Cavalier - Spiritual Powers
Cavaliers are primarily fighters and therefore their spiritual powers chiefly concern enhancing their combat prowess as well as their horsemanship. Cavaliers also get access to Chosen Weapon (starting at 8th level). Cavaliers also are granted an assortment of spell-like abilities based on their character class. Although not generally their first choice in combat, Cavaliers do also possess a limited ability to affect Undead by act of faith.
A Cavalier's spiritual powers are keyed to Faith (as opposed to Body-Mind-Spirit) and invoking a spiritual power consumes spiritual points (as opposed to BMS). That said, Cavaliers with a high Faith attribute also gain access to a few spell-like powers (which don't consume SP or BMS). All of the bonuses are cumulative. Thus, if a Cavalier has a Faith of 16, he/she gets all of the bonuses for 16, 15, and 14.
This table is slightly modified from the printed (book) version: Bonuses are now cumulative, the table goes to 25, and the bonuses start at Faith 14 instead of Faith 13 (in order to be consistent with other character classes). The Cavalier no longer gets bonuses to Save versus Death Magic but instead receives a greater ability to generate a Sphere of Bravery.
Faith Score | Granted Power |
14 | +1 to Save versus System Shock (continuous) +1 to Save versus Sleep/Charm (continuous). |
15 | The Cavalier projects a Sphere of Bravery with 5' diameter. this is active so long as the Cavalier concentrates (ie. the Cavalier can fight but not cast other spells while concentrating on this spell). The effect grants +2 to morale checks and +2 against any fear-causing effect for any ally in range. |
16 | +1 to all rolls when attempting to affect Undead. |
17 | Sphere of Bravery is extended to a 10' radius (otherwise, same effects as the Faith 15 version). Cavalier can double his mount's speed for one round per level, once per day. |
18 | The Cavalier can affect one additional creature when rebuking Undead. the Cavalier gains a +2 to System Shock (continuous). Cavalier can cast Summon Mount once per day in such a way that the mount has pathfinding problem-solving capability equal to that of the Cavalier. |
19 | The Cavalier can heal his/her mount to full once per day. The Cavalier can also heal himself/herself for 1d4 hit points per level of experience (once per day). |
20 | The Cavalier can heal himself/herself to full once per day. |
21 | The Cavalier's Sphere of Bravery is extended to 30' radius. The Cavalier gains an additional attempt to rebuke Undead each day. |
22 | The Cavalier can purge fear in a 30' radius once per day. This effectively works as a specific-purpose Dispel Magic and (if successful) will cancel all fear effects within the 30' radius. |
23 | The Cavalier becomes a figure of legend and is remembered for 4d10 generations. The Cavalier's life is extended by 4d20 years. |
24 | +3 to Save Sleep/Charm (continuous). Cavalier can teleport his mount to the current location once per day. |
25 | If slain in battle, the character can rise up in ten rounds at half hit points and half spirit points (the rest heal normally over time). This power works only once per year. This power is only triggered by being killed in combat. |
Class Related Granted Powers
The Cavalier gains the ability to resist fear-causing spells cast directly at him, as well as area-effect type fear powers. Against spells that create fear in an area of effect, the Cavalier gets a "+" to the appropriate Saving Throw (usually either Save versus Area of Effect or Save versus Sleep/Charm). Against single-target fear-causing spells (ie. spells that are specifically aimed at the Cavalier and no one else), the Cavalier gets a percentile resistance to the fear effect. Should that resistance fail, the Cavalier will still be entitled to whatever ordinary saving throw is associated with the spell in question (usually either Save versus Sleep/Charm or Save versus Spiritual Powers). Additionally, the Cavalier gains an empathic resistance of 2% per level, and this percentile is cumulative with any resistance the Cavalier already has. Empathic resistance bonuses are cumulative with any other empathic resistance that the character might have.
Table: Cavalier’s Resist Fear & Empathy | |||
Cavalier's Level | Resist Area of Effect Fear | Resist Single-Target Fear | Resist Empathic Manipulation |
1 | +1 | 4% | 2% |
2 | +2 | 8% | 4% |
3 | +3 | 12% | 6% |
4 | +4 | 16% | 8% |
5 | +5 | 20% | 10% |
6 | +6 | 24% | 12% |
7 | +7 | 28% | 14% |
8 | +8 | 32% | 16% |
9 | +9 | 36% | 18% |
10 | +10 | 40% | 20% |
11 | +11 | 48% | 22% |
12 | +12 | 48% | 24% |
13 | +13 | 52% | 26% |
14 | +14 | 56% | 28% |
15 | +15 | 60% | 30% |
16 | +16 | 64% | 32% |
17 | +17 | 68% | 34% |
18 | +18 | 72% | 36% |
19 | +19 | 76% | 38% |
20 | +20* | 80%* | 40%* |
* Maximum resistance |
Create Chosen Weapon
Certain character classes (Cavalier included) gain the ability to craft a personalized weapon of talismanic power. Such a weapon becomes automatically immune to rust and will not accumulate ordinary (cosmetic) damage. A Detect Magic (or similar spell) will indicate that a Chosen Weapon is a powerfully-charged item.
The ritual for creating a Chosen Weapon takes three hours. The weapon itself must be of excellent craftsmanship and have been constructed from the best available materials. These factors generally increase the base cost of the weapon by three-fold. The ritual also costs 45 Spirit Points. If the Cavalier does not have 45 Spirit Points (ie. his/her maximum daily reserve is 44 or less), a Priest can assist in the ritual and add any shortage from his/her own reserve. In the latter event, the Cavalier will complete the ritual with zero Spirit Points remaining (and also be exhausted for one day). If the Cavalier fails in the Faith check, he/she must wait one week before another attempt can be made. However, the weapon is not destroyed by the spell's failure and can still be used as a mundane weapon until the ritual can be attempted again.
If a Chosen Weapon is somehow destroyed, the Cavalier must wait one year before making a new Chosen Weapon. Additionally, losing/breaking a Chosen Weapon is shaming to the Cavalier.
Note: At the Game Master's discretion, the Chosen Weapon's power may fail to invoke for a suitable period of time if the Cavalier has previously used its power in a way contrary to the Cavalier's ethos. For example, if a Cavalier uses Chosen Weapon against an unarmed opponent or trivially uses it to bully a weaker opponent, the GM could make the Chosen Weapon inaccessible for a period of time commensurate with the transgression of the Cavalier's ethos. Likewise, the Game Master could make the weapon's power unavailable if the Cavalier starts over-using it as a crutch.
Changes from the printed (book) version: Priests can fill in the Spirit Point deficit; the wait time for making a replacement weapon is now only one year; invoking "Call Upon Chosen Weapon" no longer has the possibility of destroying the weapon (Item Saves are no longer required); players can develop a "signature effect" in addition to the powers listed below.
Call Upon Chosen Weapon
Prayer: 1 round
Cost: 30 SP
Range: Touch (ie. the Cavalier's Chosen Weapon)
Duration: See table below
It should be noted that the powers listed below are "common" uses of Call Upon Chosen Weapon. Players are encouraged to develop a "signature effect" unique to their character's style. the Game Master can then approve or modify the effect as needed for game balance.
Call Upon Chosen Weapon - Desired Effect | Duration of Effect |
Boost Other Power (the Cavalier can double effectiveness of some other spell that the Cavalier might invoke the next round) | The boosted power lasts twice as long as normal, has twice the range (or twice the area of effect), and inflicts twice as much damage (or heals twice as many hit points, as the case may be). |
+10 damage | 1 round |
+7 damage | 3 rounds |
+4 damage | 5 rounds |
+2 damage | 10 rounds |
Battle Heal: The Cavalier recovers 1d4 hit points per level of experience. | Instantaneous |
Mass Initiative: All allies of the Cavalier (including the Cavalier) get +1 to initiative. This spell has a 60' radius area of effect. | 10 rounds |
Bravery Enhancement: All allies of the Cavalier (including the Cavalier) get a +2 save to all Fear-based checks. This spell stacks with Sphere of Bravery. This spell has a 60' radius area of effect. | 10 rounds |
Disarm Opponent. When fighting hand-to-hand (melee range) against an armed opponent, the Cavalier can match his/her Skill against that of the opponent (via Universal Matrix). If the opponent fails on the Universal Matrix, the opponent's weapon flies out of hand and lands at least ten feet away. | 5 rounds |
Ward Against Undead: The Cavalier's weapon glows with silver light. Undead of fewer Hit Dice than the Cavalier cannot approach closer than 10'. Those of same HD or higher must made a Save versus Area of Effect to approach. | 10 rounds |
Draw Aggression: Enemies within 20' of the Cavalier that happen to be targeting weaker allies must make a Save vs Sleep/Charm or attack the Cavalier for the duration of the spell. The Cavalier gains 1d4 hit points per level of experience as "temporary" hit points. Damage inflicted from affected foes are subtracted from the temporary hit points first. | 10 rounds |
Affect Undead
While Cavaliers prefer to chop their enemies to bits in honest, honorable hand-to-hand combat, some foes are not dispatched so easily. Fortunately, Cavaliers also have a limited ability to rebuke the shambling dead. While Cavaliers are far less powerful than a Priest in this regard, the ability to send the Undead packing can make the difference between life and death.
Cavalier | Hit Dice of Opposing Undead Creature | |||||||||||||||||||
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
1 | 14 | 19 | 24 | 29 | 34 | 39 | 44 | 49 | 54 | 59 | 64 | 69 | 74 | 79 | 84 | 89 | 94 | 99 | 104 | 109 |
2 | 12 | 17 | 22 | 27 | 32 | 37 | 42 | 47 | 52 | 57 | 62 | 67 | 72 | 77 | 82 | 87 | 92 | 97 | 102 | 107 |
3 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 | 105 |
4 | 8 | 13 | 18 | 23 | 28 | 33 | 38 | 43 | 48 | 53 | 58 | 63 | 68 | 73 | 78 | 83 | 88 | 93 | 98 | 103 |
5 | 6 | 11 | 16 | 21 | 26 | 31 | 36 | 41 | 46 | 51 | 56 | 61 | 66 | 71 | 76 | 81 | 86 | 91 | 96 | 101 |
6 | 4 | 9 | 14 | 19 | 24 | 29 | 34 | 39 | 44 | 49 | 54 | 59 | 64 | 69 | 74 | 79 | 84 | 89 | 94 | 99 |
7 | 2 | 7 | 12 | 17 | 22 | 27 | 32 | 37 | 42 | 47 | 52 | 57 | 62 | 67 | 72 | 77 | 82 | 87 | 92 | 97 |
8 | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 |
9 | -2 | 3 | 8 | 13 | 18 | 23 | 28 | 33 | 38 | 43 | 48 | 53 | 58 | 63 | 68 | 73 | 78 | 83 | 88 | 93 |
10 | -4 | 1 | 6 | 11 | 16 | 21 | 26 | 31 | 36 | 41 | 46 | 51 | 56 | 61 | 66 | 71 | 76 | 81 | 86 | 91 |
11 | -6 | -1 | 4 | 9 | 14 | 19 | 24 | 29 | 34 | 39 | 44 | 49 | 54 | 59 | 64 | 69 | 74 | 79 | 84 | 89 |
12 | -8 | -3 | 2 | 7 | 12 | 17 | 22 | 27 | 32 | 37 | 42 | 47 | 52 | 57 | 62 | 67 | 72 | 77 | 82 | 87 |
13 | -10 | -5 | -2 | 1 | 4 | 7 | 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 | 34 | 37 | 40 | 43 | 46 | 49 |
14 | -12 | -7 | -2 | 3 | 8 | 13 | 18 | 23 | 28 | 33 | 38 | 43 | 48 | 53 | 58 | 63 | 68 | 73 | 78 | 83 |
15 | -14 | -9 | -4 | 1 | 6 | 11 | 16 | 21 | 26 | 31 | 36 | 41 | 46 | 51 | 56 | 61 | 66 | 71 | 76 | 81 |
16 | -16 | -11 | -6 | -1 | 4 | 9 | 14 | 19 | 24 | 29 | 34 | 39 | 44 | 49 | 54 | 59 | 64 | 69 | 74 | 79 |
17 | -18 | -13 | -8 | -3 | 2 | 7 | 12 | 17 | 22 | 27 | 32 | 37 | 42 | 47 | 52 | 57 | 62 | 67 | 72 | 77 |
18 | -20 | -15 | -10 | -5 | 0 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 |
19 | -22 | -17 | -12 | -7 | -2 | 3 | 8 | 13 | 18 | 23 | 28 | 33 | 38 | 43 | 48 | 53 | 58 | 63 | 68 | 73 |
20 | -24 | -19 | -14 | -9 | -4 | 1 | 6 | 11 | 16 | 21 | 26 | 31 | 36 | 41 | 46 | 51 | 56 | 61 | 66 | 71 |
Turning Attempts: 1 per 3 levels
Creatures Affected: 1 per 3 levels
Duration of Turning Effect: 1 round per two levels
Combined Faith Bonus: +1
Special Rules if the Cavalier is Undead
As Undead characters cannot channel energy from the Plane of Radiance, they instead draw from the Plane of Shadow. This has a profound effect on their ability to affect other Undead. Rather than turning such creatures away, an Undead Cavalier can bolster Undead.
For the duration of the "turning" effect, bolstered Undead will view the Cavalier favorably (although they will not automatically obey the Cavalier). Additionally, bolstered Undead gain a +2 to hit, +2 to damage, +2// to movement speed, and +2 to AC.
Armor Shine
Concentration: 1 round
- Levels 1 to 4: The spell illuminates a 2// radius.
- Levels 5 to 9: The spell illuminates a 4// radius.
- Levels 10 to 14: The spell illuminates a 6// radius.
- Levels 15 to 19: The spell illuminates an 8// radius.
- Levels 20 and higher: The spell illuminates a 10// radius.
Attune Mount
Changes from the printed (book) version: The Attune Mount spell's scope of power includes more factors for determining an animal's health and well-being.
Battle Healing
- Levels 1 to 4: 1d4 healing (person); 1d6 (mount)
- Levels 5 to 9: 2d4 healing (person); 2d6 (mount)
- Levels 10 to 14: 3d4 healing (person); 3d6 (mount)
- Levels 15 to 19: 4d4 healing (person); 4d6 (mount)
- Levels 20 and higher: 5d4 healing (person); 5d6 (mount)
Changes from the printed (book) version: This spell cures 1d4/2d4/3d4 hit points instead of 1d4+1. Cavaliers have greater healing capability with their mount. This spell is no longer reversible as an "inflict" spell by evil Cavaliers (since evil Cavaliers still live by a code of honorable combat, and an "inflict" spell would be seen as cowardly compared to an honest, straight-forward sword blow).
Blazing Weapon
- Levels 1 to 4: The blazing weapon inflicts 1d6 extra "fire" damage.
- Levels 5 to 9: The blazing weapon inflicts 1d6+1 extra "fire" damage.
- Levels 10 to 14: The blazing weapon inflicts 1d6+1 extra "fire" damage; 1d10 damage against undead (silver fire).
- Levels 15 to 19: The blazing weapon inflicts 1d8 extra "fire" damage; 1d10+1 damage against undead (silver fire); 1d10 damage against spiritual/incorporeal/out-of-phase (cobalt fire).
- Levels 20 and higher: The blazing weapon inflicts 1d8+1 extra "fire" damage; 1d10+2 damage against undead (silver fire); 1d10+1 damage against spiritual/incorporeal/out-of-phase (cobalt fire).
Changes from the printed (book) version: This spell now scales to the Cavalier's level.
Brave Fighting
- Levels 1 to 4: Cavalier and allies gain a +1 to fear/demoralizing effects
- Levels 5 to 9: Cavalier and allies gain a +2 to fear/demoralizing effects
- Levels 10 to 14: Cavalier and allies gain a +3 to fear/demoralizing effects
- Levels 15 to 19: Cavalier and allies gain a +4 to fear/demoralizing effects
- Levels 20 and higher: Cavalier and allies gain a +5 to fear/demoralizing effects
Detect Evil/Good
- Levels 1 to 4: The spell has a 6// radius.
- Levels 5 to 9: The spell has an 8// radius.
- Levels 10 to 14: The spell has a 10// radius.
- Levels 15 to 19: The spell has a 12// radius.
- Levels 20 and higher: The spell has a 14// radius.
Changes from the printed (book) version: This spell has been completely rewritten.
Glowing Weapon
- Levels 1 to 4: Lamp mode creates a 10// cone of light; Signal flare is visible for 1 mile.
- Levels 5 to 9: Lamp mode creates a 15// cone of light; Signal flare is visible for 1.5 miles.
- Levels 10 to 14: Lamp mode creates a 20// cone of light; Signal flare is visible for 2 miles.
- Levels 15 to 19: Lamp mode creates a 25// cone of light; Signal flare is visible for 2.5 miles.
- Levels 20 and higher: Lamp mode creates a 30// cone of light; Signal flare is visible for 3 miles.
Changes from the printed (book) version: This spell now scales to the Cavalier's level
Summon Mount
Changes from the printed (book) version: The range is now unlimited. The mount will consider personal safety when choosing a travel path.
Things to Consider
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