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Advanced Feats: The Cavalier's Creed

Advanced Feats: The Cavalier's Creed Contents


Designer Sigfried Trent
Editors Scott Gable, Wolfgang Baur Introduction....................................................................... 2
Cover Artist Christophe Swal
Interior Artists Jonathan Roberts, Olaus Magnus Examining the Cavalier................................................... 2
Stanislov and Anne Trent
Graphic Designer Anne Trent
30 New Feats for the Cavalier...................................... 3
Publisher Wolfgang Baur
Character Builds.............................................................10

The Green Knight...........................................................10

The Tawny Knight...........................................................11

The Black Knight.............................................................12

The feats in the "30 New Feats for Cavaliers" section are open content.
All other material including commentary, descriptions, proper names,
characters, story elements, designer's notes, setting material, flavor text, and
society information is product identity.

2010 Open Design LLC. All rights reserved.


Open Design and Advanced Feats are trademarks of Open Design, LLC
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the
Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game
Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License. See
http://paizo.com/pathfinderRPG/compatibility for more information on the
compatibility license.
www.koboldquarterly.com
Stanislov images used by permission and available at
http://all-silhouettes.com/

1
Expanded Options and Builds
for the Cavalier
Introduction Examining the Cavalier
More than just a list of feats, Advanced Feats: The The cavalier is unique among the Advanced Players
Cavaliers Creed takes you inside this knightly class, Guide classes in that it has no magical or supernatural
examining its strengths and weaknesses. With a class abilities. The cavalier could ride from the pages of
breakdown, 30 new feats, and three character builds history as much as from those of a fantasy novel. The
showing you how to put it all together, the Advanced Feats skill selections and the edicts of their orders mark it as a
series takes character building to a higher level.. strong roleplayers combat class. On the battlefield, they
Advanced Feats helps you put feats and class features are rich in strategy andat higher levelscan make
into context to build interesting and powerful characters. devastating attacks.
For the advanced player, we hope to spark your
imagination. For the casual player, we hope to
Challenge
The cavalier challenge doesnt stand
show you the path to making fun characters.
out at lower levels, but as you
For the GM, Advanced Feats provides
progress, it becomes a potent
feats your players can use without
weapon. Few classes can
slowing down or unbalancing
get such a consistent and
your adventures.
large damage bonus to every
Advanced Feats draws swing. Ensuring that your
heavily on the Netbook of challenge target always stays
Feats, an Open Gaming within reach is your key tactical
License (OGL) consideration, but as a swift
publication for feats action, you can hold onto it
in the d20 system. until you are certain you can
As its chief editor, I make good use of it. Like
have more than 10 any damage bonus, taking
years of experience full advantage means
crafting and editing getting as many attacks
feats for playability, as you can. Because it is
accuracy, and considered extra damage,
balance. Before though, it is not multiplied
publication, feats by critical hits or other
in the Netbook of effects.
Feats are reviewed
by a panel of Mount
experienced rules A cavaliers mount follows
experts, and only the druids companion rules
a select number are for the most part, so this is more than a
accepted for publication. common horse. It is a robust companion that gets its
Advanced Feats takes this a step own set of feats. Having a good grasp of the mounted
further by selecting the best and most applicable feats combat rules and the uses of the ride skill is key to using
for the class highlighted. Each feat in this book has been this feature to full advantage.
either carefully re-worked to be fully compatible with One challenge that any mounted character faces is
the Pathfinder Roleplaying Game or created specifically that riding a mount may not be an option. Sewers and
for this book based on the new Advanced Players Guide crypts rarely make good jousting grounds. Of course, a
classes. small cavalier such as a halfling or gnome can game the
system somewhat by riding a wolf or other Medium-
sized mount to more easily navigate typical dungeons.
When available, a mount gives the cavalier increased
mobility and striking power.

2
Advanced Feats: The Cavalier's Creed

Order combat and teamwork feats, it is not hard to develop the


The orders are great roleplaying tools to help define cavalier into a combat powerhouse.
your character and provide ideas for different knightly
personalities. The abilities are all generally good, but few Multiclassing
are character defining due to their limited or situational A cavalier does not make for an especially appealing
use. They also enhance your challenge ability, and those splash class since many of their strongest abilities are
that offer an attack bonus on the challenge target are level-based in power or uses per day. Their mounts can
especially powerful. Finally, each order offers additional also become vulnerable if you dont find a way to advance
skills and a strong bonus to a key skill. it as you rise in character level. The cavalier, however,
can certainly benefit from splashing into other combat
Tactician classes to pick up bonus feats or abilities. It could also
The tactician class feature really lets you use the pair well with divine spellcasting to focus more on the
teamwork feats to their full potential. The more allies support and leadership aspects of the class.
you have, the more potentially powerful this ability can
be. Even your mount could benefit from these feats, not Summing it up
to mention any cohorts or followers you may have. The cavalier is a great option for those who want to play
The only weakness of this ability is the limited a strong melee combatant with solid social skills. At
number of teamwork feats available. A few higher levels, their challenge class feature and many feat
additional teamwork feats are available in KOBOLD picks can make for a first class combatant. And if you
QUARTERLY magazine #15, in the Collaborative have always wanted to play with mounted combat, they
Killers article. are a clear winner with many mounted abilities and a
Charge. The charge abilities are strong but apply only very solid mount.
to mounted combat. Combined with powerful feats like
Spirited Charge, you can deliver massive hits at higher
levels. 30 New Feats for the Cavalier
While the following feats are especially useful for
Banner cavalier, most can be chosen by any PC. The exceptions
The banner class feature lets you play a buffing role in are, of course, those that have a summoner class features
the party which can be a great boon. The only weakness as a requirement.
it has is thatas a morale bonusit does not stack with
Back to Back (Teamwork)
other attack and saving throw bonuses like the bard song
or the heroism spell. You and an ally can defend from all sides.
Benefit: While you and any ally with this feat are in
Skills adjacent spaces neither one of you can be flanked.
With 4 skill points/level and a nice range of social skills, CommentaryTwo warriors back to back, taking
the cavalier can make for a good social representative on the encircling horde of foes. This would be a decent
for an adventuring party. The only limiting factor is that feat for most characters, but the cavaliers tactician class
some skillslike Ride and Handle Animalare must- feature makes this a nice benefit for a whole party.
have skills for many cavalier builds.
Defensive potential. With full armor and shield
Barreling Overrun (Combat)
proficiency, you have plenty of potential for a high AC.
Your greatest weakness are rather soft saving throws for You can overrun multiple targets.
Reflex and Will, which are further compounded since Prerequisites: Str 13, Improved Overrun, Power
neither Dexterity nor Wisdom are key ability scores Attack
for the class. Base hp are a solid d10, so with a little Benefit: When using the overrun combat maneuver,
Constitution bonus, you should be quite durable. you may overrun any number of opponents in your
Offensive potential. At low level, you are looking at movement path so long as you move in a straight line.
a pretty middling damage output, but as you level up, If you fail a combat maneuver check at any point, the
the challenge class feature can deliver massive damage maneuver ends as normal.
bonuses to every hit. Cavaliers have attack bonuses Special: This feat may be taken by animals.
available from their orders and simply from being CommentaryI love the idea of a character barreling
mounted, which makes it easy to employ Power Attack
or Two-Weapon Fighting while not suffering much from
the penalties they bring. With a strong number of bonus
3
Advanced Feats: The Cavalier's Creed

Feat Name Prerequisites Benefit


Back to Back Adjacent allies prevent flanking
Barreling Overrun Str 13, Improved Overrun, Overrun multiple targets
Power Attack
Bloody Banner Banner class feature Inspires your allies to deal more damage
Bravery Treat fear and panic as shaken
Buckler Mastery Shield Proficiency Gain additional benefits when using a buckler
Campaigner Endurance Sleep well under any circumstance
Clever Critter Animal intelligence (1 or 2) You are smarter than other animals
Defensive Sunder Str 13, Improved Sunder, Sunder weapons used to attack you
Power Attack
Extra Cohort Cha 15, Leadership Gain an additional cohort
Fortune Re-roll 1 result/day
Great Leader Leadership Gain +3 leadership score
Intimidating Gaze Cha 13 Demoralize foes as a swift action
Moral Chameleon Order class feature Change orders quickly and retain some of your prior
training
Move As One Mount Training Move when your rider can move
Near and Far Use reach weapons to attack adjacent targets
Nimble Mount Dodge, Riding Training Keep your rider out of harms way
Pack Attack Gain flanking when allies are flanking
Pierce Armor BAB +1 Gain bonuses to hit armored opponents
Provoke Provoke others to attack you
Pull Blow Weapon Focus, 3 ranks in Reduce damage after rolling
Heal, BAB +3
Rampage Str 13, Power Attack, BAB +6 Continue a charge after dropping an opponent
Rank Fighting BAB +1 Suffer no penalties for melee attacks through allies
Reflexive Brace Combat Reflexes, BAB +1 Brace against a charge as an immediate action
Shaft and Shield BAB +1 Wield two-handed spear-like weapons in one hand
Shielded Move Shield proficiency, BAB +3 Prevent attacks of opportunity from a chosen opponent
Shield Evasion Lightning Reflexes, shield Gain a limited evasion ability when using a large shield
proficiency, base Reflex save
+3
Size Doesnt Matter Ignore size penalties when using intimidate
Strength in Numbers You and your allies better resist area effects
Tag Team Fighting BAB +3 Allies gain attack bonuses on enemies you have hit
Team Initiative You and your allies share your best initiative roll

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Advanced Feats: The Cavalier's Creed

through a line of foes with a hearty laugh. Ive always Buckler Mastery
been a fan of combat maneuvers because they bring a lot You gain additional benefits when using a buckler.
of tactics and imagination to melee combat. Since the Prerequisite: Shield Proficiency
cavaliers mount gains some feats itself, Ive labeled the Benefit: You can perform a shield bash with a
feats that I think are appropriate for an animal to take, buckler. When wielding a weapon in the same hand as
following the pattern established for druid companion your buckler, you may elect to either ignore the 1 atack
animals. penalty or gain a +1 shield bonus to AC.
Bloody Banner Special: A buckler counts as a light weapon and has
Your war banner inspires allies to strike harder. the same weapon profile as a light shield.
Prerequisite: Banner class feature CommentaryIve always found the advantage of a
buckler is you can be a two-handed weapon combatant
Benefit: Your banner class feature grants allies a
and have a quick defensive option available when you
morale bonus to damage rolls equal to the morale bonus
aren't actively swinging your sword. Most dont bother,
they gain on attack rolls.
and the 1 penalty to attacks makes it more often a
CommentaryI struggled a bit with the balance for
liability than a benefit. I designed the feat to make it a
this feat. Ultimately, I think it makes the most sense to
very versatile shield as long as you invest in training.
tie it to the attack roll, so it scales proportionally. While
this is a sizable damage bonus, it applies only to charging Campaigner
attacks which many characters rarely perform.
You sleep well under any circumstance.
Bravery Prerequisite: Endurance.
You are especially resistant to fear effects. Benefit: You sleep well and easily. You require only
Benefit: Any time you would be frightened, half the normal amount of rest to remove exhaustion
panicked, or forced to cower, you are instead shaken for and fatigue: 30 minutes and 4 hours, respectively. You
an equal duration. can sleep in heavy armor or in any other extremely
CommentaryCourage is not so much defined as not uncomfortable position or situation without becoming
being afraid as it is not letting fear control your actions. fatigued. Finally, you do not suffer penalties on
I think this feat does a nice job simulating that and Perception checks when asleep.
saving brave cavaliers from having to explain cowardly CommentaryOne of the tricky things about judging
behavior. Because cavaliers have a weak Will save and the utility of a feat is that each game is unique. If your
little use for Wisdom, they are actually quite susceptible GM loves weather, travel, and ambushes at night,
to fear. something like Campaigner can be a life saver. If your
game is high on action and low on gritty details, then
whether you sleep in armor or not probably doesnt much
matter. Like Endurance, this feat offers a number of
Historical Bucklers benefits to help ensure its utility.
Historical bucklers do not
match well with the d20 Clever Critter
rules. They were actually You are smarter than the average animal.
held in the hand directly Requirements: Animal intelligence (1 or 2)
rather than strapped Benefit: As a genius among animals, your
to your arm, and they Intelligence is 2 points higher than normal. You
were used to deflect blows, understand simple statements and questions spoken
obfuscate attacks, and in the language of your trainer, if you have one. You
punch foes. In d20 the also have some intuitive understanding of the basic
buckler seems to act more motivations of civilized races and the purpose of their
as a sort of reinforced vambrace most basic tools.
(the armor on your forearm) in the shape of a Special: This feat may be taken by animals.
small shield that leaves your hands free.
Note: This feat effectively grants the animal an
additional skill point when it gains HD and allows it to

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Advanced Feats: The Cavalier's Creed

learn any feat it can physically perform. CommentaryThe cavalier seems like the sort of
CommentaryThis feat is intended to allow the character on whom fortune may sometimes smile. This
cavaliers mount to interact more with the adventuring feat is good for the player who isnt sure what to take. Its
party and participate directly in the story, albeit it in bound to be useful from time to time and, occasionally,
a limited way. The tale of the ill-fated Timmy, Lassie, may be a real life saver, but it doesnt really add to the
and the well should spring to mind as an example of its overall strength of a character.
use. Being able to take a wider range of feats is also nice
Great Leader
although the list of useful feats for animals is still pretty
limited. You are a particularly inspiring leader.
Prerequisite: Leadership
Defensive Sunder (Combat) Benefit: You receive a +3 bonus to your leadership
You can sunder weapons used to attack you. score.
Prerequisite: Str 13, Improved Sunder, Power Attack CommentaryThis is a nice example of how a very
Benefit: If a melee weapon attack misses you while simple feat mechanic can have a number of different
you are fighting defensively, using full defense, or using effects depending on the mechanic it is altering.
combat expertise, you may make a Sunder maneuver
against the weapon as an attack of opportunity. Intimidating Gaze
CommentarySunder can be powerful when facing You can demoralize foes with a look.
enemies using weapons or it can be nearly useless against Prerequisite: Cha 13
foes with spells or natural weapons. Granting new types Benefit: You can demoralize an opponent as a swift
of attacks of opportunity is also a tricky area where action if this is the first time you have attempted to
you can go too far and create killer combos. This is demoralize a given opponent in this combat.
potentially a very powerful feat, but it is balanced by the
CommentaryDemoralizing is not very powerful,
conditions that must be true for it to come into play.
especially as a standard action. As a swift action, it
Extra Cohort becomes a nice use of the skill but can bog down play
with constant Intimidation checks. The swift action
You are adept at maintaining friendships and gain an
limits it to 1/turn, and the 1/opponent rule keeps you
additional cohort.
from constantly spamming glances at your opponent.
Prerequisite: Cha 15, Leadership
Benefit: You attract an additional cohort but your Moral Chameleon
leadership score receives a 2 modifier while you have You can change orders quickly and retain some of your
two cohorts. prior training.
CommentaryLeadership is an unusual feat that Prerequisite: Order class feature
breaks many of the usual rules for good feat design. It is Benefit: When you change orders, you keep your
long, very complicated, gives multiple benefits, is limited existing order abilities instead of gaining the abilities
directly by character level, and can be a huge game from your new order. You do not lose your order abilities
changer. It is a good litmus test if you like complicated when changing orders, but you may do so only 1/level.
feats requiring GM participation. I find them some of Special: If you lose this feat for any reason, you must
the most interesting and fun, but they are often also take the order abilities of your current order instead of
prone to the most abuse. The cavalier seems a natural those you have from prior orders.
class for leadership, both in their abilities that augment CommentaryAs a game player and sometimes
allies and in the roleplaying aspects of the class, making designer, I love anything that lets me play mix and
a squire or herald a natural cohort. Now you can have match to create my own combo. On the other hand,
one of each! limitations give a game an effective sense of clear
choices. Moral Chameleon stems both from this
Fortune thinking and also from the notion of a people who seem
You have unusually good luck. to fit in nearly any social group with aplomb. I think
Benefit: You may choose to re-roll the result of a such a person can follow one philosophy yet apply the
single die roll you have just made (1/day). You must use lessons of others at the same time.
the result of the second roll even if it is lower than the
first.

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Advanced Feats: The Cavalier's Creed

Move as One Nimble Mount


You and your rider move with one mind and purpose. You help keep your rider out of harms way.
Prerequisite: Mount Training Prerequisite: Dodge, trained in riding
Benefit: When your rider is granted an opportunity Benefit: You grant your rider a +1 dodge bonus to AC
to move by a feat or ability, you perform the movement and Reflex saving throws. Your rider loses this bonus if
instead. If the movement has a cost or penalty, both you you lose your Dexterity bonus to AC for any reason.
and your rider pay the cost or suffer the penalty. Special: This feat may be taken by animals.
Special: This feat does not grant a type of movement you Note: Dodge bonuses always stack as long as they are
do not normally posses. For example, even if your rider from different sources.
can fly or walk on walls, you cannot. This feat can be CommentaryI wanted a feat that would help the
taken by animal companions or other mountable animals rider dodge incoming attacks based on the idea of a
allowed a feat. mount rearing up to avoid danger. With a little research,
Example: If your rider has the Step Up feat and an it turns out that rearing is generally a bad thing in
adjacent foe takes a 5-ft. step, you may make the 5-ft. combat, but battle mounts were trained to be especially
step instead of your rider. If you move on your next turn, nimble and react quickly. I also wanted to create at least
you subtract 5 ft. from your total movement. a couple of feats that mounts could take to directly aid
CommentaryA couple of times while trying to do their riders rather than themselves.
the builds, I found myself confounded by feats that
allowed movement but wouldnt work on a mount. The Pack Attack (Teamwork, Combat)
cavalier abilities pretty much all take this need into You and your allies coordinate attacks to keep your
account, but if you were multiclassing or looking at some opponent off guard.
of the combat feats that involve movement, they might Benefit: If an ally with this feat is flanking an
not. Giving the same feats to the mount often fails due opponent whom you threaten, you are also considered to
to the way the movement triggers are worded. be flanking that opponent.
Special: This feat may be taken by animals.
Near and Far (Combat) CommentaryThis can be an especially useful
You may use reach weapons to attack adjacent targets. teamwork feat for the cavalier to use with their tactician
class feature since nearly any melee character can take
Benefit: When using a reach weapon you may attack
good advantage of the attack bonus. An order of the
adjacent foes.
sword cavalier, however, might find such a maneuver
CommentaryWhile it is challenging to wield a pole
lacks chivalry.
arm in this way, it is possible given the proper technique.
This can be a handy feat for lance-wielding cavaliers, Pierce Armor (Combat)
giving them a wider range of target spaces and a way to You have mastered armor-piercing weapons.
defend themselves from close targets without switching Prerequisite: BAB +1
weapons.
Benefit: When using a piercing weapon, you gain a
+1 bonus to attack against opponents wearing medium
armor and a +2 bonus to attack opponents wearing heavy
armor.

On Horsemanship
My research on the historical training of horses for battle was a fascinating journey.
The oldest surviving manuscript on the subject is On Horsemanship, written around
350 BCE by the Greek author Xenophon, a famous general. He is credited with many
of the ideas and principles that are the foundation of horse show competition today.
The different forms horses were trained in are called classical dressage, and the
most important trait of a battle horse is its ability to collect. A horse that collects is
standing so that more of its weight is on its hind legs and its head is held high. This
stance allows the horse to react and change directions quickly. Reading up on this
history and using it in-game would be a great way to bring your character to life in
your minds eye.

7
Advanced Feats: The Cavalier's Creed

Special: For purposes of this feat, natural armor limit the damage to take them to exactly 0, sparing their
values from +5 to +7 are treated as medium armor and life.
values of +8 or more are treated as heavy armor. CommentaryThis is intended as an alternative to
CommentaryIve always been fond of the idea that non-lethal damage that is far more reliable for effectively
different weapons have specific combat uses. Defeating disabling foes yet not finishing them off. It could also be
armor is one of the traditional benefits of piercing used for sparring or to demonstrate martial superiority
weapons. without risking serious injury.
Provoke (Combat) Rampage (Combat)
You are adept at angering others and provoking them to You charge forward cutting through all in your path.
attack you. Prerequisite: Str 13, Power Attack, BAB +6
Benefit: You can make an Intimidate check as a Benefit: If you drop an opponent as the result of a
standard action to provoke an opponent into violence charge, you may continue moving (up to double your
against you. A successful check worsens your targets speed) in a straight line and may make another attack at
attitude by one step if they are not already hostile. If your full BAB against the next opponent within reach
they are already hostile, it provokes them to attack you, during the charge. You can continue the charge in this
violently if possible. This effect is not strictly compulsory, way until you fail to drop an opponent whom you attack.
and the target does not attack heedless of all danger but Special: An opponent is considered to drop when it is
takes all reasonable efforts to direct attacks at you. taken below 0 hp and it falls unconscious as a result. You
This effect lasts until the end of combat or until the cannot use the benefit of Rampage and any feat granting
target is killed. Until the effect ends, you cannot use a full attack while charging in the same round.
Provoke on another opponent in combat. CommentaryDrop is a game term from the 3.5E
Special: You suffer a 5 penalty to your Intimidate version of Cleave. The new Pathfinder Roleplaying Game
check if your target is currently threatened by an mechanic for Cleave is much simpler and better balanced
opponent but not by you, or if your target has little or no since it is a specific action rather than a byproduct.
means of hurting you. Instead of attacking personally, a While this feat plays on the older mechanic, its a much
target can order any loyal retainers or allies to attack on more limited situation.
its behalf. Provoke does not work on enemies immune to I chose to define the term drop as it is not in the
mind-affecting effects. rules but is a useful trigger condition. I think it is most
CommentaryThis is a tricky mechanic to implement effective if other party members can soften targets for
in the Pathfinder Roleplaying Game, although it is you with ranged attacks or magic, since most foes will
common in many computer RPGs. Instead of trying to not drop in a single hit. Its also difficult to charge a
work out every nuance of just how compelled the target given foe more than once in a battle.
is to attack you, I leave that to the GM and instead
Rank Fighting (Combat)
provide a set of general guidelines. Ideally, it should
work to players advantage but should not allow them You are trained to strike past allies using reach weapons.
to force enemies to act like complete idiots just because Prerequisite: BAB +1
they said something abhorrent about their mothers. If Benefit: You can ignore the cover provided by an ally
you and your GM cant agree on how effective it should between you and your opponent when attacking with
be, Id suggest going with a different feat. reach.
Normal: An ally in the way of a reach weapon attack
Pull Blow (Combat) provides cover, giving a +4 bonus to the target's AC.
You can choose to leave your victims alive when they CommentaryThe rules state that cover for reach
might otherwise die. weapons works the same way it does for ranged weapons,
Prerequisite: Weapon Focus, 3 ranks in Heal, BAB which means a 4 penalty when using a pole arm or
+3 lance over your friends shoulder.
Benefit: When dealing damage with a melee or Reflexive Brace (Combat)
ranged weapon, you may reduce the amount of damage You can brace against a charge as an immediate action.
you deal up to the amount rolled. If the normal damage Prerequisite: Combat Reflexes, BAB +1
would bring your foe to less than 0 hp, you can instead Benefit: When you are charged while holding a
weapon with the brace feature, you may brace your
weapon as an immediate action and make an attack of
opportunity before the charge attack is made.
8
Advanced Feats: The Cavalier's Creed

CommentaryThe brace rule is rarely used since it


requires a readied action, and its unlikely anyone is dont do so well is cover you from all sides at once. This
going to be eager to charge into you. feat is both better than the Acrobatics skill and the
Mobility feat in some cases and worse in others, but it is
available to a very different set of characters.
Shaft and Shield (Combat)
You can wield two-handed spear-like weapons in one Shield Evasion (Combat)
hand. You gain a limited evasion ability when using a large
Prerequisite: BAB +1 shield.
Benefit: You can wield two-handed spear-like Prerequisite: Lightning Reflexes, shield proficiency,
weapons in one hand. base Reflex save +3
Special: You do not gain any additional damage Benefit: You must be using a heavy shield or tower
normally granted for two-handed weapons when using shield to benefit from this feat.
this feat. Weapons covered by this feat include the lance, If exposed to any effect that normally allows a
longspear, ranseur, and spear. Reflex save for half damage, you take no damage with a
CommentaryToday when we think of a lance, successful saving throw.
we imagine the classic jousting lance, but those were CommentaryIm not sure where it came from first,
specifically made for tournaments. Battle lances tended but the iconic image of a warrior blocking a dragons fire
to resemble normal spears, although for charging they with a shield has wormed its way into my brain and is
often included a strap or special hilt to keep them from often found in fantasy illustrations. Despite this, I have
slipping out of your hand on impact. never seen it represented in the game rules. Since this is
a much-valued ability, it needs some costs for balance.
Shielded Move (Combat) Lightning Reflexes is a weaker feat although here it
You can use your shield to prevent an opponent from will be adding value, and Reflex is a weak save for most
making attacks of opportunity against you. shield-using classes that dont already gain the evasion
Prerequisite: Shield proficiency, BAB +3 class feature. I think this is about the right amount of
Benefit: You must be using a heavy or tower shield to investment to keep things balanced.
benefit from this feat.
Each round as a free action, you may select one Size Doesnt Matter
opponent to protect yourself from. Until the end of your You ignore size penalties when using Intimidate.
turn, you do not provoke attacks of opportunity from Benefit: You dont suffer a size penalty when using
that opponent due to your movement. Intimidate on targets larger than yourself, nor do targets
CommentaryI felt a feat option should cover attacks larger than yourself gain a bonus when attempting to
of opportunity that doesnt involve dancing around intimidate you.
and doing back flips. Shields are great for hiding your CommentaryThis feat is meant to offset the
body position from opponents, making it hard for harsh intimidation penalty for smaller races, which
them to anticipate your moves. Better still, they can often makes it hard to choose them for a class with
be positioned to cover any vulnerability you have when Intimidation-based abilities. Its still likely to be useful
moving into a fight or pulling out of one. What they for Medium heroes since a great many monsters are
larger than they are.

Naming Matters Strength in Numbers (Teamwork)


I always find it a temptation to make feat names You and your allies resist area effects better.
that play on words when I should stick with feat Benefit: When you and one or more allies are
names that clearly indicate what the feat does. In simultaneously subjected to an effect that allows a save,
the case of Size Doesnt Matter, I honestly tried you and your allies gain a +2 bonus on the saving throw.
and couldnt think of a more descriptive title for CommentaryThematically, a morale bonus makes
the feat. With any game mechanic design, its the most sense here but it would not stack with many
a good idea to second guess everything. If you other effects, which would make this a fairly weak feat.
simply go with your first take, youre likely to
overlook something or miss an opportunity to
make it better.

9
Advanced Feats: The Cavalier's Creed

Tag Team Fighting (Teamwork) Character Builds


Your attack sets up your opponent for your allys next Planning out a character can be a lot of fun, and you
blow. avoid finding yourself at a loss for what to take at your
Prerequisite: BAB +3 next level or unable to take what you want because a
Benefit: If you hit an opponent with a melee attack, prerequisite is missing from your build. These builds are
until your next turn, the next melee attack roll made by handy for players who may not know all the ins and outs
any ally with the Tag Team Fighting feat gets a +2 bonus of the rules but still want to create a powerful and well-
to that attack roll. thought-out character.
Special: You are not considered an ally of yourself for These character builds were created using the
purposes of this feat, and you do not gain bonuses based Pathfinder Roleplaying Game Core Rulebook and
on your own attacks. Advanced Players Guide, and Open Designs Advanced
Feats series as source material. Ability scores were
CommentaryThe idea was to provide an attack
purchased using 15 points (standard fantasy). I list only
bonus to the next person to take a swing at your
those elements of the character where you are making
opponent. Essentially, you and your allies coordinate
build choices, and in the leveling charts, only those
attacks, so one hit distracts the foe from defending
levels where such choices occur are shown.
against the next. Conceptually, this is similar to flanking
but mechanically it relies on combat success rather than The Green Knight
positioning and it affects only one attack rather than all Though many dont recognize the valor through the monstrous
attacks. heritage, this mysterious knight is dedicated to the order of the
shield and to the defense of society against tyranny and abuse.
Team Initiative (Teamwork) With a sharp tongue as dangerous as his or her sword, no
You and your ally coordinate your efforts with precise villain can long survive.
timing. I wanted to make a defensive cavalier who could play
Benefit: After rolling for initiative but before combat the role of a true defender of other party members. I
begins, you can choose to alter your initiative so you act started with the Provoke feat to give the character a way
immediately before or after an ally who also has this feat. to manipulate enemies into attacking them instead of
CommentaryThe rules language for initiative makes others, which plays well with the challenge class feature.
this a bit inexact in its wording as there is no term for I really like the Step Up line of feats, which are a great
the place each participant holds in the initiative order. If way to stick to challenged targetsbetween that and
a very fast and very slow character both take this feat it the Stem the Tide ability, your targets are not likely to
has a great benefit to the slower character and nearly no escape.
personal benefit for one already optimized for initiative. Since this is an Intimidate-based feat, I was inspired
Unfortunately, this is not something a cavalier can use to start with half-orc for the Intimidate bonus and
with their tactician ability since it occurs before you can because it was an unusual image for a knight. I also
take the required action. decided to build on the use of Intimidate, which can
provide defensive benefits for the character and others.
The Intimidating Gaze feat makes this much easier to
do while participating offensively. Intimidating Prowess
and Size Doesnt Matter ensure little difficulty with
Intimidate checks.
Of course, if you are going to make yourself the prime
target in a fight, you need some serious defenses. I used
shield-themed feats to increase AC and tactician feats
to provide defensive benefits. With good armor and a
good shield, the character should be hard to bring down.
I also shored up defenses against Reflex-based attacks.
Will-based magic remains a weakness, however.
The green knights mount is not the focus of the
build, but it provides greater mobility and even helps
with defense. I decided to armor up the horse much like
its master and included the Improved Overrun feat to
help get the green knight more easily to chosen targets
10 on a crowded field.
Advanced Feats: The Cavalier's Creed

The Green Knight Build Details The Tawny Knight


The tawny knight is a wild and beautiful force of nature.
Race: half-orc Astride a great timber wolf, a lance gleams in the forest
Stats: Str 15, Dex 13, Con 14, Int 13, Wis 8, Cha 13 moonlight ready to pierce the black souls of those who live
Skills: Craft (armor)1, Handle Animal, Heal, without honor or shame. Brave, honest, and as full of cheer as
Intimidate, Ride, Sense Motive of virtue, the tawny knight is loved by all people of good heart
Favored Class Bonus: +1 hp/level and noble soul.
Order: Order of the Shield I wanted to make a knight that was deeply dedicated
Leveling Guide (class features, feats, and ability to riding, and a Small knight makes it much easier to
increase choices per level): ride nearly anywhere. The order of the sword is the clear
1Back to Back* feat, Provoke* feat winner for mounted abilities, and its premium ability is
3Step Up feat keyed to Charisma, which plays well with my choice of
4Str +1 gnome. When not mounted, the tawny knight is slow
5Following Step feat and vulnerable, but astride the wolf, he or she moves fast
6Step Up and Strike feat and hits very hard.
7Shield Focus feat I threw in every relevant mounted feat in the core
8Dex +1 and advanced rules, giving the tawny knight a range
9Intimidating Gaze* feat, Strength in Numbers* of tricks for mounted lance combat. I think using a
feat two-handed grip is better for this build than shield and
11Lightning Reflexes feat lance, and when charging isnt an option, a good pole
12Combat Expertise feat, Cha +1 arm is the weapon of choice. At lower levels, hit and run
13Shield Evasion* feat tactics are the way to go, but later on, a full attack can be
15Intimidating Prowess feat devastating.
16Str +1 Since the tawny knight is charismatic and good-
17Size Doesnt Matter* feat, Shield Wall feat hearted, I felt this would be a good build to emphasize
18Dodge feat the use of leadership, a feat cavaliers can make excellent
19Tower Shield Proficiency feat use of since they have numerous means of buffing their
20Str +1 allies. The tawny knights teamwork feats provide attack
1
Acquired after increasing Intelligence. bonuses for the whole party.
* Indicates feats from The Cavaliers Creed. The tawny knights wolf mount uses the Clever
Critter feat to access a wider range of feats, so it has a
more intimate bond with its master. The wolf s feats
Green Knight's Mount Details
focus on mobility with a little extra defense, but in most
Race: horse cases, the tawny knight uses Mounted Combat to shield
Skills: Perception, Survival it from harm.
Leveling Guide (feat choices per level):
1Move as One* feat The Tawny Knight Build Details
2Dodge feat Race: gnome
5Nimble Mount* feat Stats: Str 15, Dex 10, Con 14, Int 10, Wis 8, Cha 14
8Medium Armor Proficiency feat Skills: Diplomacy, Handle Animal, Ride, Sense Motive
10Power Attack feat Favored Class Bonus: +1 hp/level
13Improved Overrun feat Order: Order of the Sword
16Heavy Armor Proficiency feat Leveling Guide (class features, feats, and ability
18Barreling Overrun* feat increase choices per level):
t 1Mounted Combat feat, Pack Attack* feat
2+2 Will save (from by my honor class feature)
3Ride-By Attack feat
4Str +1
5Near and Far* feat

11
Advanced Feats: The Cavalier's Creed

6Power Attack feat The Black Knight


7Rampage* feat The black knight takes pride in being the perfect warrior whose
8Spirited Charge feat (from mounted mastery class personal challenge is tantamount to a death sentence. This
feature), Str +1 cavalier is unfailingly loyal to companions and unfailingly
9Improved Critical (lance) feat, Tag Team Fighting* brutal to enemies: most at home in the fury of combat, he is a
feat knight of few words outside the maelstrom.
11Trick Riding feat The combat challenge power adds a lot of damage
12Mounted Skirmisher feat, Str +1 at higher levels, and to take full advantage of that, you
13Leadership feat want to make as many attacks as possible with high
15Extra Cohort* feat critical chances. To do this, the black knight has the full
16Str +1 line of two-weapon fighting feats and focuses on the crit-
17Great Leader* feat, Outflank feat friendly rapier.
18Furious Focus feat The black knights teamwork feats all relate to
19Bloody Banner* feat flanking, both creating greater opportunities and
20Str +1 gaining additional benefits while flanking. The flanking
* Indicates feats from The Cavaliers Creed. bonusalong with the Pierce Armor feat, the order of
the dragons challenge bonus, the favored class banner
bonus, and the bonus to attack from being mountedall
Tawny Knight Mount Details
work to offset the two-weapon fighting penalties and to
Race: wolf ensure secondary attacks find their mark.
Skills: Climb, Escape Artist, Stealth Finally, the black knight sports a series of shield feats,
Leveling Guide: (feat choices per level): allowing enhanced shield bashing while maintaining his
1Clever Critter* feat defenses. With buckler mastery, this cavalier gains the
2Nimble Moves* feat option to choose defense or a more powerful off-hand
5Acrobatic Steps feat weapon with little penalty either way. From horseback,
8Dodge feat the black knight could stab one foe with the lance while
10Mobility feat striking another with the shield.
13Bravery* feat I intended the black knights horse to fight on its
16Improved Natural Armor feat own, and technically, it can benefit from the teamwork
18Fleet feat feats granted through the tactician ability helping the
* Indicates feats from The Cavaliers Creed. knight flank foes. I loved the idea that the horse could
Intimidate people, so I gave it the skill and Intimidating
Prowess since it has far more Strength than Charisma.
Since it is large, it will often gain a size bonus on
Intimidation checks against Small and Medium foes.

The Black Knight Build Details


Race: human
Stats: Str 16, Dex 16, Con 14, Int 8, Wis 8, Cha 9
Skills: Handle Animal, Ride, Survival, Swim
Favored Class Bonus: +1 hp/level until level 5, then +1/4
banner bonus/level
Order: Order of the Dragon
Leveling Guide (class features, feats, and ability
increase choices per level):
1Improved Shield Bash feat, Pack Attack* feat,
Two-Weapon Fighting feat
3Pierce Armor* feat
4Dex +1
5Double Slice feat
6Improved Two-Weapon Fighting feat
8Dex +1
12
Advanced Feats: The Cavalier's Creed

9Improved Critical (rapier) feat, Precise Strike feat


11Greater Two-Weapon Fighting feat Thats Quite a Charge
12Two-Weapon Rend feat, Dex +1 So just how much damage can the 20th-level
13Buckler Mastery* feat tawny knight do on a charge? Without taking
15Combat Reflexes feat into account magic items, a small lance does 1d6
16Str +1 damage. A two-handed grip gives us +7, Power
17 Outflank feat, Shield Slam feat Attack yields +18, basic challenge is a cool +20,
18Shield Mastery feat Bloody Banner is +4, and knights challenge tacks
19Bashing Finish feat on 20. Not a bad start.
20Str +1 Spirited charge is triple damage as is supreme
* Indicates feats from The Cavaliers Creed. charge as is the lances critical multiplier, totaling
seven times normal damage using the multiplier
math in d20, which add on the additional
Black Knight's Mount Details
damage from each effect in play. Now the
Race: horse challenge damage is extra damage, which you
Skills: Intimidate, Perception dont multiply, but Power Attack and Strength do
Leveling Guide (feat choices per level): bonus damage which is multiplied. Supreme
1Medium Armor Proficiency feat charge and Bloody Banner
2Heavy Armor Proficiency feat add to all damage rolls, so
5Power Attack feat that multiplies too.
8Improved Bull Rush feat Add it all up, and that
10Intimidating Prowess feat gives us 3237 times 7 for
13Combat Reflexes feat 224259 plus 20 more for
16Improved Overrun feat as much as 279 damage.
18Barreling Overrun* feat Even an un-buffed
* Indicates feats from The Cavaliers Creed. average non-critical hit is
about 192 damage, which
is serious business.

13
Advanced Feats: The Cavalier's Creed

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Advanced Player's Guide. Copyright 2010 Paizo Publishing, LLC;
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14
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