Ghost Rider

Cavalier Archetype

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Fortitude
High
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Will
Low
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Reflex
Low
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Base Attack Bonus
High
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HP per level
+6 (d10)
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Skill Points
+3

Class Initial Features

Class Skills

Ghost Rider is a Cavalier archetype in Pathfinder: Wrath of the Righteous.

Ghost riders are conflicted warriors who use the powers of the phantasmal dead even while seeking out and banishing the corruption of undeath from plagued communities. Their strange abilities mark them as outsiders and stoic loners, and they stay in one place only long enough to help the afflicted before riding off to unknown destinations.

 

Ghost Rider Information

  • High saves: Fortitude
  • Class skills: Mobility, Athletics, Persuasion.
  • Ghost Riders are proficient with all simple and martial weapons, with 2 types of armor (light, and medium) and with shields (except tower shields).
 

Ghost Rider Progression

 

Level

Special Abilities

 1 Frightful Gaze, Ghost Mount, Etheric Tether
 2  
 3  
 4  
 5 Spirited Mount
 6  
 7  
 8 Spirited Mount
 9 Frightful Gaze
 10 Magic Attacks
 11 Ghost Wind
 12  
 13  
 14 Ghost Wind, Spiritual Bond
 15  
 16 Shared Minds
 17  
 18  
 19  
 20  

 

Ghost Rider Abilities

Ghost Mount

At 1st level, a ghost rider gains the ability to manifest a special mount of conjured ectoplasm rather than one of flesh and bone. This spectral companion functions like a spiritualist's phantom companion, using the ghost rider's cavalier level as her effective spiritualist level. The phantom takes the form of a ghostly creature analogous to one of a cavalier's normal mount options for her size and class level, such as a Large horse for a Medium ghost rider or a wolf for a Small ghost rider. A ghost rider must choose a mount that is capable of bearing her weight, that has four or more legs, and that lacks a fly speed (although the GM may allow mounts with a swim speed in certain environments). The GM might approve other animals as suitable mounts.

The ghost rider can manifest her ghost mount only in ectoplasmic form, and she gains the spiritualist's etheric tether class feature, applied to her ghost mount.

Frightful Gaze

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.

Fearless

At 3rd level, a ghost rider becomes immune to fear. Each ally within 10 feet of the ghost rider gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the ghost rider is conscious, not if she is unconscious or dead.

Spirited Mount

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.

 

Ghost Wind

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.

Etheric Tether

At 1st level, as a free action, a ghost rider can form an ethereal leash by connecting her soul with her ghost mount. While this leash exists, if the ghost mount's hit points would be reduced to 0 or less, the ghost rider instead transfers some of her life force to the ghost mount, healing it back to 1 hit point but taking as much damage as she heals.

Magic Attacks

At 3rd level, all of the ghost mount's weapons are treated as magic weapons for the purpose of overcoming damage reduction. At 10th level, all of the ghost mount's weapons are treated as if they were of the same alignment as the ghost rider for the purpose of overcoming damage reduction.

Spiritual Bond

At 14th level, a ghost rider can indissolubly fuse her life force with the spiritual essence of her ghost mount. While this bond exists, if the ghost rider takes damage that would reduce her to 0 or fewer hit points, the ghost mount transfers some of its life force to the ghost rider, healing her back to 1 hit point but taking as much damage as it heals. This ability cannot work simultaneously with etheric tether.

 

Shared Minds

At 16th level, once per round when the ghost rider's mount fails a Will saving throw, the ghost rider can make a Will saving throw to shield her companion's mind. The ghost mount's saving throw is considered successful if the result of the ghost rider's save is equal to or greater than the effect's DC.

 

 

 

 

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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Order of the Cockatrice

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:

  • Challenge (Order of the Cockatrice): Whenever an Order of the Cockatrice Cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the Cavalier possesses.

Level 2:

  • 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.
  • Braggart: At 2nd level, the Cavalier receives a Dazzling Display as a bonus Feat. The Cavalier receives a +2 morale bonus on melee attack rolls made against targets under fear effects.

Level 8:

Level 15:

  • Moment of Triumph: At 15th level, the Cavalier can, as a Free Action, declare a moment of triumph. For 1 round, the Cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The Cavalier can use this ability once per day.

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Order of the Lion

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:

  • Lion's Call: At 2nd level, an Order of the Lion Cavalier gains the ability to rally his allies. As a Standard Action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his Cavalier level. Any time when an ally under effect should make saving throw against frightened or panicked, he may make two saving throws to avoid the effects (if a saving throw is allowed), taking the better of the two results as his actual saving throw.

Level 8:

  • For the King: At 8th level, an Order of the Lion Cavalier can call out to his allies, inspiring them to greatness. As a Swift Action, the Cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.

Level 15:

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Order of the Shroud

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:

  • Spiritual Shield: At 2nd level, the Cavalier can call upon the spirits of the fallen for protection. The Cavalier gains a deflection bonus equal to his Charisma modifier to his AC against attacks by the target of his challenge.

Level 8:

  • Destroyer of the Undead: At 8th level, the Cavalier's Weapons are treated as having the cavalier's Alignment for the purpose of overcoming the damage reduction of undead creatures. Against an undead target of his challenge, the Cavalier automatically overcomes all damage reduction that undead possesses.

Level 15:

  • Stand Against Darkness: At 15th level, the Cavalier can take revenge on undead that dare strike him or those he seeks to protect. Whenever an undead creature that is the subject of his challenge hits the Cavalier or an adjacent ally with a melee attack, the creature provokes an attack of opportunity from the Cavalier. The Cavalier gains a +2 morale bonus on attacks of opportunity provoked as a result of this ability. If an undead subject of the Cavalier's challenge threatens a critical hit against the Cavalier, the Cavalier gains a deflection bonus equal to his Charisma modifier against the confirmation roll. This bonus functions as a Supernatural Ability.

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Order of the Star

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:

  • Calling: At 2nd level, the Cavalier can make a short prayer as a Free Action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on his next ability, check, attack roll, saving throw, or skill check, equal to his Charisma modifier. He can use this ability up to four times per day. In addition, the Cavalier adds half his Cavalier level to any levels of Paladin or Cleric he might possess for the purposes of determining the effects of Channel Energy or Lay on Hands.

Level 8:

  • For the Faith: At 8th level, the Cavalier can call upon his faith to bolster himself in combat. As a Free Action, the Cavalier can call out the name of his deity, granting him a morale bonus on Attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that share his faith also receive half this bonus (minimum +1). The Cavalier can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter.

Level 15:

  • Retribution: At 15th level, the Cavalier can take Retribution on those who dare to strike an agent of his faith. Whenever an enemy makes a successful melee attack against the Cavalier or an adjacent ally devoted to the same faith as the Cavalier, the enemy provokes an attack of opportunity from the Cavalier. The Cavalier receives a +2 morale bonus on the Attack of Opportunity. If the attack made by the enemy was a Critical Hit, the Cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The Cavalier can use this ability once per round.

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Order of the Sword

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:

  • By My Honor: At 2nd level, the Cavalier must select one Alignment. As long as he maintains the selected Alignment, he receives a +2 morale bonus to one saving throw of his choice.

Level 8:

Level 15:

  • Knight's Challenge: At 15th level, the Cavalier can make a knight's challenge once per day. This functions like a normal Challenge, but the Cavalier adds his Charisma bonus on all attack rolls and damage rolls made against the target of his challenge. In addition, he receives a +4 circumstance bonus on attack rolls made to confirm critical hits against the target of his Knight's Challenge.

 

 

 

 

 




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