus on this check equal to half his cavalier level (minimum +1).

Monster Expert (Ex): At 2nd level, the cavalier learns how to dodge the attacks of his monstrous foes and the traps in their lairs. He gains a bonus equal to his Charisma bonus on Fortitude and Reflex saves against abilities and spells that have an area of effect.

Resist Energy (Su): At 8th level, the cavalier can steel himself against harmful energies. Once per day as a move action, he chooses one of the following: acid, cold, electricity, or fire. He gains energy resistance 5 against the chosen type for 1 minute. At 12th, 16th, and 20th levels, the resistance increases by 5, and the cavalier gains an additional daily use of this ability.

Counterstriking Challenge (Ex): At 15th level, once per day when he challenges a Large or larger creature, the cavalier can also prepare to interrupt the creature’s special attacks. The challenged target provokes an attack of opportunity from the cavalier whenever it activates an extraordinary or a supernatural attack (such as a breath weapon or gaze attack). If the cavalier deals damage with this attack, the creature must succeed at a Will save (DC = 10 + half the cavalier’s level + his Charisma modifier) or it fails to activate the special attack and loses the action it took to do so. The cavalier can perform three such attacks of opportunity over the course of a counterstriking challenge.

Section 15: Copyright Notice

S-Class Characters: The Cavalier. Copyright 2023, Samurai Sheepdog. Author: Kevin Glusing

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