Flavor Build, Fell Rider, Order of the Whip


Homebrew and House Rules


Toying with the idea of taking this fell rider archetype and making him a full on intimidate with a whip kind of guy, charging around the battlefield, tripping and disarming and generally being a nuisance. Have yet to flesh out any real stats yet, seems like he won't be much of a damage dealer, but would have to be proficient in more than just a whip when not mounted. Maybe fighter or brawler multiclass? Any help formulating a viable build for a relative newbie would be much appreciated.


Flagged to move to the Advice forum - this doesn't relate to homebrewed material.

The dirty fighting feat will be helpful to meet prerequisites for the feats you want. When off your mount you might find it useful when flanking, possibly with your mount as the other flanker. There are ways of bringing your mount with you into buildings or caverns which horses would usually have problems with like hosteling armor, the odd spell etc.

Cavaliers are proficient in more than whips, that's not a problem. Full BAB and maybe the power attack feat are a decent start on competence if that was what you meant.

The edicts of the order of the whip (The cavalier must seek out those weaker than himself to punish and torture. He must force others to obey his commands without question. He must strive to cause pain and suffering wherever possible. ) sound like they'd be a problem in most games. You're sure they're OK in yours?


avr wrote:

Flagged to move to the Advice forum - this doesn't relate to homebrewed material.

The dirty fighting feat will be helpful to meet prerequisites for the feats you want. When off your mount you might find it useful when flanking, possibly with your mount as the other flanker. There are ways of bringing your mount with you into buildings or caverns which horses would usually have problems with like hosteling armor, the odd spell etc.

Cavaliers are proficient in more than whips, that's not a problem. Full BAB and maybe the power attack feat are a decent start on competence if that was what you meant.

The edicts of the order of the whip (The cavalier must seek out those weaker than himself to punish and torture. He must force others to obey his commands without question. He must strive to cause pain and suffering wherever possible. ) sound like they'd be a problem in most games. You're sure they're OK in yours?

Actually yeah, we will be running the Hell's Vengeance path, should have mentioned that this will be an evil campaign.

Thought it might be fun to homebrew some combination of rules that incorporate drag into his trip maneuvers while mounted ala ride by, trip, and drag.


You aren't going to have the feats to trip, drag, and still fit in a mounted feat or two and maybe power attack. Cavaliers just don't get that many bonus feats and making trip or drag useful costs, with little overlap in the required feats.

If you look at just tripping the feats to level 10 might go

1: Dirty fighting
Tactician 1: Tandem trip or coordinated maneuver
Order 2: Whip mastery
3: Improved trip
5: Power attack or signature skill (intimidate)
Cavalier 6: Greater trip
7: Mounted combat
9: Indomitable mount (if you can skip the Lastwall affinity prereq) or trick riding, or ride-by attack, or whichever feat you didn't get at level 5.
Greater tactician 9: Outflank

If you want more whip feats or drag feats or more intimidate feats or more mounted combat feats you need to cut something, and you already have to make choices in what I plotted out there.

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