Fearsome LeaderCavalier 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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Fearsome Leader is a Cavalier archetype in Pathfinder: Wrath of the Righteous.
Fear is a good motivator - and some commanders use this fact to inspire their troops, preferring it to the usual approach.
Fearsome Leader Information
- High saves: Fortitude
- Class skills: Mobility, Athletics, Persuasion.
- Fearsome Leaders are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Fearsome Leader Progression
Level |
Abilities |
1 | Bonus Feat, Challenge, Order, Animal Companion, Weapon and Armor Proficiency, Dazzling Display, Fearsome Inspiration |
2 | |
3 | Cavalier's Charge, Bonus Feat, Fearmonger |
4 | |
5 | Banner |
6 | Bonus Feat |
7 | |
8 | |
9 | Bonus Feat |
10 | |
11 | Mighty Charge |
12 | Bonus Feat, Demanding Challenge |
13 | |
14 | Greater Banner |
15 | Bonus Feat |
16 | |
17 | |
18 | Bonus Feat |
19 | |
20 | Supreme Charge, Bonus Feat |
Fearsome Leader Abilities

Order
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities.

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.

Fearsome Inspiration
Fearsome leader can help his allies throw off effects of enemy fear with his own display.
Each time you use Dazzling Display, you also try to dispel all fear effects on your allies in the same radius, using your cavalier level as caster level.
Starting at 9th level, your allies also gain the benefit of Good Hope for a number of rounds equal to your Charisma, but no more than once per combat.

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.

Dazzling Display
Your skill with your favored weapon can frighten enemies.
Benefit While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make a Persuasion (intimidate) check to demoralize all foes within 30 feet who can see your display.

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.

Fearmonger
At 3rd level, Fearsome Leader gains +1 bonus on Persuasion skill checks made to intimidate, increasing by +1 for every three levels thereafter.

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.

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).

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.
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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