Blooded Knight (Cavalier Archetype)
Spheres of Might
Stalwarts of court and battlefield alike, blooded knights are experienced warriors skilled in the arts of combat, horsemanship, and diplomacy.

Proficiencies: Blooded knights are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This modifies weapon and armor proficiencies.

Combat Training (Ex): A blooded knight is considered an Expert practitioner, gaining spheres and talents as appropriate. Blooded knights use Charisma as their practitioner modifier.

This replaces tactician, greater tactician, mighty charge, and master tactician.

Knightly Arts (Ex): The blooded knight gains the Warleader sphere as a bonus talent at 1st level. In addition, he also receives the Guardian sphere (challenge) package as a bonus talent. If the blooded knight already possesses one or both of the selected talents, or is incapable of selecting them due to a drawback, he may instead select any talent he qualifies for from the corresponding sphere, or buy off the drawback. This replaces the challenge class feature.

Blooded Challenge (Ex): Any abilities the blooded knight possesses that reference his use of challenge (such as the demanding challenge class feature or the challenge ability for his order) apply to any use of the challenge ability provided by the Guardian sphere.

Kingly Demeanor (Ex): At 20th level the blooded knight is a paragon of the knightly arts both on and off the battlefield. The blooded knight may make a Diplomacy check to improve a creature’s attitude towards him as a move action, and whenever he makes a successful Diplomacy check to improve a target’s attitude, he improves their attitude by 1 additional step. In addition, whenever the blooded knight reduces the hit points of an opponent within 30 ft. to 25% or less of their normal maximum, he can demand they submit as a free action that can be taken even when it’s not the blooded knight’s turn, forcing them to make a Will save (DC 10 + 1/2 his cavalier level + his Charisma modifier) or drop whatever weapons they are holding and surrender. Creatures who have surrendered will not attempt to attack the blooded knight or his allies, nor will they attempt to flee the battlefield as long as the blooded knight is conscious and within line of sight. This is a mind-affecting fear effect.

This ability replaces supreme charge.

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