Chevalier of Talmandor
The Chaveliers of Talmandor are an Order of Andoran Eagle Knights who take upon themselves special Oaths to uphold tenets of good and justice. They are specially elect Knights who are inducted into the order only by recommendation of other Knights of the Order, usually for acts of exceptional moral character.
Cavaliers who join the Order of Talmandor dedicate their lives to the code of chivalry, living a life of honor, valor, and fairness. Men of this order swear service to Talmandor. Of all the Chevalier orders, the Order of Talmandor is perhaps the broadest in terms of its focus and ideals.
Edicts: The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.
Challenge: Whenever an Order of Talmandor cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.
Skills: An Order of Talmandor cavalier adds Knowledge(nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities: An Order of Talmandor cavalier receives the following abilities as he increases in level. By My Honor (Ex): At 2nd level, the cavalier may swear an additional oath and any bonuses gained from his oaths are increased by +1.
Mounted Mastery (Ex): At 8th level, the cavalier applies 1/2 the normal armor check penalty to the Ride skill. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount’s Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected.
Knight’s Challenge (Ex): At 15th level, the cavalier can make a knight’s challenge once per day. This functions like a normal challenge, but the cavalier adds his Charisma bonus on all attack rolls made against the target of his challenge and the dice added to the damage roll increase from d6 to d8.
Here are the details of the Chavalier Class:
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.
Alignment: Any. Hit Dice: d10.
The 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.
The following are the class features of the cavalier. Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).
Challenge (Ex): Once per combat, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. A cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is 1d6 at 1st level, and increases by 1d6 every three cavalier levels thereafter. This extra damage is considered precision damage, is not multiplied on a critical hit, and does not apply to attacks that deal nonlethal damage. Challenging a foe requires much of the cavalier’s concentration. Melee attacks made against the cavalier, except those made by the target of his challenge, treat the cavalier as if he is flanked. Such attacks receive a +2 flanking bonus. Improved uncanny dodge, and similar abilities, do not protect a cavalier from being flanked as the result of a challenge. The challenge remains in effect until the target is dead, unconscious, or the combat ends. Each cavalier’s challenge also includes another effect, depending upon the cavalier’s order.
Mount (Ex): A cavalier 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, such as a boar, camel, dog, horse, pony, or wolf (depending on his size and level, as such, boars and dogs are not suitable until 4th level). A cavalier’s mount does not gain the share spells special ability. A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a 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.
Oath (Ex): Starting at 1st level, a cavalier can swear an oath to accomplish a specific task. Whenever he accomplishes the task, he receives a small bonus. The cavalier does not have to complete the task by himself, but he must contribute to the completion of the task to receive the bonus. Whenever the cavalier completes an oath, he can swear another or he can keep his existing oath, if it is still applicable. A cavalier can abandon an oath, but he cannot swear a new oath to replace the abandoned oath for at least 24 hours. Some oaths require the cavalier to keep the oath to maintain the bonus and must be abandoned to select a different oath. At 1st level, a cavalier can maintain only one oath at a time. At 5th level, and every four levels thereafter, the cavalier can swear an additional oath. The following oaths are among the most common sworn by cavaliers. A cavalier might swear other oaths that grant different bonuses, subject to GM approval. Oath of Chastity: The cavalier swears to avoid temptation. The cavalier must avoid all physical contact with members of a gender he is attracted to for 24 hours to complete this oath. Upon completion, he receives a +1 morale bonus on saving throws against enchantment (charm) spells and effects as long as he keeps this oath and continues to avoid contact. This bonus increases by +1 for every five levels the cavalier possesses. Oath of Greed: The cavalier vows to garner as much wealth as possible. Whenever the cavalier gains possession of an item worth at least 1,000 gp per level of the cavalier, he receives a +1 morale bonus on Appraise, Bluff, and Sense Motive skill checks for 24 hours. He loses this bonus if he willing gives away wealth or an object of value without receiving proper compensation. This bonus increases by +1 for every f ive levels the cavalier possesses. Oath of Justice: The cavalier swears to bring a specific individual or creature to justice, be it through capturing individual or slaying him. Upon completing this oath, the cavalier receives a +1 morale bonus on saving throws for 1 day. This bonus increases by +1 for every 5 HD of the creature brought to justice. Oath of Loyalty: The cavalier swears to remain loyal to his allies and friends. When the cavalier makes this oath, he selects any number of allies that are within his line of sight. Whenever one of these allies calls for help and the cavalier responds with an aid another action, he receives a +1 morale bonus on saving throws against enchantment (compulsion) spells and effects for 1 day, as long as he keeps this oath and remains faithful to his allies. This bonus increases by +1 for every five levels the cavalier possesses. Oath of Protection: The cavalier vows to protect one individual and keep him from harm. When the cavalier makes this oath, he nominates one creature. If that creature does not take any damage from melee or ranged attacks, lethal or nonlethal, for 24 hours, the cavalier receives a +1 morale bonus to his AC whenever he is adjacent to the target of this oath. This bonus lasts as long as the cavalier keeps this oath and the target is protected from harm. This bonus increases by +1 for every five levels the cavalier possesses. Oath of Purity: The cavalier swears to remain pure in both body and soul. The cavalier must remain free of alcohol, curses, diseases, drugs, and poisons for 24 hours to complete this oath (failing a saving throw against any one of these effects causes the duration to reset). Upon completion, he receives a +1 morale bonus on saving throws against curses, diseases, and poisons as long as he keeps this oath and remains free from the listed impurities. This bonus increases by +1 for every five levels the cavalier possesses. Oath of Vengeance: The cavalier swears to slay all creatures of a specific kind, such as goblins, mummies, or bone devils. Whenever the cavalier kills a creature of the selected type, he receives a +1 morale bonus on attack rolls made against the specific kind of creature for 1 hour. This bonus increases by +1 for every 5 HD of the creature slain. A cavalier can swear this oath more than once.
Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The 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 all benefits gained from his order for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to 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.
Bonus Feat: At 2nd level, and at every four levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats.
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 his AC after making a charge attack while mounted.
Expert Trainer (Ex): At 4th level, a cavalier 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 f irst adds +2 to the DC.
Banner (Ex): At 5th level, a 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.
_Mighty Charge _(Ex): At 11th level, a 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 his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
Demanding Challenge (Ex): At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target can see the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier. This penalty does not apply if the cavalier is within the target’s threatened area.
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.