Difference between revisions of "Cavalier (Apath)"

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Revision as of 11:53, 25 June 2013

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Unofficial rules compendium

Extras for the cavalier class.

Class Abilities

Challenge

The armor class penalty inherent to the cavalier's challenge ability is removed. A cavalier with an order ability that removes this penalty because of his order instead gains a +2 bonus to armor class against opponents other than the one they have challenged.

Cavalier Orders

These new cavalier orders are available.

Order of the Bulwark

The order of the bulwark advocates a defensive fighting style where the cavalier positions himself like a bastion, protecting his comrades.

Edicts: As a knight of the bulwark you must hold the line and stand fast while in formation and be the rear guard when retreating. In battle, you must strive to be like a strong castle, shielding your allies. Also, you may not strike a helpless foe, and get no attack bonus against flanked or prone opponents - tough you are still considered to be flanking them and prone opponents standing up still trigger attacks of opportunity from you.

Challenge: A cavalier of the order of the bulwark may challenge a number of targets equal to his level at once. You do not gain the usual benefits of a challenge, instead adding your Charisma modifier to attack rolls, damage rolls, and armor class against any targets of your challenge. Attacks of opportunity you make against the target of your challenge do not count against your limitation on attacks of opportunity for the round.

Skills: Add Knowledge (Local) (Int) and Knowledge (Nobility) (Int) as class skills. Whenever an order of the bulwark cavalier uses one of these skills to identify or know details about a creature, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the bulwark gains the following abilities as he increases in level.

Toughness (Ex)

At 2nd level, you gain Toughness as a bonus feat. You gain this even if you already have (or later learn) the Toughness feat, allowing you to take this feat twice with full benefits each time.

Pinning Attack (Ex)

At 8th level, when the cavalier hits with an attack of opportunity provoked by movement, that movement is cancelled and any remaining movement is lost. If the target takes another move action in the same round, he can continue moving without suffering more attacks of opportunity from the cavalier.

Forest of Spears (Ex)

At 15th level, any attempt to move in the cavalier's reach always provokes an attack of opportunity, even if it normally would not provoke such an attack. This applies to steps, use of Acrobatics, and even to teleportation.

Order of the Fallen

The order of the fallen is not really an order at all, it is more of a name given to the mavericks, oddballs, and oath-breakers among cavaliers. A cavalier who fails in another order can always change to the order of the fallen without going through the usual trial period.

Edicts: A fallen cavalier must be self-reliant and cannot bind himself to service of an organization - tough he can serve a cause, such as a rebellion. Always taking responsibility for his own actions and needs either to carry a personal coat of arms or to have a public alias to which all his actions can be easily traced - such as the black knight or lone warrior.

Challenge:

Skills: Add Disguise (Cha) and Stealth (Dex) as class skills. In addition, whenever an order of the fallen cavalier uses Disguise to conceal his identity or meld with a crowd, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the fallen gains the following abilities as he increases in level.

Out of Nowhere (Ex)

At 2nd level, the fallen knight learns to appear seemingly out of nowhere. He suffers no armor check penalties on the Stealth skill, and can use his own Stealth to conceal himself and his mount, ignoring modifiers for the mount's size, armor check penalty, and Dexterity.

XXX(Ex)

At 8th level, a cavalier of the order of the fallen can

XXX(Ex)

At 15th level,

Order of the Heart

Edicts: Cavaliers of the order of the heart are sworn defenders of their comrades, both physically and socially. They can never betray their comrades in arms or leave a man behind (except when so ordered by a superior officer), and they must always guard the honor and glory of their group or company. They also care for the social life and well-being of their close friends and comrades, trying to keep comrades battle ready and motivated.

Challenge: Whenever an order of the heart cavalier issues a challenge, he does not take an armor class penalty to attacks from others than his challenge target.

Skills: An order of the heart cavalier adds Knowledge (local) (Int) and Perception (Wis) to his list of class skills. Whenever an order of the heart cavalier uses the Heal skill on a member of his party or company (himself included) or Knowledge (local) to remember a fact about his company or companions (or their ancestors), he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the heart gains the following abilities as he increases in level.

Distracting Defense (Ex)

At 2nd level, a cavalier of the order of the heart provides a +2 Dodge bonus to his allies armor class against any attack from an enemy adjacent to the cavalier.

Move as One (Ex)

At 8th level the cavalier can organize an orderly move. As a standard action, the cavalier can cause any allies withing 30 ft. as well as allies he moves adjacent to during his own movement to move along as he moves, moving into any position adjacent to where he is at the end of his movement. Each ally decides whether to accept the offered move or not. This can affect as many allies as there are free spaces adjacent to the cavalier (or his mount, if he is mounted) at the end of his move.

Charge as One (Ex)

At 15th level, when the cavalier of the heart charges, allies adjacent to you may also charge as an immediate action. All allies using this charge get a +4 bonus to attack rolls (instead of the normal +2 bonus for a charge) and do not take any penalty to armor class for charging. Each ally chooses for himself who to charge, and may only charge if there is a suitable target available. The cavalier can use this ability once per combat.

Order of the Unicorn

Edicts: A cavalier of the order of the unicorn must always strive to shine as an individual, to be at the forefront of every advance and to fulfill his personal goals, regardless of hindrances or competition. This includes doing everything possible to personally pursue and defeat the target of their challenge. He must also dress well, preserve face, and not be afraid to show himself off.

Challenge: An order of the unicorn cavalier and his mount does not provoke attacks of opportunity when making a Charge against the target of his challenge. This includes overrun attempts you make on the way to your target.

Skills: An order of the unicorn cavalier has Appraise (Int) and Survival (Wis) as class skills.

Order Abilities: A cavalier belonging to the order of the unicorn gains the following abilities as he increases in level.

Overbearing Charge (Ex)

At 2nd level, when the cavalier charges the target of his challenge, he (or his mount) may overrun creatures standing in the way as a free action. This ability also allows a charge even when there is no free space to move into If a creature stands in a position where it prevents the cavalier from moving into position to attack the target of his challenge (if there is no empty space to attack from) and is overrun or chooses to let the cavalier move past may be moved 5 ft. to make room. This movement does not provoke attacks of opportunity. If sufficient space is cleared for the cavalier to position himself for a charge attack, the charge works. If not, the cavalier stops in the last position along the path of the charge where there is room and the charge fails.

Shield of Thorns (Ex)

At 8th level, when a target of your challenge attacks a creature other than you, it takes a -2 penalty on attack rolls and provokes an attack of opportunity from you.

Pride and Purity (Ex)

At 15th level, when you or an ally withing 30 ft. fail a saving throw against a mind-affecting, poison, or disease effect, you can grant an additional saving throw against this effect. You can only do this once per combat. This is not an action.