If each Dapsara, Shelyn's servitor race, are dedicated to a single form of music, dance, etc. does that mean that somewhere there's a divine creature whose life is entirely dedicated to mumblecore rap?
One of my biggest desires from the monsters in 2e is better representation of animals, and I am ecstatic that it sounds like you're going that direction. Just because animals are in the real world in no way means they should be unexciting or not dangerous. I'm also very excited to see how druid mechanics interact with these animals. Maybe the animal companion "class" will have its own set of unique options?
Been working on some Metal Gear options for the last couple weeks, so I'll just toss them up here. I originally wanted all of FOXHOUND and the Cobra Unit to be represented but... Not sure what to do for some of them. Not super happy with the Psychic Discipline, but I wanted to do some weird things with it and it's a new mechanic that I don't quite have the handle on how powerful it's supposed to be yet.
FEATS
CQC Style
Using both a ranged and melee weapon at the same time give you the ultimate amount of adaptability.
Prerequisite: Combat Expertise, proficiency with any one-handed firearm, base attack bonus +2.
Benefit: While using this style and armed with both a one-handed firearm and a light melee weapon, Combat Expertise grants an insight bonus to your CMB when making a disarm, grapple, sunder, or trip combat maneuver equal to the dodge bonus to AC granted by the feat. In addition, the melee weapon you wield when fighting in this way gains the disarm and grapple weapon qualities.
CQC Shot
By holding your firearm with both hands, you can stabilize your shots and increase your accuracy.
Prerequisite: CQC Style, Point-Blank Shot, Improved Disarm, base attack bonus +6
Benefit: While using CQC Style and armed with both a one-handed firearm and a light melee weapon, you may add your Strength modifier instead of your Dexterity modifier to attack rolls made with your firearm. In addition, when you successfully disarm a one-handed weapon when fighting in CQC Style you may choose to drop one of your weapons and equip the disarmed weapon.
CQC Slam
It is important to remove enemies from the combat entirely with CQC, and you have learned to hold targets down while continuing to fire.
Prerequisite: CQC Shot, CQC Style, Improved Grapple, base attack bonus +10
Benefit: While using CQC Style and armed with both a one-handed firearm and a light melee weapon, you may grapple and pin a target using your melee weapon hand and your legs, allowing you to continue to use your firearm with no penalty in these situations. In addition, you can use your enemy’s body to help stabilize your aim; when you have a target grappled, you gain a +2 bonus to attack rolls made with your firearm.
Ocelot Style
You have trained to fight like the noble ocelot and know how best to take advantage of your environment.
Prerequisite: proficiency with any one-handed firearm, base attack bonus +2
Benefit: While using this style and equipped with either a one-handed firearm and nothing else or two one-handed firearms, you gain a +2 to all attacks against creatures who are not threatened by any creatures, including you. In addition, while using this style you may ricochet your bullets off of the walls to hit targets that you could not normally. As a standard action, you can fire a single shot (or two if you have two firearms equipped) at a wall or solid piece of terrain; the wall or piece of terrain is treated as the origin of the attack to determine line of sight, cover, and concealment.
Ocelot Display
You have learned to make a display of your attacks, so as best to throw your enemies off-guard.
Prerequisite: Ocelot Style, Improved Feint, base attack bonus +6
Benefit: While using Ocelot Style and equipped with either a one-handed firearm and nothing else or two one-handed firearms, you may make a feint attempt at any single creature in sight by twirling your firearm in a dramatic fashion. If you successfully do so, any firearm attacks against that target that you make before the end of your turn do not allow the target to use its Dexterity bonus to AC (if any). In addition, when you ricochet an attack using Ocelot Style, you may choose to ricochet the bullet off of two walls by taking a -5 to the attack roll.
Ocelot Tension
You are attuned to the ebb and flow of combat, and have learned to crave the dangers of reloading your firearms.
Prerequisite: Ocelot Display, Rapid Reload, base attack bonus +10
Benefit: While using Ocelot Style and equipped with either a one-handed firearm and nothing else or two one-handed firearms, you may choose to reload all of your equipped firearms as a full-round action, despite the number of your free hands. If you do so, you may add the enhancement bonus of all of your equipped firearms as a luck bonus to all saving throws and to AC until the start of your next turn. In addition, when using Ocelot Style to ricochet bullets, you may do so as part of a full-attack action.
Pain Wielder
You have a particularly strong connection with hornets, wasps, and bees and can command these creatures to aid you in combat.
Prerequisite: Ability to cast cape of wasps Benefit: When you are under the effects of the spell cape of wasps, as a free action you may make the wasps cling to your weapon, allowing the weapon to poison any creature hit by the weapon as if they had been hit by the wasps in the swarm. This can be performed with ranged weapons as well as melee weapons; the wasps replace the standard ammunition being used with a ranged weapon covered in wasps, replacing any enchantments present on the ammunition with the poison from the wasps.
ARCHETYPES
Spotter (Familiar Archetype)
Some snipers train their familiars, such as parrots, as spotters, alerting them to nearby dangers and assisting them in seeing their targets.
Alertness: A spotter gains Alertness as a bonus feat, rather than providing it to its master.
See Through Familiar (Su): At 7th level, as long as the spotter is within 1 mile of its master, the spotter’s master can close his eyes and see through the eyes of the spotter as a swift action. When the spotter’s master opens his eyes, this effect ends. This ability replaces Speak with Animals of Its Kind.
Early Warning (Ex): At 11th level, as long as the spotter is within arm’s reach, its master gains Improved Evasion and a +4 bonus to Initiative.
CLASS OPTIONS
ALCHEMIST DISCOVERIES
FOXDIE: You have learned to tailor a poison to a very specific individual. You can craft the FOXDIE poison, as is detailed below. When crafting FOXDIE you must specify a specific creature or creatures (you can specify a number of creatures equal to your Intelligence modifier) that the poison affects; all other creatures are completely immune to FOXDIE. You can only have a single instance of FOXDIE active at any given time. If you craft a new dose of FOXDIE, the previous FOXDIE dies and goes completely inert. You may inject your FOXDIE into a willing or helpless creature that is immune to the FOXDIE you have created; doing so is a full-round action, and that creature will always act as the center of 30 foot radius of FOXDIE’s effect. FOXDIE can only be active while inside of a living creature. If its host dies, or if its container is spilled or destroyed before you can inject it into a creature, the dose becomes useless.
FOXDIE Price 2,100 gp
Type poison (inhaled); Save Fortitude DC (10+crafter’s Intelligence modifier)
Initial Effect 1 Con drain; Secondary Effect 1d3 Con damage; Cure 2 consecutive saves
PSYCHIC DISCIPLINES
Disgust
Your psychic powers developed when you were young, and the thoughts of every creature around you forced their way into your mind. You grew to hate these voices and developed your powers out of a desire to block them out.
Phrenic Pool Ability: Wisdom
Bonus Spells: delusional prideUM (1st), unnatural lust [Ultimate Magic] (4th), unadulterated loathing [Ultimate Magic] (6th), phantasmal killer (8th), utter contemptUM (10th), curse of disgust [Ultimate Magic] (12th), foe to friend [Advanced Players Guide] (14th), irresistable dance (16th), weird (18th).
Discipline Powers: Your powers allow you to force away unwanted thoughts and bring out the sides of creatures you most hate.
Worm Their Way In (Su): You were born with no control over whether or not the thoughts of creatures around you enter your mind or not. You’ve learned to ignore it to a certain extent, but it still affects you whether you like it or not. You may always act in a surprise round. In addition, as a swift action you can open yourself to the influences of those around you; you gain any numerical benefits or penalties granted to creatures within 30 ft of you via a morale bonus, spell or spell-like ability with the emotion descriptor, a mind-affecting effect, or a fear effect until the end of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. If you accept any penalties in this way, you regain 1 point in your phrenic pool.
Fated to Bring Pain and Misery (Su): At 5th level, once per day you can cast dominate person as a spell-like ability and command the target to “Disturb.” This command cause the target to act erratically: it cannot attack, but it can gesture at allies and act like it is going to attack, and it continuously talks in a highly disturbing manner about personal things that the target knows about its allies and about the target’s connection to its allies. All creatures within 30 ft of the target of this ability who are not that creature’s enemies must make a Will save or become shaken.
Desire to Be Alone (Su): At 13th level, you are under the constant effects of detect thoughts. By concentrating, as a move action you can suppress this effect and drastically increase your mental defenses. While you are suppressing your constant detect thoughts and are not under any other effects that allow you to hear the thoughts of others, you may add ½ your psychic level on all Will saving throws. However, this is very taxing; in addition to the concentration that it requires, you take a penalty equal to your Wisdom modifier on all caster level and concentration checks that you make.
ROGUE TALENTS
Decoy Octopus (Ex): You have learned how to enhance your disguises and impersonations of specific individuals so that even magical detection cannot see through your lies. When creating a Disguise of a specific individual that is either helpless or willing, you may spend an extra hour taking blood from that individual and injecting that blood into yourself. If you so so, you receive a +10 circumstance bonus on all Disguise and Bluff checks made to convince others that you are that individual and you are treated as that individual for the effects of all spells and abilities that would affect the individual or his creature type. This remains in effect for a number of days equal to your Intelligence modifier, even if you remove your disguise before then.
SLAYER TALENTS
Sniper Wolf (Ex): When you use Studied Target, you focus on your target so much that you form a powerful emotional connection to them. As long as you can see your target, you gain your Studied Target bonus as a morale bonus to your saving throws in addition to the normal bonuses that the ability grants.
After seeing that the Stalker Vigilante can gain a climb speed, the only thing in the whole world that I want is a magic item in the final book that lets you web sling.
"You may call me ‘Murray’! I am a powerful demonic force! I am the harbinger of your doom! And the forces of darkness will applaud me as I stride through the Gates of Hell – carrying your head on a pike!"
"Stride?"
"All right then, roll! Roll through the Gates of Hell!"
"You may call me ‘Murray’! I am a powerful demonic force! I am the harbinger of your doom! And the forces of darkness will applaud me as I stride through the Gates of Hell – carrying your head on a pike!"
For Telekinetics, a good source of inspiration could also be Mass Effect. Biotics have the ability to tear things apart with their minds with warp, doing direct damage. I don't see why a Telekinetic couldn't just... try to move a person's body in multiple directions to deal damage. :D
Telekinetic: Invisibility! I can't get past the idea that Kineticist would be a great class to build an Invisible Woman type. Especially if there's a Force Blast option.
All occultists rock medium armour and heavy weaponry.
I think this is okay, thematically. You're an item specialist, and both armors and weapons can be implements for you. If you find a greatsword and study it for a minute, you're learning everything about it and who has touched it in the past. Why would you not know how to swing it effectively?
Hellboy was one of your examples of an occultist, and he's been known to carry a big weapon or two. :)
If every other Kineticist can choose to become the element that they're associated with by picking up Kinetic Form, I'm a little surprised that the Telekineticist can't at least bend light and turn invisible. The Human Torch is easy as a Kineticist, but I honestly think the Invisible Woman should be one, too. Besides, the Telekineticist is already the tricksiest of the bunch. I don't think it's much of a shift in character for what Aether can do.
Yeah, I went and took your advice. I changed Energy Boost to increase by +1 instead of +2, and I also made Redline deal a little more damage as you level, since 10 points of damage is just a silly amount to heal at a certain point.
This is a pretty neat class. I wonder out loud if Forbidden still checks it.
I do indeed!
You make a lot of solid points re: high level play. I was way more worried about making the armored viable in the early game when I made energy boost go up by 2. I will absolutely consider your suggestions.
This is why I like opening things up like this, though. I just don't have enough experience with super high level to make the same judgment as I can at early levels. Thank you!
1) What Would Happen If You Kicked a Chihuahua?
When big creatures hit smaller creatures, it should move them. It should be built right into the size mechanics. Awesome Blow isn't good enough. If a Stone Giant hits a Halfling, that Halfling shouldn't stay in the same square it started in. My house rule is Any creature who hits a creature two or more size categories smaller than itself can initiate a Bull Rush as a free action. Use the Grenade Scatter rules to determine the direction of the Bull Rush.
In addition, what happens when a chihuahua runs right in front of you while you're walking? You trip, super easily if my experience is worth anything. I don't know if smaller creatures should have a penalty to trip at all.
Our Powers Combined (Su): Witches with this hex may form a special coven designed to cast a powerful summoning ritual. For the purposes of this coven, a hag does not need to be present, and the normal spell-like abilities granted from a coven are not available to be cast. Any witch with this hex within 10 feet of another witch with this hex may spend 1 minute to perform this ritual. Upon completion, an eidolon is summoned as if by a summoner of a level equal to the average level of the witches performing in the ritual. This eidolon has extra points in its evolution pool equal to the number of participants in the ritual -2. The eidolon is loyal only to the group that summoned it (if it receives conflicting requests from those that summoned it, it will do nothing), and it remains for a number of hours equal to the number of witches who participated in the ritual. A witch must have the coven hex to select this hex.
Also, I think it would be wonderful to see something that encourages the use of a single weapon swashbuckler with nothing in the off-hand (though I suppose a feat tree or archetype could be coming for that). I think that's a far more iconic image for a swashbuckler, and the free hand could open up some fun in-combat options.
It's very unfortunate that the swashbuckler relies on light or one-handed piercing weapons. When I think of a piratey swashbuckler, I would immediately want to go for cutlass or scimitar before a rapier.
And if there's anything I learned from Metal Gear Rising, it's that katanas are fun for parrying. :D
I think the main reason why druids don't get scalykind is that scalykind was a late arrival on the domain scene. I would absolutely allow it; if you can be a dragon shaman, you should probably be allowed to have the dragon subdomain.
I'm just gonna copy/paste my character concept right here. I fully admit that this was all inspired from me taking the Tongues curse WAY TOO SERIOUSLY.
Karawane Bambla:
Karawane Bambla
Dark Tapestry Oracle, Tongues Curse
75 years old
Karawane Bambla, or as he is known to his friends and relatives, Kar, is a gnome who, from the very beginning has had a full-on obsession with words. When he was young, his parents would read him stories of far-away lands, and whenever a foreigner would visit his town, Kar would run to them and ask a million questions. These conversations were Kar’s most formative experiences, and would inevitably steer towards a discussion of language; anybody who Kar met who knew a non-common, non-gnomish language was encouraged by him to speak in it as much as possible.
Kar took his obsession with him into his adulthood; he is a linguist by trade, serving as a translator and interpreter for whoever is willing to pay for his services. Recently, he has begun to call himself a “historical linguist,” finding old books of dead languages and absorbing them all.
This is what started all of Kar’s problems.
In the deepest, most forgotten basement of the oldest library in the world, Kar happened upon a small tome, incredibly ancient but still surprisingly intact. A small lock appeared to have once kept the tome secure, but rust had ruined the mechanism and time had faded the runes. With a swift action, Kar opened the large book to discover... nothing. For hundreds and hundreds of pages, not a single word, letter, or line had been written. Disappointed, Kar began to put the tome back, and in the process opened the book to the very last page. There, written in symbols both strangely familiar yet utterly alien, were three short words. Curious, Kar muttered the words under his breath -- but how did he know what they said if he had never seen these symbols before? and why did he suddenly have an ominous feeling about their meaning?
Kar stared at the three words, unable to blink or look away. He read them aloud again without meaning to, and then he repeated them again. And again. And again. The more he repeated the words, entirely unable to stop, the more he felt a... presence in his mind. After exactly 376 repetitions of the phrase, Kar was finally able to stop, and what was now clearly a strange ritual had ended. Kar was no longer simply Kar; he was a shell, inhabited by a being, summoned into him through a process Kar has now dubbed “memetic transposition.”
All Kar knows for sure is that this new entity within him has a name: Unggol, The Untempered Fragment. Recently, Kar has been experiencing blackouts, periods of increasing amounts of time in which he can remember nothing. He fears that these blackouts and the strange magical powers he has begun to manifest are a result of Unggol’’s continued attempts to assert himself as the dominant personality.
Unggol
The Untempered Fragment
That Which Lurks in Broken Skies
He Who is Forgotten By the Impossible
Once a minor ancient god of great power, Unggol was shattered by his brethren in response to his attempts to kill and absorb them. After his revolt was stopped, his pieces were scattered across the multiverse, with one small piece taking the form of the three words that Karawane discovered. By forcing the gnome to repeat the words that made up this fragment, Unggol was able to summon much of his old mind and spirit into his new (and, for the moment, still occupied) body.
Unggol asserts himself whenever he wishes, but this is easiest to do when Kar is under stress and can’t focus on fighting Unggol. Unggol also shifts Kar’s form as he wishes; the common signs of Unggol’s dominance are Kar’s eyes (which shift into the appearance of a night sky, with crescent moons where his pupils once were) and mouth (from which protrude a cluster of small, purple-tipped tentacles). As time goes on, and Unggol regains his strength, Kar will gain more magic and Unggol will learn to twist his form even more.
The most troublesome part of the whole situation for Unggol is the very fact that he is existing in a solid body; as a creature used to living in a pure, chaotic, unstable form, having a body and a brain is forcing a structure upon Unggol’s madness. This structure weakens Unggol, forcing him to bend his powers to fit the world in which he finds himself. This structure also grants Kar the slightest influence over Unggol; Unggol seems to be bound by Kar’s strictest personal moral codes and can’t force Kar’s body to do something he would abhor, a fact that drives the mad god even more insane.
I've added some very basic abilities to both help round out the table and his basic combat capabilities. I've also put in a clause about the bonded armor only working for the armorer.
however, if you have a cohort who is one of these, handing off this armor to say a caster giving it the casting armor upgrade.... then it suddenly makes the caster much stronger
That... brings up a good point, doesn't it. Nowhere do I specify that the armor only works for the armorer. Definitely not how I intended it.
I think he'd need something more. All full Bab-martials have got some kind of numerical bonus(Rage, Weapon Training, Smite) to push their attacks further.
Also some of the awesome abilities like Powered Hammer should kick in earlier IMO. Shure it's quite strong, but it is also really depressing if one wants to play a Hammer wearing Amourer and has to wait till lvl 10 to get his concept work.
Fair enough! Maybe those dead levels can be filled with some sort of increasing bonus to something or other.
Okay, I DID just change the progression for Upgrade right before uploading it, from every 2 levels to every 4 levels... I maybe should not have second-guessed myself. Maybe every 3 levels would be better? I just worry about it being the same progression as alchemist discoveries.
This is my attempt to make a powered armor base class; I know it's a pretty commonly attempted class for people to make, but I've never been too satisfied with the ones I've seen before. I wanted to make it something that you could come in and have a TON of options with which to customize your armor.
I JUST finished it, so I'm not going to claim that it's completely finished. I'm pretty unsure about some of the numbers involved, so I'd like people to come in and look at it, rip it apart. (Also, I'm not completely sold on the name, but it's the best I have at the moment)
Nox arcana and Midnight Syndicate might have some suitable songs. I also enjoy Pirates of the Caribbean OST, specifically the songs played when the Kraken appears!
Another very helpful list of suggestions. Thank you!
My players are coming up to the final, dramatic fight with the BBEG they've been chasing around for a while. He's a Worm That Walks that is a powerful priest of Cyth V'Sug that's unleashed a massive plague of vermin and fungus that's covered about half the planet at this point.
I want to make this fight feel as important as possible, so I want to accompany it with a good, epic soundtrack, but... I haven't a clue of even a TYPE of music to go for that's both epic enough and still reflects the gross fungus-and-worminess of the fight.
What kind of Order would a Captain choose? There are already order abilities that reward a high Charisma, so +1 to the Charisma suggestions. Were you considering homebrewing an order to go with the archetype?
I had been mulling over maybe needing three separate Orders to choose from, for air, land, and sea. No idea what each would offer yet, but...
Can banner not be siege weapons, as with, say, a chariot, it might be a bit tough to fit on a catapult.
I did consider making it just all ranged attacks. However, the standard cavalier banner only works on charges, which is pretty situational in a lot of cases, so I thought it may be best to keep it that way. I've been having an internal debate about it for a while now.
Maybe your archetype should allow the Captain to add his Charisma bonus on Profession (driver) checks in addition to Wisdom? There are plenty of precedents for that sort of thing.
"Welcome to my sleigh, it is out operational HQ." I think this could probably be dropped.
Does Santa have Leadership, and are his reindeer followers? I think these are important questions to ask. :) But! Actually, I can see it working for the smaller vehicles; expeditions across the North Pole often see people using sleighs as transportation for the pieces of their base of operations, right?
Whale_Cancer wrote:
Other than that I kind of like it. I almost feel like you could distinguish between captains of large ships or airships and smaller vehicles like gliders, rowboats, or chariots. Smaller vehicles could use a rather different archetype. Just a thought.
I do agree that one of the major weaknesses here is that I tried to make a cavalier that can work with ANY vehicle, instead of just settling with one.
Captain
While a traditional cavalier spends much of his early career learning to train and ride animals, there are those who learn to become much more familiar with vehicles. Captains are those who have taken the time to learn every part of a galley, train day and night on a chariot, or begin to study the intricacies of making an airship fly.
Bonded Vehicle (Ex)
A captain is bound to a particular vehicle, of which he is the commander and pilot. At 1st level, a captain gains one of the following vehicles of his choice with which he forms a bond: wagon, cart, carriage, chariot, dog sled, glider, sleigh, rowboat, or wagon. If a captain wishes to bond with a new vehicle, he must put that vehicle through a series of rigorous tests to ensure it’s safety, a process that takes 24 hours. A captain with the Leadership feat treats his bonded vehicle as a base of operations for the sake of determining the captain’s Leadership score. This ability replaces mount.
Captain’s Maneuvers (Ex)
At 3rd level, a captain receives a +4 bonus on combat maneuver rolls with his bonded vehicle. In addition, the captain adds his his Charisma modifier to damage from a ramming maneuver with his bonded vehicle.
This ability replaces cavalier’s charge.
Expert Pilot (Ex)
At 4th level, a captain gains a bonus equal to ½ his captain level on drive checks made to pilot his bonded vehicle.
This ability replaces expert trainer.
Flag (Ex)
At 5th level, the flag a captain flies becomes a symbol of inspiration to his allies and companions. As long as the captain’s flag is visibly attached to a major part of his bonded vehicle, all allies upon the bonded vehicle (even those who cannot see the flag directly) receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made with a siege weapon. At 10th level, and every five levels thereafter, these bonuses increase by +1. The flag must be at least Small or larger.
This ability replaces banner.
Mighty Ramming (Ex)
At 11th level, when making a ramming maneuver against a creature or object, the captain’s bonded vehicle takes a quarter of the damage dealt instead of half. In addition, when making a ramming maneuver, any creatures pulling the captain’s bonded vehicle are treated as having evasion.
This ability replaces mighty charge
Supreme Ramming (Ex)
At 20th level, a captain’s vehicle is a truly terrifying force of destruction. When making a ramming maneuver with his bonded vehicle, a captain rolls d12s instead of d8s. In addition, when making a ramming maneuver against a creature or object, the captain’s bonded vehicle takes no damage and any creatures pulling the captain’s bonded vehicle are treated as having improved evasion.
This ability replaces supreme charge.
Why is this Archetype Wisdom-based? (Captain's Maneuvers)
Your Cavalier is a captain. That's a leadership position, so everything should be Charisma based, not Wisdom. Feels like this needs some sort of Leadership tie-in.
Mainly, I felt it should capitalize on Wisdom being the score that all of the drive checks are based on. Also, leadership options sound solid except for the fact that I wanted the captain to be able to pilot much smaller vehicles, like chariots, just as easily as he might a galley.
Alexander Augunas wrote:
Also, you never note what kind of vehicle your captain gets for free? Can I take a longship? That's worth 10,000 gp. I could just take the most expensive vehicle possible and sell it for some fast cash, buy a cheaper vehicle, and still have several thousand gp left over to deck myself out in bling with.
That... is an honest to goodness goof. I could have sworn that I put in a clause similar to a gunslinger's guns that he can't sell for full price. I'll have to work on putting that in (again?).
Alexander Augunas wrote:
Adding a bunch of extra damage dice to a vehicle that already has a size-based damage system does not seem like a good idea. How is the cavalier causing his ship to do those extra dice of damage? The original Mighty Charge ability doubles the critical threat range and allows the cavalier to make a free combat maneuver check when he charges. I would take a hard look at the vehicle rules and see if I couldn't find some sort of maneuver (maybe boarding) to tie this to instead. Maybe, "whenever you successfully deal ramming damage to an enemy, you can board that vehicle as part of the action." Sort of like swinging from the mast and onto the ship sort of thing.
Also a solid idea! One that I may very well steal some ideas for in my revision. :D Thank you very much for the critique. It was extremely helpful.
Inspired by the fact that a Cavalier is a kind of incredibly stupid idea for a game like Skull & Shackles (but shouldn't be!!!), I present to you:
Captain
While a traditional cavalier spends much of his early career learning to train and ride animals, there are those who learn to become much more familiar with vehicles. Captains are those who have taken the time to learn every part of a galley, train day and night on a chariot, or begin to study the intricacies of making an airship fly.
Bonded Vehicle (Ex)
A captain is bound to a particular vehicle, of which he is the commander and pilot. At 1st level, a captain gains a land or water vehicle that he forms a bond with. No matter what type of vehicle it is, the captain’s bonded vehicle does not start with any weapons or other items attached to it. In addition, it is incredibly difficult for anybody who is not bonded with the vehicle to control; the DCs of any drive checks are considered 5 higher for anybody who is not the captain.
If a captain wishes to bond with a new vehicle, he must put that vehicle through a series of rigorous tests to ensure its safety, a process that takes 24 hours. This ability replaces mount.
Captain’s Maneuvers (Ex)
At 3rd level, a captain receives a +4 bonus on combat maneuver rolls with his bonded vehicle. In addition, the captain adds his his Wisdom modifier to damage from a ramming maneuver with his bonded vehicle.
This ability replaces cavalier’s charge.
Expert Pilot (Ex)
At 4th level, a captain gains a bonus equal to ½ his captain level on drive checks made to pilot his bonded vehicle.
This ability replaces expert trainer.
Flag (Ex)
At 5th level, the flag a captain flies becomes a symbol of inspiration to his allies and companions. As long as the captain’s flag is visibly attached to a major part of his bonded vehicle, all allies upon the bonded vehicle (even those who cannot see the flag directly) receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made with a siege weapon. At 10th level, and every five levels thereafter, these bonuses increase by +1. The flag must be at least Small or larger.
This ability replaces banner.
Mighty Ramming (Ex)
At 11th level, when making a ramming maneuver with his bonded vehicle, a captain adds +2d8 to the total damage dealt from the ram. In addition, when making a ramming maneuver against a creature or object, the captain’s bonded vehicle takes a quarter of the damage dealt instead of half.
This ability replaces mighty charge
Supreme Ramming (Ex)
At 20th level, a captain’s vehicle is a truly terrifying force of destruction. When making a ramming maneuver with his bonded vehicle, a captain rolls d12s instead of d8s. In addition, when making a ramming maneuver against a creature or object, the captain’s bonded vehicle takes no damage.
This ability replaces supreme charge.