Cavalier

Shield, Steel & Valor

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“There will come a day when you are the only thing standing between that which you cherish and total annihilation. I am here to break you, tear you down, crush you. So that when that day comes, you will be strong enough to shoulder such a burden.” 

~ Tykan DeMal, Croix Noire Master-at-Arms

Cavaliers stand to defend the vulnerable, relying on their durability and skill with shields and armor to outlast their enemies. A Cavalier is a fierce protector more than capable of guarding their allies against harm. The trademarks of the Cavalier include deflecting Ranged Attacks, providing cover for nearby comrades, and forging a bond with a valiant Steed. A Cavalier often chooses to wrap themselves in a noble cause, typically as a town sentry, a brave knight, or a dedicated bodyguard. Cavaliers can be enduring, convincing, and protective companions, making them gravitate toward leadership roles in Companies.

Guard

A Cavalier is driven to safeguard their allies from danger and harm. The Cavalier carefully studies their opponents, seeking ways to thwart their offensive efforts and mitigate the impact of any potential threats. They accomplish this by steeling themselves against specific types of Damage, bolstering the defenses of their allies, or placing themselves directly in harm's way. The Cavalier is staunch and unmovable against the tides of fate. They stand as a bulwark to shield their more fragile Company members from the intense pressures of the world. The Cavalier is often the backbone of a group, taking the initiative to ensure everyone they care about makes it out alive. Losses weigh heavily in their hearts.

Glory

Just as they are physically unshakable, so too is the spirit of a Cavalier controlled and collected. The Cavalier is fueled by more than the will to survive. Cavaliers live to adorn themselves in the glory of righteousness. Natural commanders, the Cavalier rallies their allies to decisive action in the pursuit of victory. They are skilled at controlling the flow of the battlefield and maneuvering into superior tactical positioning, even while under heavy fire. At the core of every Cavalier is the urge to deliver kindness unto the world, service enshrined as a guardian of the vulnerable or punisher of the wicked.

Class Features

The Cavalier’s Class Features are built around deflecting Ranged Attacks, providing an Armor Bonus to a comrade, and riding a Steed. Therefore, the Cavalier Class benefits from having high Grit and Charm Attributes.

Vitals

Hit Points Per Rank: +7

Action Points Per Rank: +2

Equipment Training

Weapons: Blade, Hammer, Polearm

Armor: Heavy Armor, Plate Armor, Light Shield, Heavy Shield

Class Abilities

At Cavalier Rank One (1), a player selects Three (3) Class Abilities from the list below. They gain a bonus to Class Ability Checks equivalent to half (½) of their Cavalier Rank. An additional Class Ability is chosen at Cavalier Ranks Three (3) and Seven (7).

Class Abilities: Athletics, Culture, Drive, Intimidation, Investigation, Tact

Cavalier Ranks

When distributing a Class Rank, remember that a Character’s Base Class Rank cannot exceed a Character’s Tenderfoot Class Rank.

Cavaliers benefit from a high Grit Attribute, enhancing the Armor Bonus of their Provide Cover Class Feature, providing a bonus to their Total Hit Points, and increasing the Grit of their Steed. In addition, Cavalier players should consider the benefit of investing in their Power and Skill Attributes for increases to their Melee Attack and Damage Bonuses, and Speed, Physical Armor, and Drive Ability Checks, respectively. These Attributes also enhance Maneuvers and are beneficial for close-quarters engagements. Cavaliers can also benefit from investing in their Charm Attribute to enhance their Commander Class Feature and any Tact or Intimidation Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Power (+1), Grit (+1), Charm (+1)—Provide Cover, Missile Deflect

Rank Two (2). Pick (+1)

Rank Three (3). Grit (+1)

Rank Four (4). Pick (+1)

Rank Five (5). Grit (+1), Charm (+1)—Steed

Rank Six (6). Pick (+1)

Rank Seven (7). Grit (+1)

Rank Eight (8). Pick (+1)

Rank Nine (9). Power (+1)

Rank Ten (10). Grit (+2), Skill (+1), Charm (+1)—Commander

Provide Cover

At Cavalier Rank One (1), while the Cavalier has a Shield equipped, they gain a bonus through the Cover Condition to their Physical and Force Armor equivalent to half (½) of their Grit Attribute. The Cavalier can passively extend this Armor bonus to a single adjacent comrade.

Missile Deflect

From Cavalier Rank One (1), the Cavalier can utilize an equipped Shield to deflect incoming Ranged Attacks as a Parry Reaction. In response to the Cavalier or an adjacent comrade being the target of a Ranged Attack, the Cavalier may attempt to Parry the incoming projectile with a Melee Attack roll. If the Cavalier’s Attack roll meets or exceeds the Ranged Attack roll, the Attack is negated.

Steed

Starting at Cavalier Rank Five (5), the Cavalier can form an inseparable bond with a Large creature to serve as their loyal Mount. The Cavalier can summon their Steed to their side as a Full Action, provided the Steed is reasonably able to reach the Cavalier’s location. The Steed is not typically suited for traversing indoor environments.

During Combat, the Steed shares an Initiative with the Cavalier, acting in tandem during the Cavalier’s turn. The Steed may perform a single Standard Action and Move Action each turn, following the Cavalier’s explicit commands. Additionally, the Cavalier can issue a new command to a Steed as a Rapid Action.

Tame Steed

Prerequisite: Cavalier

Action Type: Ritual (8 hour)

As an Eight (8) hour Ritual, the Cavalier attempts to tame a creature or Vehicle with a friendly disposition or greater to become their Steed, serving as their loyal Mount and faithful companion. A Steed can be any Medium or Large sentient creature or vehicle capable of carrying the Cavalier and interpreting and responding to their commands.

The Steed is only able to attempt Power-based and Skill-based Ability Checks. The Cavalier does not need to make a Drive Ability Checks when issuing commands or Fast Mounting their Steed. The Steed does not have Action Points, instead draining directly from the Cavalier’s pool of Action Points. A Cavalier can only have a single Steed at a time.

Steed Bonding

Prerequisite: Cavalier

Action Type: Ritual (1 hour)

As a Ritual the Cavalier spends one (1) hour during Downtime bonding with their Steed to upgrade their statistics to match the Cavalier’s experience. The Steed possesses a Speed statistic that is twice the Cavalier’s. Otherwise, the Steed uses the Cavalier’s Statistics, adjusting for the difference in size during Attack or Damage Rolls, Maneuvers, Armor, or Saves, or to perform Ability Checks. The Steed’s statistics also include any of the Cavalier’s persistent passive effects, like Equipment bonuses from Training or Class Features, such as the Armor Bonus from Provide Cover, but do not extend to any temporary effects.

Utilize the following formula to calculate the Steed’s total Hit Points:

Steed Hit Point Calculation

(7 + Cavalier Grit) * Character Level

Commander

Once at Cavalier Rank Ten (10), the Cavalier gains access to the following Ritual:

Inspirational Speech

Prerequisite: Cavalier

Action Type: Ritual (1 hour)

As a Ritual during Downtime, the Cavalier spends one (1) hour to rouse the members of their Company with an inspiring call to action. The Cavalier issues a number of D10 dice equivalent to half (½) of their Charm Attribute, distributed to their comrades however they choose. The awarded bonus die can be rolled to apply the result as a Rally Enhancement bonus to any combat roll or Ability Check as a Free Action.

Cavalier Perks

Agile Defender

Prerequisite: Missile Deflect

You can take a Free Sidestep when attempting to Missile Deflect. 


Force Deflect

Prerequisite: Missile Deflect

You can now use Missile Deflect to Parry projectiles created by Cast Weapon Attacks. 

Missile Reflex

Prerequisite: Missile Deflect

Your successful Missile Deflects count as a Free Action instead of a Reaction. 

Area Coverage

Prerequisite: Provide Cover

Your bonus from Provide Cover applies to Physical Saves made to avoid Area of Effect Damage. 

Provide Resistance

Prerequisite: Provide Cover

Any Damage Resistances you possess are shared with Targets of Provide Cover.

Tactical Cover

Prerequisite: Provide Cover

You and Allies protected by Provide Cover are immune to Flanking. Opponents do not receive a bonus for Flanking you. In addition, flanking you does not make you vulnerable to Sneak Attacks. 

Steed Coverage

Prerequisite: Steed

Your Steed can extend Provide Cover to an Adjacent Comrade. 

Hearty Mount

Prerequisite: Steed

Your Steed gains an additional plus Three(+3) Hit Points per Character Level.

Stirrups

Prerequisite: Steed

You can not be knocked from your Steed as the result of a failed Drive Ability Check. 

Extensive Vocabulary

Prerequisite: Commander

Increase the number of Command Dice generated through your Commander Ritual to your Full Charm Attribute.

Words of Inspiration

Prerequisite: Commander 

When Allies utilize your Command Dice, they receive an additional bonus equal to Half(½) of your Charm Attribute.

Cavalier Heroics

Guard

Group Coverage

Prerequisite: Cavalier(Rank 1) 

AP Cost: 5

Action Type: Rapid

Range: Adjacent

As a Rapid Action, you extend your Provide Cover protection and bonuses to any number of Adjacent Target(s) until the beginning of your next Turn. 

Shield March

Prerequisite: Cavalier(Rank 1) & Any Shield (Any Rank)

AP Cost: 5

Action Type: Move

As a part of a Move Action to enter a Defensive Stance, you may move up to Half(½) of your Speed. 

Manacles

Prerequisite: Cavalier(Rank 1) 

AP Cost: 5

Action Type: Interaction

Range: Adjacent

As a part of Interaction, produce a pair of shackles or handcuffs and subdue a compliant, unconscious, or otherwise incapacitated Target, inflicting them with the Entangled Condition until they escape. Then, the Target can attempt an Athletics or Engineering Ability Check with a Goal of 15 to escape the bind.

Crush Resilience

Prerequisite: Cavalier(Rank 2) 

AP Cost: 10

Action Type: Reaction

Range: Self

As a Reaction to losing Hit Points to Crush Damage, you receive a bonus equal to your Grit Attribute to your Damage Resistance against Crush Damage for this Attack. 

Pierce Resilience

Prerequisite: Cavalier(Rank 2) 

AP Cost: 10

Action Type: Reaction

Range: Self

As a Reaction to losing Hit Points to Pierce Damage, you receive a bonus equal to your Grit Attribute to your Damage Resistance against Pierce Damage for this Attack. 

Slash Resilience

Prerequisite: Cavalier(Rank 2) 

AP Cost: 10

Action Type: Reaction

Range: Self

As a Reaction to losing Hit Points to Slash Damage, you receive a bonus equal to your Grit Attribute to your Damage Resistance against Slash Damage for this Attack. 

Defender’s Bash

Prerequisite: Cavalier(Rank 3) & Any Shield (Any Rank)

AP Cost: 15

Action Type: Move Action

Range: Adjacent

As a part of a Move Action to enter a Defensive Stance, you can attempt an Off-hand Melee Weapon Attack against an Adjacent Target. 

Elemental Resilience

Prerequisite: Cavalier(Rank 3) 

AP Cost: 15

Action Type: Reaction

Range: Self

As a Reaction to losing Hit Points to any Elemental Damage, you receive a bonus equal to your Grit Attribute to your Damage Resistance against all types of Elemental Damage for this Attack. 

Guarded Seizure

Prerequisite: Cavalier(Rank 3) 

AP Cost: 15

Action Type: Reaction

Range: Self

As a Reaction to controlling a Grapple Maneuver, in addition to the other effects of maintaining a Grapple Maneuver, you receive Armor as if you used a Move Action to enter a Defensive Stance for the remainder of the Grapple Maneuver.

Intercept Charge

Prerequisite: Cavalier(Rank 4) 

AP Cost: 20

Action Type: Reaction

Range: Half(½) Speed

As a Reaction to a Creature Charging near you, you can move up to Half(½) of your Speed to block the Charging Creature’s Path of Travel, immediately halting the Charge. If the Creature were performing a Charge Attack, you would become the Creature’s new Target. 

Plant Cover

Prerequisite: Cavalier(Rank 4) & Heavy Shield(Any Rank)

AP Cost: 20

Action Type: Standard Action

Range: Adjacent

As a Standard Action, plant your Heavy Shield in an Adjacent Space. Medium-sized or smaller Creatures treat this Space as a Cover, providing a plus Five(+5) bonus to Physical and Force Armor against Ranged Weapon Attacks and breaking the Line of Sight in the planted Space. Additionally, the Shield can be retrieved as a Rapid Action. 

Support Structure

Prerequisite: Cavalier(Rank 4) 

AP Cost: 20

Action Type: Reaction

Range: Adjacent

As a Reaction to the attempted destruction of an Adjacent Object, Device, or Structure, you can support the stability of the Target, granting it the Indestructible Enhancement against the blow. 

Immovable Object

Prerequisite: Cavalier(Rank 5) 

AP Cost: 25

Action Type: Reaction

As a Reaction to being in the Path of Travel of a Charging Creature, you can attempt to halt the Target in its tracks with a heaving bash. The Charge is interrupted, and the Creature suffers 1D10 Crush Damage for every Point of your Grit Attribute. The Creature can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½). 

Missile Reflect

Prerequisite: Cavalier(Rank 5) & Any Shield(Any Rank) 

AP Cost: 25

Action Type: Missile Deflect

Range: 3 Paces

As a part of a successful Parry from Missile Deflect, you can reflect the Projectile to strike another Target within Three(3) Paces from you. This reflected Attack is an automatic success, inflicting the original Attack’s Weapon Damage to the new Target.

Mortal Barrier

Prerequisite: Cavalier(Rank 5) 

AP Cost: 25

Action Type: Move Action

Range: Self

Effect Duration: Rounds

As a Move Action, steel your resolve and prepare yourself to withstand more pain. You receive 1D10 Temporary Hit Points for every Two(2) Points of your Grit Attribute for the Effect Duration. 

Noble Sacrifice

Prerequisite: Cavalier(Rank 6) 

AP Cost: 30

Action Type: Reaction

Range: Adjacent

As a Reaction to a Creature being a Target of an Attack while Adjacent to you or your Steed, you or your Steed is designated the new Target of the Attack. 

Guardian Dash

Prerequisite: Cavalier(Rank 6) 

AP Cost: 30

Action Type: Reaction

Range: Half(½) Speed

As a Reaction to a Comrade within a Range equal to Half(½) of your Speed becoming the Target of a Weapon Attack, you can immediately dash to your Comrade’s side, granting them your Provide Cover protections, and you may attempt a Missile Deflect to protect them, if applicable to the incoming Attack. 

Force Resilience 

Prerequisite: Cavalier(Rank 7) 

AP Cost: 35

Action Type: Reaction

Range: Self

As a Reaction to losing Hit Points to any Force Damage, including any Elemental Damage, you receive a bonus equal to your Grit Attribute to your Damage Resistance against all types of Force Damage for this Attack.

Physical Resilience 

Prerequisite: Cavalier(Rank 7) 

AP Cost: 35

Action Type: Reaction

Range: Self

As a Reaction to losing Hit Points to any Physical Damage, you receive a bonus equal to your Grit Attribute to your Damage Resistance against all types of Physical Damage for this Attack.

Impervious

Prerequisite: Cavalier(Rank 8) 

AP Cost: 40

Action Type: Reaction

Range: Self

As a Reaction to taking Hit Point Damage, you can Negate a single Source of Hit Point Damage against you. 

Enduring Spirit

Prerequisite: Cavalier(Rank 8) 

AP Cost: 40

Action Type: Reaction

Range: Self

As a Reaction to receiving a new Injury or Miscognition, you can Negate a single Injury or Miscognition against you. 

Diamond Resilience

Prerequisite: Cavalier(Rank 9) 

AP Cost: 45

Action Type: Reaction

Range: Self

As a Reaction to losing Hit Points to any Damage, you receive a bonus equal to your Grit Attribute to your Damage Resistance against all types of Damage for this Attack.

Siege Geometry

Prerequisite: Cavalier(Rank 9) 

AP Cost: 45

Action Type: Missile Deflect

As a part of a successful Parry from Missile Deflect, you can reflect the Projectile at Attacker without regard to the Range between you. This reflected Attack is an automatic success, inflicting the original Attack’s Weapon Damage to the new Target.

Impenetrable 

Prerequisite: Cavalier(Rank 10) 

AP Cost: 50

Action Type: Reaction

Range: Adjacent

As a Reaction to losing Hit Points due to a Melee Weapon Attack, your Attacker’s Melee Weapon shatters against your Armor, inflicting the Broken Condition to their Weapon. The Target can attempt a Physical Save against your Physical Impact to Negate the Condition.

Perfect Defense

Prerequisite: Cavalier(Rank 10) 

AP Cost: 50

Action Type: Reaction

Range: Adjacent

As a Reaction to being the Target of an Attack, enact the perfect defense to mitigate the incoming harm. You and any Comrades protected by your Provide Cover will Negate all Effects, including Damage, from every Source during the Attack. 

Glory

Dig Heels

Prerequisite: Cavalier(Rank 1) 

AP Cost: 5

Action Type: Reaction

As a Reaction to being the Target of a Forced Movement Effect, reduce the Paces you can be moved by Half(½) of your Grit Attribute. 

First Impressions

Prerequisite: Cavalier(Rank 1) 

AP Cost: 5

Action Type: Interaction

As a part of an Interaction, you can Reroll your first Intimidation or Tact Ability Check to influence another and choose the superior Roll. 

Squired Set

Prerequisite: Cavalier(Rank 1) 

AP Cost: 5

Action Type: Full Action

As a Full Action with an assistant, you can equip Heavy or Plate Armor. Typically, You can only equip Heavy or Plate Armor by spending One(1) Hour during a Rest Period. 

Active Defender

Prerequisite: Cavalier(Rank 2) 

AP Cost: 10

Action Type: Move Action

As a part of a Move Action to enter a Defensive Stance, you can Active Dodge as a Free Action until your next Turn. 

Antagonize

Prerequisite: Cavalier(Rank 2) 

AP Cost: 10

Action Type: Standard Action

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, draw the ire of any Adjacent Targets that can perceive and understand you, inflicting the Taunt Miscognition for the Effect Duration. Affected Targets can attempt a Force Save against your Physical Impact to Negate the Miscognition. 

Cowardice

Prerequisite: Cavalier(Rank 2) 

AP Cost: 10

Action Type: Standard Action

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, utilize your dominant physical presence to intimidate any Adjacent Targets that can perceive and understand you, inflicting the Fear Miscognition for the Effect Duration. Affected Targets can attempt a Force Save against your Physical Impact to Negate the Miscognition. 

Battlefront

Prerequisite: Cavalier(Rank 3)

AP Cost: 15

Action Type: Move Action

As a Move Action to enter a Defensive Stance, you make navigating your physical presence impossible. As a result, Hostile Creatures can not pass through Spaces you Threaten until your next Turn.

Cut Losses

Prerequisite: Cavalier(Rank 3) 

AP Cost: 15

Action Type: Full Action

Range: Double(2*) Speed(Charge) 

As a Full Action, pick up a willing Adjacent Comrade equal to your Size or Smaller and sprint in a straight line up to a distance equal to Twice(2*) your Speed. This movement provokes an Attack of Opportunity from Threatening Creatures.

Stewardship

Prerequisite: Cavalier(Rank 3) & Heavy or Plate Armor (Any Rank)

AP Cost: 15

Action Type: Ritual

As a Ritual at a Creative Space during a Rest Period, you polish and primp your Armor in its most delicate adornments. You receive a bonus equal to Half(½) of your Grit Attribute to any Charm-based Ability Checks until your next Rest Period. 

Firm Placement

Prerequisite: Cavalier(Rank 4)

AP Cost: 20

Action Type: Reaction

As a Reaction, you can Negate a Disarm, Knockback, or Trip Maneuver Targeted at you. 

Provocation

Prerequisite: Cavalier(Rank 4)

AP Cost: 20

Action Type: Standard Action

Range: Line Of Sight

Effect Duration: Rounds

As a Standard Action, incite aggression in any Targets that can perceive and understand you, inflicting the Taunt Miscognition for the Effect Duration. Affected Targets can attempt a Force Save against your Physical Impact to Negate the Miscognition. 

Guarded Combination

Prerequisite: Cavalier(Rank 4) & Any Shield(Any Rank)

AP Cost: 20

Action Type: Reaction

As a Reaction to successfully landing both a Main-hand and Off-hand Melee Weapon Attack in a single Turn, you can enter a Defensive Stance as a Free Action. 

Instill Bravery

Prerequisite: Cavalier(Rank 5)

AP Cost: 25

Action Type: Rapid Action/Reaction

Range: Line Of Sight

Effect Duration: Rounds

As a Rapid Action or Reaction, you shout words of courage to inspire a single Comrade’s bravery as a Rally Enhancement granting a bonus equal to Half(½) of your Grit Attribute to their Physical Saves and Physical Impacts for the Effect Duration.

Instill Faith

Prerequisite: Cavalier(Rank 5)

AP Cost: 25

Action Type: Rapid Action/Reaction

Range: Line Of Sight

Effect Duration: Rounds

As a Rapid Action or Reaction, you shout words of inspiration to enforce a single Comrade’s faith as a Rally Enhancement granting a bonus equal to Half(½) of your Grit Attribute to their Force Saves and Force Impacts for the Effect Duration.

Noble Steed

Prerequisite: Cavalier(Rank 5) 

AP Cost: 25

Action Type: Ritual(One Hour)

As a Ritual during a Rest Period, spend One(1) Hour bonding with your trusted Steed. Your Steed will also benefit from any temporary Enhancements bestowed on you before your next Rest Period. 

Heavy Barding

Prerequisite: Cavalier(Rank 6) & Heavy or Plate Armor(Any Rank)

AP Cost: 30

Action Type: Ritual(One Hour)

As a Ritual during a Rest Period, spend One(1) Hour outfitting your Steed in a protective coat of Armor. Your Steed cuts any Physical Damage taken in Half(½) until your next Rest Period. 

Blockade

Prerequisite: Cavalier(Rank 6)

AP Cost: 30

Action Type: Standard Action

As a Standard Action, expand your Melee Threat Area to a number of Paces equal to Half(½) of your Grit Attribute in a straight line. You are considered to be occupying your entire Threat Area, able to inhibit movement and engage in combat as though you were Adjacent to any of your Threatened Spaces until your next Turn. 

Martyr

Prerequisite: Cavalier(Rank 7)

AP Cost: 35

Action Type: Reaction

As a Reaction to you and any Comrades Adjacent to you being the Target of Area of Effect Damage, you sacrifice yourself to protect your Comrades. As a result, you Negate any Damage dealt to your Adjacent Comrades; in exchange, you suffer Maximum Damage. 

Valiant Charge

Prerequisite: Cavalier(Rank 7)

AP Cost: 35

Action Type: Full Action

Range: Double(2*) Speed(Charge)

Effect Duration: Until Treated

As a Full Action while mounted on your Steed, perform a thunderous Charge in a straight line up to Twice(2*) your Steed’s Speed away. Any Targets on your Path Of Travel are trampled beneath your Steed, suffering 1D10 Crush Damage for every Point of your Grit Attribute, being knocked Prone, and suffering the Hobbled Injury. Affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and negate the Injury Effect.

Irrefutable Challenge

Prerequisite: Cavalier(Rank 8)

AP Cost: 40

Action Type: Full Action

Range: Line Of Sight

Effect Duration: Minutes

As a Standard Action, issue a formal challenge of authority against a single Target that can perceive and understand you, inflicting the Taunt Miscognition for the Effect Duration. Affected Targets can attempt a Force Save against your Physical Impact to Negate the Miscognition. 

Spare The Rod

Prerequisite: Cavalier(Rank 8)

AP Cost: 40

Action Type: Melee Weapon Attack

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, you can attempt a Melee Weapon Attack against an Adjacent Target to batter down your Target while subjecting them to your will. If successful, in addition to normal Weapon Damage, your Target suffers the Command Miscognition and will respond to Commands issued by you to the best of their ability for the Effect Duration. The Target can attempt a Force Save against your Attack Roll to Negate the Miscognition. 

Charging Remount

Prerequisite: Cavalier(Rank 9)

AP Cost: 45

Action Type: Full Action

Range: Double(2*) Speed(Charge)

As a Full Action while separated from your Steed, call your Steed to Charge toward you in a straight line up to Twice(2*) your Steed’s Speed away. Any Targets on your Path Of Travel are trampled beneath your Steed, suffering 1D10 Crush Damage for every Point of your Grit Attribute, being knocked Prone, and suffering the Hobbled Injury. Upon reaching you, you can immediately Mount your Steed as a Free Action and continue its Charge. Affected Targets may attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and negate the Injury Effect.

Siege Command

Prerequisite: Cavalier(Rank 9)

AP Cost: 45

Action Type: Ritual(One Hour)

As a Ritual at a War Table during a Rest Period, you consider the defensible positions of your surrounding battlements. Therefore, any Walls, Doors, Objects, or other Structures receive the Indestructible Enhancement while you are Adjacent to them until your next Rest Period.

Braveheart

Prerequisite: Cavalier(Rank 10)

AP Cost: 50

Action Type: Commander

As a part of your Commander Ritual, issue yourself an equal amount of Commander dice for your personal use until your next Rest Period.

Joust

Prerequisite: Cavalier(Rank 10) & Polearm (Any Rank)

AP Cost: 50

Action Type: Melee Weapon Attack

Range: Double(2*) Speed(Charge) 

As a Full Action while Mounted on your Steed, send your Steed forward in a rampaging Charge in a straight line up to Twice(2*) your Steed’s Speed away while preparing a piercing Polearm Weapon Attack. Any Targets on your Path Of Travel are trampled beneath your Steed, suffering 1D10 Crush Damage for every Point of your Grit Attribute, being knocked Prone, and suffering the Hobbled Injury. You can attempt a Polearm Weapon Attack on any Target that is Adjacent to your Path of Travel. Affected Targets may attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate the Injury Effect. If successful, your Attack is an Automatic Critical Hit that inflicts Impaled Condition on your Target. If the Impaled Target is equal to your Size or Larger, the Impaled Weapon is abandoned in your Target. If the Impaled Target is Smaller than your Size, they are lifted and remain Impaled on your Weapon as you Ride.