Cavalier of the PawCavalier Archetype |
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Fortitude High |
Will Low |
Reflex Low |
Base Attack Bonus High |
HP per level +6 (d10) |
Skill Points +3 |
Class Initial Features |
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Class Skills |
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Cavalier of the Paw is a Cavalier archetype in Pathfinder: Wrath of the Righteous.
Cavaliers of the Order of the Paw pledge to defend halflings, halfling settlements, and other innocent folks by patrolling the wilderness and seeking out possible threats to both individuals and whole communities. These cavaliers hunt down potential danger with a ruthless efficiency and determination that non-halflings find surprising and even somewhat alarming.
Cavalier of the Paw Information
- Race requirement: Halfling
- Animal companion restriction: only Dog or Wolf are possible companion choices
- High saves: Fortitude
- Class skills: Mobility, Athletics, Persuasion.
- Cavalier of the Paws are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Cavalier of the Paw Progression
Level |
BAB |
Fort |
Ref |
Will |
Abilities |
1 | 1 | 2 | 0 | 0 | Tactician - Bonus Feat, Challenge, Tactician, Cavalier Weapon and Armor Proficiency, Animal Companion |
2 | 2 | 3 | 0 | 0 | |
3 | 3 | 3 | 1 | 1 | Cavalier's Charge |
4 | 4 | 4 | 1 | 1 | |
5 | 5 | 4 | 1 | 1 | Banner |
6 | 6/1 | 5 | 2 | 2 | Bonus Feat |
7 | 7/2 | 5 | 2 | 2 | |
8 | 8/3 | 6 | 2 | 2 | |
9 | 9/4 | 6 | 3 | 3 | Greater Tactician, Tactician - Bonus Feat |
10 | 10/5 | 7 | 3 | 3 | |
11 | 11/6/1 | 7 | 3 | 3 | Mighty Charge |
12 | 12/7/2 | 8 | 4 | 4 | Bonus Feat, Demanding Challenge |
13 | 13/8/3 | 8 | 4 | 4 | |
14 | 14/9/4 | 9 | 4 | 4 | Greater Banner |
15 | 15/10/5 | 9 | 5 | 5 | |
16 | 16/11/6/1 | 10 | 5 | 5 | |
17 | 17/12/7/2 | 10 | 5 | 5 | Tactician - Bonus Feat |
18 | 18/13/8/3 | 11 | 6 | 6 | Bonus Feat |
19 | 19/14/9/4 | 11 | 6 | 6 | |
20 | 20/15/10/5 | 12 | 6 | 6 | Supreme Charge |
Cavalier of the Paw Abilities
Challenge
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
Cavalier's Charge
At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
Banner
At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1.
Greater Tactician
At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.
Mighty Charge
At 11th level, a cavalier learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.
Demanding Challenge
At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.
Greater Banner
At 14th level, the cavalier’s banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects.
Supreme Charge
At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier’s base attack bonus.
Tactician - Bonus Feat
At 1st level, a Cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant his teamwork feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Bonus Feat (Cavalier)
At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.
Tactician
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant his teamwork feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Danger Ward
At 2nd level, the cavalier can ready his allies for impending danger. As a standard action, he can ready all allies within 30 feet of the danger ahead, granting a bonus on a saving throw. At any point in the next minute, when these allies fail a saving throw, they reroll the saving throw with a +4 competence bonus as an immediate action, but must take the results of the reroll even if it is worse. He can use this ability up to three times per day.
Weapon and Armor Proficiency
Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Giant Slayer
At 15th level, when the cavalier hits the target of his challenge with a melee attack, and that target is at least Large size, he gains a bonus on damage rolls equal to half his cavalier level. This damage is multiplied on a critical hit.
Canine Ferocity
At 8th level, when the cavalier uses his wolf or dog mount to perform a bull rush or overrun maneuver, the mount gains a +4 bonus on the combat maneuver. He also receives a bonus mounted combat feat.
Challenge (order of the paw)
Whenever an Order of the Paw cavalier issues a challenge, his mount gains a +1 dodge bonus to AC as long it is threatening the target of the cavalier's challenge and the cavalier is riding the mount. This bonus increases by +1 for every four levels the cavalier possesses.
Animal Companion
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.
Order in Pathfinder: Wrath of the Righteous are a choice each Cavalier has to do at level 1. Their Order gives them ability to challenge an enemy, gaining advantages against them. Each Orders gives the challenge its own unique advantages. It also gives the Cavalier additional abilities as they advance.
Order Abilities
Each Order grants different abilities to Cavaliers depending on the Order pledged at level 1.
Order in Pathfinder: Wrath of the Righteous
Orders |
Description |
Abilities |
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A cavalier who belongs to this order serves only himself, working to further his own aims and increase his own prestige. Cavaliers of this order tend to be selfish and concerned only with personal goals and objectives. | Level 1:
Level 2:
Level 8:
Level 15:
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A cavalier who belongs to this order has pledged himself to a sovereign; be it a king, queen, or even the local warlord. Cavaliers of this order are stalwart and dedicated to their cause, willing to go any length to ensure the safety of their lord and his domain. | Level 1:
Level 2:
Level 8:
Level 15:
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Cavaliers of this order seek out and destroy undead and those who harbor or create them. They scour old crypts, graveyards, and battlefields to bring eternal rest. | Level 1:
Level 2:
Level 8:
Level 15:
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Cavaliers who join the order of the star dedicate themselves to the protection and service of a faith and its members. Cavaliers belonging to this order tend to follow many of the tenets and guides of the religion that they serve. | Level 1:
Level 2:
Level 8:
Level 15:
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Cavaliers who join the order of the sword dedicate their lives to the code of chivalry, living a life of honor, valor, and fairness. Cavaliers of this order tend to swear service to a lord or a lady. Of all the orders, the order of the sword is perhaps the broadest in terms of its focus and ideals. | Level 1:
Level 2:
Level 8:
Level 15:
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Love this class, not the most powerful, but fun nonetheless.
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