Table: Chevalier Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th 1st +1 +1 +0 +1 Aura of courage, recklessness 1 — — — 2nd +2 +1 +1 +1 Controlled charge, stubborn mind 2 — — — 3rd +3 +2 +1 +2 Poison immunity, smite evil 1/day 3 — — — 4th +4 +2 +1 +2 Autonomy 3 1 — — 5th +5 +3 +2 +3 Aura of resolve, rogue talent 4 2 — — 6th +6 +3 +2 +3 Smite evil 2/day 4 3 — — 7th +7 +4 +2 +4 Divine Bond (Sp) 4 3 1 — 8th +8 +4 +3 +4 Aura of justice, rogue talent 4 4 2 — 9th +9 +5 +3 +5 Smite evil 3/day 5 4 3 — 10th +10 +5 +3 +5 Chosen soul, rogue talent 5 4 3 1

Class Details

Hit Die: d10

Requirements

To qualify to become a chevalier, a character must fulfill all of the following criteria:

Alignment: Good.

Good. Base Attack Bonus: +6.

+6. Skills: Diplomacy 1 rank, Knowledge (local) 1 rank.

Diplomacy 1 rank, Knowledge (local) 1 rank. Special: A would-be chevalier must have succeeded at a challenge requiring great heroism; for example, they must participate in an encounter with an EL at least 3 levels greater than their level. (Being carried through an encounter by a group of more experienced heroes is not courageous.)

Class Skills

The chevalier’s class skills (and the key ability for each) are Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Perform (Cha), Profession (Wis), and Survival (Wis).

Skill Points at Each Level: 4 + Int modifier.

Class Features

The following are class features of the chevalier prestige class.

Aura of Courage (Su)

A chevalier has an aura of courage like that of a paladin.

Recklessness (Ex)

Sometimes hasty action proves more useful than even the best laid plans. A chevalier gains a +1 morale on attack and damage rolls on the first round of combat. These bonuses cannot be applied to the same opponents more than once a day.

The bonus to attack rolls increases by +1 at 2nd level and 3rd level, while the damage bonus increases by +1 for every chevalier level after 1st.

Spellcasting

A chevalier can cast divine spells drawn from the paladin spell list. She can cast any spell she knows without preparing it ahead of time. To cast a spell, a chevalier must have a Charisma score of at least 10 + the spell’s level. Her bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + the spell level + the caster’s Charisma modifier (if any). Her selection of spells is extremely limited—at each chevalier level, she gains one or more new spells, as indicated on the table. At 6th, 8th, and 10th level, she can choose to learn a new spell in place of one she already knows, provided the new spell is of the same level as the one she is replacing.

Spells Known