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- Cavalier: Cavaliers lead their allies into battle, riding atop a trusty steed that aids them in combat.
- Level 1
- Mount: The Cavalier begins with a trusty steed; the war horse is clad entirely in battle armour, allowing for them to fight alongside the Cavalier. Should the mount die, the Cavalier regains the mount in the next battle.
- A new war horse requires training to break in. When the Cavalier receives a new horse, the mount receives a -4 penalty to its actions until it learns to fight alongside its master. The first war horse is assumed to be trained and ready.
- Trample: So long as they're mounted, a Cavalier can make a trample attempt on smaller enemies. The cavalier suffers -2 penalty. However, should they succeed, the enemy is stunned for one round. The Cavalier gains a +4 bonus to the damage dealt.
- Level 2
- Banner: The cavalier gains a unique banner that doubles as a spear. The banner, if seen, provides a +2 bonus against fear-based effects.
- Champion's Charge(CD: 4) The cavalier's charge is changed into this; assuming they're a good distance away from their foes, they may lead a charge onto the enemy. Targets not immune to the effect are subject to the trample without penalty.
- Allies may follow the cavalier's charge to gain a +2 bonus to their next attack.
- Level 3
- Rally point(CD:6): The Cavalier may create a rally point by raising their banner. This banner inspires all allies caught within the point, dispelling most (all mental) debuffs.
- Spirited Charge: A Cavalier cannot be disabled by mind-altering effects (fear, charm) during their charge. The same goes for their steed.
- Level 4
- Deadly Charge: Landing a charge attack with a spear or lance automatically deals double or triple the normal damage, respectively. (Critical damage, but isn't treated as a crit)
- Level 5
- A Father To His Men: Anyone that can see, and is within range of the Cavalier gets one free save from a death-dealing blow while in death's door; however, they still lose death resist as normal.
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