Atlantean Cavalier (3.5e Prestige Class)

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Atlantean Cavalier[edit]

If you look down into the deep blue long enough, someone, or something, starts to look back.
Talaran Fisherman, Johnathon Eden
An atlantean cavalier upon his moun,piece by Tae Young Choi

Along the coasts and in the depth's of valgora's great oceans live the civilized people who have made the land beneath the surf their home. These people have learned to revere and respect the sea creatures who they live alongside. Some of the seafaring races even begin to empathize with the creatures, and it is possible for two to share a great bond.

This is were the members of the atlantean cavalry are born. The aquatic races of the seas and their finny friends form a sacred "sea bond" and assist each other in keeping the seas safe from all types of aquatic hazards.

Becoming a Cavalier[edit]

Characters at home in the water and uncomfortable on land are the first choice to become atlantean cavaliers. Races capable of surviving underwater, such as atlanteans and aquatic elves are the most viable for the class, though air breathing races who love the sea may still take the class. Much more rarely, lycanthropes afflicted by sea-dwelling species may also enter the class. Those races unable to survive indefinitely underwater may use breathing spells and prefer mounts who enjoy constant travel on the water's surface. A character ready to join the ranks of the cavalry should be able to handle the wild elements and animals of the seas. A character may seek to become a cavalier to become a master of mounted combat.

Entry Requirements
Alignment: Any chaotic. The character's alignment must be within one degree of his mount. An atlantean cavalier is at home in the mighty seas and oceans of valgora: lands of constant change and turmoil, and learns to handle and respect his mount. This constant chaos affects the character's outlook, and thus he must be chaotic.
Base Attack Bonus: +6.
Base Saves: Fortitude +5.
Skills: Handle Animal 4 ranks, Knowledge (nature or religion) 4 ranks, Ride 5 ranks.
Feats: Mounted Combat
Race: Any race, though aquatic and amphibious races (such as the atlanteans and aquatic elves) are more prone to join the ranks.
Special: The character must be granted admittance into the atlantean army and go through basic training before becoming a cavalier. (DM Note: This is for the valgora campaigns only)
Table: The Atlantean Cavalier

Hit Die: d8

Level Base
Attack Bonus
Special Mount Speed (Charge Speed)
1st +1 +2 +0 +0 Sea Mount, Sea Empathy, Sea Endurance 4/day
2nd +2 +3 +0 +0 Pressure Sphere 3/day, Sea Protection 10 ft. (10 ft.)
3rd +3 +3 +1 +1 Rebuke Seakin 10 ft. (20 ft.)
4th +4 +4 +1 +1 Perfect Rider +2 20 ft. (40 ft.)
5th +5 +4 +1 +1 Summon Seakin IV 1/day 20 ft. (60 ft.)
6th +6 +5 +2 +2 Perfect Rider +4, Master Rider 40 ft. (100 ft.)
7th +7 +5 +2 +2 Summon Seakin V 1/day 40 ft. (140 ft.)
8th +8 +6 +2 +2 Sea Knight 80 ft. (220 ft.)
9th +9 +6 +3 +3 Summon Seakin VI 1/day 80 ft. (300 ft.)
10th +10 +7 +3 +3 Seakin Calling 2/day 120 ft. (500 ft.)
Class Skills (4 + Int modifier per level)
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Use Rope (Dex), Balance (Dex), Tumble (Dex), and Knowledge (nature and religion) (Int), and Swim.
Table: The Epic Atlantean Cavalier
Level Special Mount Speed (Charge Speed)
11th Bonus Feat 120 ft. (500 ft)
12th 120 ft. (560 ft)
13th 120 ft. (560 ft.)
14th Bonus Feat 120 ft. (620 ft.)
15th 120 ft. (620 ft.)
16th 120 ft. (680 ft.)
17th Bonus Feat 120 ft. (680 ft.)
18th 120 ft. (740 ft.)
19th 120 ft. (740 ft.)
20th Bonus Feat 120 ft. (800 ft.)

Class Features[edit]

All the following are class features of the atlantean cavalier.

Sea Mount (Su): When the cavalier gains his first level in the atlantean cavalier prestige class, he tames and trains a animal at home in the seas and oceans of Valgora. The mount is immune to water effects and can speak, understand, and read any languages that the cavalier can. The mount is no longer mindless, but is ridden as a creature of Intelligence 1 (see below). The available mounts for a cavalier may vary depending on the specific campaign or dungeon master's digression, but generally can be chosen from the following: at first level: stingray, dolphin, sea snake (for small sized creatures), snapping turtle (for small sized creatures), barracuda, or seal. At third, sixth, and ninth levels, the cavalier may choose to change animals, and at each specific level the chose of arctic creatures grows. At third level: shark, dire dolphin, monstrous diving spider. At sixth level: dire stingray, dire shark, dire snapping turtle, or dire seal. At ninth level: huge monstrous crab, plesiosaur, or a hippocampus. A cavalier may choose not to change his mount, at which point the mount is treated as having the characteristics of it's same animal one size category larger and all its stats increase by 1.

Sea Empathy (Sp): At 1st level the cavalier can speak mentally to any seakin[1] creature within 30ft. The seakin[1] creature will understand whatever the atlantean cavalier says to it. The cavalier can pinpoint the exact location of any seakin[1] creatures within 30ft, even if he can't see them. He can use the Handle Animal skill with seakin. For the purposes of qualifying for prestige classes and feat prerequisites he is treated as having the Aquatic ShotSW feat.

Sea Endurance (Sp): At 1st level, the atlantean cavalier can use control currentsSW spell as a spell-like ability four times a day (with a caster level equal to the character's atlantean cavalier class level).

Pressure Sphere (Sp): At 2nd level the atlantean cavalier can use Pressure SphereSW as a spell-like ability three times a day (with a caster level equal to the character's atlantean cavalier class level).

Sea Protection (Ex): At 2nd level as a swift action, the atlantean cavalier can use Scales of the Sealord spellSW The cavalier's mount is considered to be under the effects of the spell as well.

Summon Seakin IV (Sp): At 5th level the atlantean cavalier can use summon monster IVMM to summon an aquatic creature of appropriate power as a spell-like ability once per day (with a caster level equal to the character's atlantean cavalier class level).

Rebuke Seakin (Su): At 3rd level the atlantean cavalier may rebuke seakin[1] creatures as a cleric would rebuke undead. He rebukes seakin as a cleric of three levels lower would. The character's sea mount is unaffected by her rebuke attempts, and receives a +4 bonus against other atlantean cavalier's rebuke attempts.

Perfect Rider (Ex): At 4th level, the atlantean cavalier gains a +2 competence bonus to Ride and Swim checks when riding a sea mount. This increases to a +4 competence bonus at 6th level.

Master Rider (Ex): At 6th level, the atlantean cavalier does not suffer penalties to AC due to charging while mounted on a sea mount, and only takes half of the normal penalty to ranged attacks due to being mounted.

Summon Seakin V (Sp): At 7th level the atlantean cavalier can use summon monster VMM to summon an aquatic creature of appropriate power as a spell-like ability once per day (with a caster level equal to the character's atlantean cavalier class level).

Sea Knight (Ex): While riding a sea mount, the atlantean cavalier gains a +2 competence bonus to attack rolls and AC.

Summon Seakin VI (Sp): At 9th level the atlantean cavalier can use summon monster VIMM to summon an aquatic creature of appropriate power as a spell-like ability once per day (with a caster level equal to the character's atlantean cavalier class level).

Sea Calling (Sp): At 10th level the atlantean cavalier can use call stormSW as a spell-like ability once per day (with the caster level equal to the character's atlantean cavalier class level).

Sea Mount (Ex): At 11th level and every second level thereafter, the sea mount gains two Hit Dice. The hit dice should be taken from the base creature's racial die found in the Monster Manual or other appropriate books, namely Stormwrack.

Bonus Feat: At 11th level and every 3rd level thereafter, the epic atlantean cavalier gains a bonus feat chosen from the following list: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the epic atlantean cavalier may treat any feat designated as a fighter bonus feat as being on the atlantean cavalier bonus feat list. An atlantean cavalier must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Sea Mount[edit]

Sea mounts have the following game statistics (on top of their base racial statistics).

Table: The Sea Mount

Hit Die: d10

Rider's Level Size HD Natural Armor Special
1st T/S 2 +0 Sea Mount Traits, Unbreakable Sea Bond
2nd M 4 +0 Evasion, Share Spells
3rd L 6 +1 Uncanny Dodge, Shrink 3/day
4th H 8 +1 Fast Movement +10ft
5th H 8 +2 Mount Bonus Feat
6th H 10 +2 Fast Movement +20ft
7th H 10 +3 Slippery Mind
8th H 12 +3 Fast Movement +30ft
9th H 12 +4 Mount Bonus Feat
10th H 14 +4 Improved Evasion

Class Skills (2 + Int modifier per hit die)
Climb (Str), Spot (Wis), Hide (Dex), Move Silently (Dex), Jump (Dex) and Use Rope (Dex).

Class Features[edit]

All the following are class features of the sea mount.

Sea Mount Traits: The sea mount must either be a cunning scout or an aquatic hunter, but with the Dungeon Master's permission, it may be a specific sea creature not mentioned above. Use the base statistics for a race of the mount’s kind, but make the following changes.

Hit Dice: The number of d10 Hit Dice that the sea mount has (this replaces its normal Hit Dice). A sea mount has a good base attack bonus and good Fortitude and Reflex saves. Treat the sea mount as a character with class levels equal to the mount’s HD. A sea mount gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice. The sea mount has 2+ Intelligence modifier skill points per Hit Die, but must train for one hour a day with the atlantean cavalier in order to gain these skill points.

Natural Armor: The number noted here is an improvement to the sea mount’s existing natural armor bonus and both stack.

Attacks: The sea mount can make multiple attacks with his bite (or tail attack depending on the creature) attack as if it where a manufactured weapon, with a -5 penalty to each extra attack. The mount cannot use its gore ability (if it has one) while making multiple attacks.

Size: Unless chosen by the player and approved by the dungeon master, the sea mount is the same (where appropriate) or one size category larger than the cavalier. If a cavalier chooses not to change animals for their base mount at the appropriate levels, the creature's stats improve as if one size category larger than it truly is, however it's true size does not alter.

Type: The sea mount's type changes from animal to magical beast (augmented animal).

Ability Scores: The Sea mount's ability scores are chosen using the elite array, replacing the 10 and the 8 with the cavalier's Intelligence and Charisma scores, which the sea mount shares. The racial ability score adjustments, Armor Class and attack modifiers and bite damage due to size for the sea mount are shown on Table: Sea Mount Adjustments by Size. For details on sea mounts see the atlantean cavalier's specific chosen creature's base statistics in it's source book (typically the Monster Manual or Stormwrack).

Optionally a Dungeon Master may allow their player to roll 4 sets of 4d6 discarding the lowest die and arrange the results among the sea mount's Strength, Dexterity, Constitution, and Wisdom scores.

Table: Sea Mount Adjustments by Size
Size Str Dex Con AC/Attack Bite Damage
Tiny -8 +6 +0 +2 1d3
Small -4 +6 +0 +1 1d4
Medium +0 +6 +2 +0 1d6
Large +4 +6 +2 -1 1d8
Huge +8 +6 +2 -2 2d6

Unbreakable Sea Bond (Su): The sea mount shares a bond with his cavalier rider that transcends the physical. The mount assumes the rider's alignment. If an atlantean cavalier dies, the sea mount dies 2d10 days later as a result of depression. If the sea mount dies the cavalier must attempt a Fortitude saving throw of DC 25. If the saving throw is failed, the cavalier loses 2 hit points per atlantean cavalier level. He will then go into a rage for 1d12 + (her Constitution modifier) rounds as if he was a 1st level barbarian.

At all times, the sea mount and cavalier can communicate empathetically and telepathically, see out of each others eyes, and can locate each other as if by the locate creature spell.

The Atlantean cavalier automatically passes Ride and Swim checks to attack while mounted and to control his mount in battle when mounted on his sea mount, and has full control over his mount's speed at all times. The atlantean cavalier and his mount share the same initiative, which is rolled using their highest initiative bonus (The cavalier's or the mount's).

Shrink (Sp): 3 times per day at 3rd level, the sea mount can reduce its size to any size category smaller than itself as a swift action (by releasing excess air and water from it's body). This spell-like ability lasts until the mount decides to end it, which it can do as a free action. The caster level is 1 for this ability. This ability works like a stackable reduce person.

Fast Movement (Ex): At 4th level, the sea mount's swim speed increases by +10ft. At 6th level, the bonus to the sea mount's speed increases by an additional +10ft and increases again at 8th level by another +10ft. This is taken into account when the mount is not being commanded by it's rider, at which point it's combined tactical speed and charge speed can be seen on the chart at the top of the page.

Mount Bonus Feat: The sea mount may select a bonus feat from the following list: Improved Critical (bite), Ability Focus, Acrobatic, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (bite), Lightning Reflexes, Power Attack, Improved Bull Rush, Improved Overrun, Stealthy and Weapon Focus (bite) (when appropriate based on the creature, Weapon Focus (claw), (tail slap), or such may be chosen).

Evasion (Ex): If the sea mount makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the sea mount is wearing light armor or no armor. A helpless sea mount does not gain the benefit of Evasion.

Share Spells (Ex): At the atlantean cavalier's option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his sea mount. The sea mount must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the sea mount if he moves farther than 5 feet away and will not affect the mount again, even if it returns to the atlantean cavalier before the duration expires. Additionally, the atlantean cavalier may cast a spell with a target of “You” on his sea mount (as a touch range spell) instead of on himself. A atlantean cavalier and his mount can share spells even if the spells normally do not affect creatures of the companion’s type [magical beast (augmented Animal)].

Uncanny Dodge (Ex): The sea mount retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Slippery Mind (Ex): If a sea mount with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Improved Evasion (Ex): This ability works like Evasion, except that while the sea mount still takes no damage on a successful Reflex saving throw against attacks he henceforth takes only half damage on a failed saving throw. A helpless sea mount does not gain the benefit of Improved Evasion.

Ex-Atlantean Cavaliers[edit]

The atlantean cavalier can make a decision to which the sea mount objects. Switching to an opposing deity, offending the sea mount, ceasing to revere seakin, taking the mount for granted, or otherwise upsetting the mount can cause the seakin to leave the cavalier. The atlantean cavalier loses all its supernatural and spell-like abilities gained from being a atlantean cavalier. The Cavalier can make amends only by contacting the sea mount to apologize. If the mount accepts the apology, the sea mount will come back to the rider and the cavalier will regain all atlantean cavalier class features.

If the atlantean cavalier's sea mount dies, the cavalier can never have another sea mount to replace his deceased seakin (as he will never again gain levels in the class to "change" creatures). However, the atlantean cavalier can spend one hour in a ritual to bring the sea mount to life. The seakin cannot be brought back to life in any other way (including methods that make the mount undead). The sea mount will then return to life in his original body. If the deity that the rider worships believes the cavalier to be unworthy, then the sea mount will not return to life. If the deity changes his mind about the cavalier's worth at a later date, the ritual can be undertaken again. The sea mount's body cannot be damaged, disfigured or destroyed unless the atlantean cavalier is also dead (and will be repaired instantly if the atlantean cavalier returns to life), and can be called to the atlantean cavalier when he wishes to perform the ritual.

Campaign Information[edit]

Playing an Atlantean Cavalier[edit]

Adventure: Atlantean cavaliers usually adventure around the oceans of [{Valgora (DnD Campaign Setting)|Valgora]], patrolling the seas and meeting the wild creatures of the water. They also adventure in order to fulfill a task appointed to them by their people, or to find new candidates to train in the art of the atlantean cavaliers. Neutral atlantean cavaliers are rather obscure in their purposes. Their objectives are not known.

Characteristics: Atlantean cavaliers are totally obsessed with the wild seas of the world - their minds, bodies and souls are tied to the oceans.

Atlantean cavaliers rarely stop thinking about the ocean or their seakin in some way (even if it is just a corner of the mind considering some aquatic theory), and they often weave aquan-knowledge into conversations simply because they can't help it! They simply love the sea and it's denizens with their hearts, minds and souls, and can't imagine others not doing the same to some degree. An atlantean cavalier's idea of impressing someone is showing off their knowledge of the sea. Because of this obsession, most atlantean cavaliers marriages are to another cavalier or to a member of an aquatic race or settlement.

The atlantean cavaliers and his mount are as one: they are mentally bonded and share their thoughts. The rider and the seakin each have their own personality, opinions, and desires. However, both cavalier and mount are privy to the thoughts, opinions, and desires of the other.

Races: The aquatic citizens of Valgora are the most likely in all the world to become atlantean cavaliers. This includes the coastal humans, aquatic elves, mist gnomes, and other races tied to the waterways.

Combat: The atlantean cavaliers takes the party role of a fighter and fast-attacker. Their skill in arms and their sea mounts make them ideal front-line fighters. The seakin's speed makes them excellent at fast attacking and getting where they are needed.

Advancement: An atlantean cavaliers should probably consider taking levels in fighter to gain specialized mounted combat bonus feats.

Resources: Atlantean cavaliers may be given various magic or helpful items to help them on their quests by the other atlantean cavaliers loyal to the ocean.

Atlantean Cavaliers in the World[edit]

The hidden deep is my home, and I intend for it to stay hidden.
—Balthasar Mosler, atlantean cavalier

NPC Reactions: Aquatic races treat the atlantean cavaliers as honored citizens of the deep. The rare land dweller who comes into contact with a cavalier will rarely separate and distinguish them mentally as separate entities than all aquatic races, and will look at them with the same awe, curiosity, and fear as most land races.

Atlantean Cavalier Lore[edit]

Characters with ranks in Knowledge (local) can research atlantean cavaliers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (local)
DC Result
11 Atlantean Cavaliers are seafarers who ride aquatic animals and patrol the seas of the world.
16 Atlantean Cavaliers are mentally bonded to their mount.
21 If a Atlantean Cavalier is slain in battle, its mount dies shortly after in depression and remorse.
26 The Atlantean cavalier's mount is actually so closely bonded that he is another aspect of the cavalier's personality.

Atlantean Cavaliers in the Game[edit]

Adaptation: If not in Valgora, simply call members of this class Aquatic Cavaliers or replace them with an underwater country in your own campaign's name. Atlantean is the class's Valgorian main race.

Sample Encounter: If the PCs enter the waters of Valgora, they may chance upon Balthasar at the dungeon master's digression.

EL 11: Balthasar, an atlantean cavalier, guards a deep ruin off the coast of the Island of Hesjing. He will attack any and all intruders (unless they immediately show peace, allowing them on the site) dealing non-lethal damage. If successful, he will imprison the individuals for questioning and send them to his land-dwelling associates in the Talaran docks.

Alexei Vorobev

CR 11

Male Atlantean barbarian 6/Atlantean Cavalier 4
CG Medium humanoid (aquatic)
Init/Senses +3/darkvision 60 ft.; Listen +1, Spot +1
Aura Good
Languages Common, Aquan, Elven, telepathy with Christiane
AC 20, touch 13, flat-footed 17
(+7 armor, +3 Dex)
hp 56 (10 HD)
Immune water
SR 19
Fort/Ref/Will +5/+5/+1 (+2 against spells and spell-like abilities); +2 against enchantment
Speed 20 ft.
Melee +1 holy lance +14 (1d8+4/19-20)
Base Atk/Grp +10/+13
Atk Options rage 2/day
Special Actions rebuke seakin 5/day (+2, 2d6+3, 1st), pressure sphere 20 ft. (40 ft.).
Spell-Like Abilities (CL 4th):
At will—detect evil
3/day—sea protection
4/day—sea endurance (DC 14)
Abilities Str 17, Dex 16, Con 11, Int 10, Wis 8, Cha 14
SQ sea empathy, perfect rider +2
Feats Exotic Weapon ProficiencyB (hand crossbow), Mounted Combat, Spirited Charge, Aquatic Shot, Spirited Charge.
Skills Handle Animal +11, Knowledge (nature) +11, Ride +16, Search +2, Spot +1, Listen +1, Use Rope +10
Possessions +1 holy lance, +3 scale mail
Patron Deity Aqualira
Christiane, Sea Mount

CR —

dire shark
CG Huge magical beast (augmented animal)
Init/Senses +5/darkvision 60 ft., tremorsense 60 ft.; Listen +1, Spot +1
Languages telepathy with Balthasar
AC 24, touch 13, flat-footed 19; uncanny dodge
(–2 size, +5 Dex, +7 natural, +2 armor)
hp 69 (10 HD)
Resist evasion
Fort/Ref/Will +11/+12/+3
Speed 50 ft. (10 squares), climb 30 ft.; Fleet of Foot, Run
Melee bite +15 melee (3d6+6) or
Melee Tail slap +10/+5 melee (2d8+8)
Space/Reach 15 ft./10 ft.
Base Atk/Grp +9/+23
Special Actions shrink 3/day, web
Abilities Str 23, Dex 20, Con 17, Int 10, Wis 12, Cha 14
SQ fast movement, share spells, unbreakable sea bond
Feats Fleet of Foot, Improved Natural Attack (bite), Run
Skills Climb +23, Hide +8, Jump +25, Spot +16.
Possessions leather armor barding
Shrink (Sp) Three times per day, as a swift action, Christiane can reduce its size to any size category smaller than itself as though affected by a stackable reduce person spell for each reduction in size category. This spell-like ability lasts until it decides to end it, which it can do as a free action. The caster level is 1st for this ability.
Unbreakable Sea Bond (Su) Christiane shares a bond with Balthasar that transcends the physical. It has Balthasar's alignment. If Balthasar dies, Christiane dies 2d10 days later from depression. If it dies then Balthasar must attempt a Fortitude saving throw of DC 25. If the saving throw is failed, Balthasar loses 8 hit points. He will then go into a rage for 1d12 rounds as if he was a 1st level.

At all times, Christiane and Balthasar can communicate empathetically and telepathically, see out of each others eyes, and can locate each other as if by the locate creature spell.

Balthasar automatically passes Ride checks to attack while mounted and to control Christiane in battle when mounted on it. He has full control over Christiane's speed at all times. Balthasar and Christiane share the same initiative, which is rolled using Araënû’s initiative bonus. barbarian.


  1. 1.0 1.1 1.2 1.3 Any creature available on the sea mount list.

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