The cavaliers known as Knights of the Wall revere a famous general who was crucial in the defeat of a powerful wizard-king.
Knight of the Wall Information
- High saves: Fortitude
- Class skills: Mobility, Athletics, Persuasion.
- Knights of the Wall are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Knight of the Wall Progression
|Tactician - Bonus Feat, Challenge, Order, Mount, Weapon and Armor Proficiency, Shield Focus
|Bonus Feat, Defensive Challenge
Knight of the Wall Abilities
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.
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.
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.
At 4th level, a knight of the wall specializes in using his shield to deflect attacks. He adds a bonus equal to his shield bonus to AC to his touch AC and his CMD, up to a maximum of half his cavalier level. He does not include any enhancement bonus he has from a magic shield in this calculation.
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.
At 9th level, when carrying a shield, a knight of the wall adds a bonus equal to his shield bonus to AC on all saving throws against curse spells and effects, up to a maximum of half his cavalier level. He does not include any enhancement bonus from a magic shield in this calculation.
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.
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.
Increase the AC bonus granted by any shield you are using by 1.
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.
At 12th level, whenever a knight of the wall declares a challenge, his target must pay particular attention to him. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty on attack rolls against anyone other than the knight of the Wall.
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.
Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
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.
Each Order grants different abilities to Cavaliers depending on the Order pledged at level 1.
Order in Pathfinder: Wrath of the Righteous
|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.
|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.
|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.
|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.
|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.
|All Cavalier Subclasses in Pathfinder: Wrath of the Righteous