Cavalier

The archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Branch Features

You gain the following features when you take your first talent in this branch.

Born to the Saddle

Your mastery as a rider becomes apparent. You have +1d on checks made to avoid falling off of your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Talents

Talent CP Prerequisites
Unwavering Mark 5 -
Warding Maneuver 15 Unwavering Mark and 4 other Fighter Talents
Hold the Line 25 Warding Maneuver and 6 other Fighter Talents
Ferocious Charger 65 Hold the Line and 9 other Fighter Talents
Vigilant Defender 80 Ferocious Charger and 12 other Fighter Talents

Unwavering Mark

Cost: 5 Character Points

You can menace your foes, foiling their attacks and punishing them for harming others.

When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has -1d on any attack roll that doesn’t target you.

Additionally, once per turn, if, within the last round, a creature marked by you dealt damage to anyone other than you, you can make a special melee weapon attack against the marked creature using 1 action on your next turn. You have +1d on the attack roll and, if it hits, the attack’s weapon deals extra damage to the target equal to your martial feat die.

Regardless of the number of creatures that you mark, you can make this special attack a number of times equal to the higher of your Strength or Dexterity modifier and you regain all expended uses of it when you finish a long rest.

Warding Maneuver

Cost: 15 Character Points
Prerequisite: Unwavering Mark and 4 other Fighter Talents

You learn to fend off strikes directed at you, your mount, or other creatures nearby.

Each round, if you are wielding a melee weapon or a shield, the first time that you, or an allied creature that you can see within 5 feet of you, is hit by an attack add +1d to the target’s defence vs that attack. If the attack still hits, the target has resistance against the attack’s damage.

You can use this feature a number of times equal to your Constitution modifier and you regain all expended uses of it when you finish a long rest.

Hold the Line

Cost: 25 Character Points
Prerequisite: Warding Maneuver and 6 other Fighter Talents

You become a master of locking down your enemies.

If you hit a creature with an Attack of Opportunity, then that creature’s speed is reduced to 0 until the end of the current turn.

Ferocious Charger

Cost: 65 Character Points
Prerequisite: Hold the Line and 9 other Fighter Talents

You can run down your foes, whether you’re mounted or not.

Move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack. If your attack roll exceeds the target’s Strength defence, then it is knocked prone. You can use this feature only once on each of your turns.

Vigilant Defender

Cost: 80 Character Points
Prerequisite: Ferocious Charger and 12 other Fighter Talents

You respond to danger with extraordinary vigilance.

In combat, you may now make one opportunity attack per turn, rather than once per round.