Cavalier Talents

The following talents are available to the Cavalier class.

Burst of Speed

Your mount is faster than normal, and can be pushed beyond its normal speed.

EXP Cost: 3 EXP

Benefit(s): You're able to push the speed of your mount beyond its normal capabilities, granting the mount a +4 bonus to move speed. Once per encounter you can increase the speed by an additional +1d12 if you spend your swift action (not your mount's swift action).

Clashing Steel

Your intense clashing of metal deafens those around you.

EXP Cost: 5 EXP

Benefit(s): After hitting an opponent with a melee attack you can make an attack against the Fortitude Defense of everyone within 6 squares (except themselves) and on a successful hit against their Fortitude Defense they're deafened for the rest of the encounter.

Diamond Strike

You can make a single, powerful attack that causes your foes to stumble and falter.

EXP Cost: 4 EXP

Benefit(s): You can make a single attack as a full-round action and on a successful hit you deal half damage and the target is staggered and knocked one step down the condition track.

Focused Foe

You focus your efforts on a single foe to bring them down.

EXP Cost: 4 EXP

Benefit(s): Choose a single enemy within your line of sight. You choose them as a "Focus" and gain a +4 bonus to attack and damage against that foe and against that specific opponent you gain a +4 bonus to your Defenses. Against any other foe you take a -2 penalty to your Reflex Defense.

Iaijutsu Strike

You make a rapid attack against an opponent by unsheathing your weapon quickly and then striking hard.

EXP Cost: 3 EXP

Benefit(s): As a full-round action you can make an Iaijutsu Strike. This involves drawing your weapon from a sheath and making a single, precise strike. This attack doubles the Strength or Dexterity for the sake of calculating damage as if the weapon being wielded is Brutish, and deals an additional amount of d6 equal to the Strength and Dexterity together of the Cavalier (ex: a Cavalier with 4 Strength and 2 Dexterity has 6d6 bonus damage). After making the attack, you take a -2 to Reflex Defense for your next turn but otherwise you remain unchanged.

Leader's Presence

You use your luring presence to attract enemies to you instead of your allies.

EXP Cost: 3 EXP

Benefit(s): Once per encounter you can convince enemies within 6 squares of you to try and focus their attacks on you instead of your allies. This is a Persuasion (Intimidate) check against all enemies within 6 squares.

Leaping Strike

You are able to leap into the air, and deliver a single well-placed strike.

EXP Cost: 3 EXP

Benefit(s): As a full-round action you can leap from your square over to an opponent within your own move speed and make a single attack at a +4 to hit. This leap can be made from a mount, a sitting position, or from the other side of a barricade. This leap is considered to put you 3 squares into the air, and thus you do not provoke from enemies below who don't have 3 square reach.

Mounted Carnage

Due to the momentum granted by your mount, you're able to cause more pain.

EXP Cost: 5 EXP

Benefit(s): While making an attack while mounted you deal the weapon's damage die twice (ex: a normal 1d8+5 attack is instead 2d8+5) so long as your mount has taken both of its move actions on its round.

Mounted Defense

You're able to use your skills in mounted combat to curb some attacks.

EXP Cost: 4 EXP

Benefit(s): If an attack is meant to hit you or your mount, you can make a Ride check against the attack roll. On a successful result, you can negate the attack result against you. This can be done once per round.

Mounted Leap

By rearing your mount (or vehicle) you're able to cause it to jump into the air.

EXP Cost: 3 EXP

Benefit(s): As a part of your move action you can give the mount a short "jump" speed of 4 squares and this can be done as a free action on their turn (instead taking up your move action). This jump speed functions as a brief fly speed that leads you from your square to another place 4 squares away (and you end the movement on the ground).

Take My Strength!

You're able to impart your strength into an ally you can see, directing their actions to their benefit.

EXP Cost: 5 EXP

Benefit(s): Once per encounter as a free action you can grant an ally within your line of sight your Strength in place of theirs if yours is higher. In addition, they use your Reflex Defense for the rest of the round as opposed to theirs. They use your Strength for the rest of the encounter. If an ally is affected by this, they cannot be affected by additional uses of it from other sources.

Rundown

You make a glancing blow that knocks a foe from their feet.

EXP Cost: 4 EXP

Benefit(s): If you make an attack after your mount moves, you can elect to instead make a "Rundown" attack. As a standard action attack you instead deal half damage on a hit and they are knocked prone. If their Reflex Defense is bypassed by 5 or more, they are also knocked one step down the condition track.

Spell Vessel

Due to an expertise in absorbing magical, you're able to strengthen the effects upon you.

EXP Cost: 3 EXP

Benefit(s): If you gain a bonus to a d20 check from a spell being cast upon you, you double the bonus being gained.

Symbol of Inspiration

The banner you carry serves as a source of strength for your allies.

EXP Cost: 3 EXP

Benefit(s): All allies within line of sight of you gain a +2 morale bonus on d20 checks. The banner being carried doesn't count as weighing anything, and the first banner they make as part of taking this talent is free yet gaining replacement banners later down the line are 5 G.

Greater Symbol of Inspiration

Your symbol causes pride and glory to swell within your allies.

EXP Cost: 4 EXP

Prerequisite(s): Symbol of Inspiration

Benefit(s): Your symbol of inspiration instead grants a +5 morale bonus on d20 checks.

Tactical Acumen

With your tactical decisions, you manage to inspire your allies to new greatness.

EXP Cost: 3 EXP

Benefit(s): As a move action you can grant all allies within your line of sight a single feat you possess with the (Combat) tag. The allies must meet the prerequisites unless the prerequisite is a feat that they would normally have to take to be eligible. (Example, the allies gain Improved Power Strike despite not having Power Strike originally, however if a feat has a prerequisite involving their Attack Bonus, they need to meet that).

Take 'em Alive!

When knocking people out you cause them to stay down longer, and to be less effective upon recovering.

EXP Cost: 3 EXP

Benefit(s): On a critical hit you can choose to instead deal nonlethal damage to your opponent. If the opponent is knocked unconscious by your nonlethal damage (not just from a critical hit converted to nonlethal), they are instead knocked unconscious for 2 hours per point of damage over 0 HP, and upon waking up have a -4 to all d20 checks for another 24 hours.