Post your Cavalier builds / opinions


Advice


The name names the question.

I personally find the Cavalier looking like a quite decent class with it's pro's and con's like all the classes, what I'm having problems is trying to build some sort of ''powerbuild'' out of it since I want it actually to be a good character who can handle on his own and is a good addition to our 6 player party of a sorcerer,bard,witch,ranged,barbarian and my rogue atm.
The weapon I'm thinking of specialising is a totem spear, good dmg, love the reach 10 feet and like the 3x crit though it's not always you roll natural 20, or then a bastardsword and a large shield does it, keeps you alive and gives still the same dmg though lower crit and no reach but maybe it suits him better. My idea of making the Cavalier into an elf ain't probably a powerbuild choice but I don't want the character to be a soulless killing machine, a drow gives still the dex and cha that are useful to cavalier and I can hope for good rolls when I make the character.

Anyone has any experience playing Cavalier's, would love to hear how it worked out and even better if you could post your character builds/sheaths/stats or what you like to call them. Thanks. :)


Not a power build per se, but one I have ready as a replacement PC for a Kingmaker campaign I am in.

Trig Medvyed: Gnome Cavalier - Order of the Sword:

(roll 4d6, drop lowest and reroll any two ones)

Str 14 -->(16) lvl4&8
Dex 12
Con 14
Int 12
Wis 12
Cha 16

Trig
lvl1 - Mounted Combat, Outflank

lvl2 - By my honor
lvl3 - Ride by Attack, Cavalier’s Charge
lvl4 - +1 Str(15)
lvl5 - Spirited Charge
lvl6 - Vital Strike
lvl7 - Power Attack
8th - Trample, +1 Str(16)
9th - Lookout, Imp. Crit (lance)

Mount

1 - Wolf: Combat Trained, Light Armor Proficiency, Power Attack

2 - Improved Bull Rush

3 - +1 Str and Dex

4 - Switch to Boar, +1 Wis(14)

5 - (nothing)

6 - +1 Str (19) Dex (12)

7 - (nothing)

8 - Medium Armor Prof.

9 - +1Str (20)

10 - Greater Bullrush


Kratzee wrote:

Not a power build per se, but one I have ready as a replacement PC for a Kingmaker campaign I am in.

** spoiler omitted **

Looks nice like a basic build :) but what's up with everyone using gnomes and halflings :D? is it because you can ride wolves and dogs?


It's hard to look at the Cavalier and not see a Paladin focused on mounted combat, without alignment restrictions or divine casting. This trade-off has its ups and downs - more downs than ups, I think - but it makes for an interesting, and occasionally deadly class.

The major problem with mounted classes is that you can't always bring your mount with you wherever you go. Ironically, mounted characters are less mobile than regular characters: it's hard to fit a heavy warhorse in a typical dungeon, and even ponies and riding dogs have trouble with physical obstacles, such as walls, without the aid of magic.

As such, ask your DM before playing a Cavalier: are there going to be a lot of standard dungeon-crawling adventures, or will the game take place mostly above ground, in natural settings?

If the game is 100% dungeon crawling, I suggest picking a different class. Paladin or fighter are good choices, which can carry a lot of the same theme and feel, without forcing you to focus on being mounted. If you are starting high enough in level, you can look towards some magical items that will help you get your mount around (ask if you can design some horseshoes with a constant spider climb effect, or some such). Even so, I suggest a small character, as medium mounts can go places that large ones can't. (More on small races below.)

If the game is mostly dungeon crawling, but still has some overland traveling/adventuring, the Cavalier can do alright for his/herself. Just don't focus too heavily - or at all - on feats that will disappear if you need to leave your mount outside somewhere. Go with the standard combat feats (power attack, weapon focus, etc), and rely on your Challenge ability to be a menace in combat.

If the game is mostly on the surface, outdoors, then the Cavalier can really shine! Mounted Combat, Ride-By Attack, Trample, and Spirited Charge, ASAP. A Spirited Charge + your Challenge ability = horrifying damage. Add in Power Attack if/when you can fit it in for even more hurt; the penalty to attack is easily balanced out by your bonus to hit when charging. Don't neglect Trample: it's wonderful for getting past (over, really) lesser opponents in the way of your charge at the baddest monster on the field. This is often a Cavalier's #1 duty, as there is no sense wasting a daily use of Challenge on some silly goblin; let your friends clean up that mess, while you punish the BBEG for daring to be at the wrong end of your lance.

In terms of ability scores, Strength is obviously key. Con is nice, too, naturally, and even Dex 12 can help when wearing plate. Int and Wis aren't key, but I wouldn't dump either. Depending on which order you choose, Charisma can be quite useful, but you may also be able to dump it.

In terms of races, you're right that elves make a rather lousy choice: the Dex bonus isn't as important as the loss to Con, and +Int is meh. Your other racial traits aren't of much use either (wee, caster level checks!). But flavour is more important to me, anyway. As it often is, Human is an optimal choice for the feat-starved Cavalier; you can get Spirited Charge at only 3rd level. Half-elf and half-orc make decent choices, too. Dwarf is a little awkward and a bit hard to imagine, but acceptable.

Don't neglect the smaller races. The Cavalier, with it's emphasis on charging, gets most of its damage from bonus sources such as the Challenge ability and Power Attack (which are multiplied x2 or x3 on a charge). In the long run, the loss of 2 (or arguably 4, depending on your race) points of Strength and the drop in weapon damage means little. The size bonus to hit and AC are welcome, though! Both halflings and gnomes also get a bonus to Charisma, which, as mentioned above, can be very useful, depending on your choice of order. Lastly, and most importantly, small mounts can go places that large mounts can't. A halfling or gnome on a war pony (the Bestiary suggests that some ponies get the Advanced simple template - make sure to get your DM's approval for this, it's so worth it!) is a fine choice. For some reason, I like the halfling Cavalier best.

I think that's all I have to say about the Cavalier! I hope the novel was helpful.

Silver Crusade

Yup. Kind of hard to work a full-sized mount into most adventures, but a riding dog can go anywhere people can.


Chris P. Bacon wrote:

It's hard to look at the Cavalier and not see a Paladin focused on mounted combat, without alignment restrictions or divine casting. This trade-off has its ups and downs - more downs than ups, I think - but it makes for an interesting, and occasionally deadly class.

The major problem with mounted classes is that you can't always bring your mount with you wherever you go. Ironically, mounted characters are less mobile than regular characters: it's hard to fit a heavy warhorse in a typical dungeon, and even ponies and riding dogs have trouble with physical obstacles, such as walls, without the aid of magic.

As such, ask your DM before playing a Cavalier: are there going to be a lot of standard dungeon-crawling adventures, or will the game take place mostly above ground, in natural settings?

If the game is 100% dungeon crawling, I suggest picking a different class. Paladin or fighter are good choices, which can carry a lot of the same theme and feel, without forcing you to focus on being mounted. If you are starting high enough in level, you can look towards some magical items that will help you get your mount around (ask if you can design some horseshoes with a constant spider climb effect, or some such). Even so, I suggest a small character, as medium mounts can go places that large ones can't. (More on small races below.)

If the game is mostly dungeon crawling, but still has some overland traveling/adventuring, the Cavalier can do alright for his/herself. Just don't focus too heavily - or at all - on feats that will disappear if you need to leave your mount outside somewhere. Go with the standard combat feats (power attack, weapon focus, etc), and rely on your Challenge ability to be a menace in combat.

If the game is mostly on the surface, outdoors, then the Cavalier can really shine! Mounted Combat, Ride-By Attack, Trample, and Spirited Charge, ASAP. A Spirited Charge + your Challenge ability = horrifying damage. Add in Power Attack if/when you can...

I'd have to say, so far it's been 80% on the surface and most likely will continue since we're working for a city states leader who is preparing for war against an other nation. The most ''dungeon'' we've been was ''one day in game time, half of our session'' been only once and then we've been in a large dwarven city inside a mountain but a horse can move there easily.

So it's gona most likely be kick ass if I take those feats and start building it like that, most likely my stats are going to be these:
Stats: Str:18, Dex:14-16, Con:14, Int:12-14, Wis:10-12, Cha:14
For Weapons, lance does sound the bost upon ones mount but off the mount maybe bastardsword and shield or something else like totem spear!? Suggestions?

Also I'm thinking of making a Drow, the dex won't be that good but the charisma is nice and it's more important to me in the RP sense by being an evil drow on the surface trying to forge a kingdom for himself and rise through one of the elven nation's ranks, our world has evil elven kingdoms which has drow's in them.

I'm curious of the mounts for a medium sized creature, reading Warhammer books, are there any Cold one like mounts in DD 3.5 or PF, '' http://www.mmolecule.com/ektimages/game/war/WAR_DE_Mount_ColdOne_Heavy.jpg '' there's the picture. Maybe a good dinosaur?
Also does the spirited charge stack with the lvl 20 Cavalier ability, Supreme Charge? There's no mention of not stacking nor stacking.

Last but not least, yes that was very helpful! Never thought of some of those feats lol, didn't even know that such a feat like spirited charge existed.


Sir Dante wrote:
Looks nice like a basic build :) but what's up with everyone using gnomes and halflings :D? is it because you can ride wolves and dogs?

I didn't realize that everyone was doing that. I was more trying to figure out what to do with those stats, then thought a gnome riding a pig for justice might be fun . :D


Kratzee wrote:
Sir Dante wrote:
Looks nice like a basic build :) but what's up with everyone using gnomes and halflings :D? is it because you can ride wolves and dogs?
I didn't realize that everyone was doing that. I was more trying to figure out what to do with those stats, then thought a gnome riding a pig for justice might be fun . :D

Hehe yeah it's fun most likely :D I won't however use it, never liked the small folk as my character but as companions they're fun, yeah most likely a gnome or halfling will be the best if one goes in pure powerplay or what might be good in dungeoncrawling. But a drow is strange and as a cavalier who tries to carve own kingdom or become a general in some grand army or merenary leader ;) gona be fun to try that. Selfish drow naturally, no chivalrious clown!


Sir Dante wrote:
I'd have to say, so far it's been 80% on the surface and most likely will continue since we're working for a city states leader who is preparing for war against an other nation. The most ''dungeon'' we've been was ''one day in game time, half of our session'' been only once and then we've been in a large dwarven city inside a mountain but a horse can move there easily.

That sounds pretty optimal for mounted combat! Even if you do need to ditch your mount, you can probably still tank a little (solid HP, heavy armor, and probably a shield) and your Challenge and a few of your other abilities still work well enough.

Sir Dante wrote:

So it's gona most likely be kick ass if I take those feats and start building it like that, most likely my stats are going to be these:

Stats: Str:18, Dex:14-16, Con:14, Int:12-14, Wis:10-12, Cha:14
For Weapons, lance does sound the bost upon ones mount but off the mount maybe bastardsword and shield or something else like totem spear!? Suggestions?

I'd go with a standard longsword as a sidearm for combat on foot. A bastard sword would be nice, but you probably can't afford the Exotic Weapon Proficiency feat. Since you can wield a lance in one hand while mounted, you'll probably have a heavy shield (or light shield if you want to carry your own banner around when you get that ability; I prefer to just have it attached to the horse), it makes sense to use a one-handed weapon. You really can't beat longswords. They're reliable and you're likely to find magical ones.

Sir Dante wrote:
Also I'm thinking of making a Drow, the dex won't be that good but the charisma is nice and it's more important to me in the RP sense by being an evil drow on the surface trying to forge a kingdom for himself and rise through one of the elven nation's ranks, our world has evil elven kingdoms which has drow's in them.

Drow is a great choice, if your DM is offering it. The Spell Resistance is lovely, and you're right that the Cha bonus is better than the regular elf's Int bonus. Darkvision is also nice. The light blindness hurts, but frankly it makes things interesting. It's fun to have a small weakness.

Sir Dante wrote:
I'm curious of the mounts for a medium sized creature, reading Warhammer books, are there any Cold one like mounts in DD 3.5 or PF, '' http://www.mmolecule.com/ektimages/game/war/WAR_DE_Mount_ColdOne_Heavy.jpg '' there's the picture. Maybe a good dinosaur?

The Cavalier class description is pretty specific about the animals you can choose as your mount. You're pretty much stuck with a heavy horse for a medium character. That isn't really a bad thing, though - heavy horses are great. Solid stats, okay attacks, and it's easy to find equipment for them (your horse will probably want light barding; the equivalent of a chain shirt, if/when you can afford it). You could try talking to your DM about alternatives, though, especially if the elves of your nation typically use unusual mounts. But don't expect anything more powerful than a horse for free; that would be a little imbalanced.

Sir Dante wrote:
Also does the spirited charge stack with the lvl 20 Cavalier ability, Supreme Charge? There's no mention of not stacking nor stacking.

It almost certainly does. At 20th level, with Spirited Charge, your charge attacks with a lance would deal x4 damage. OUCH. Double check with your DM, but there is precedence, sort of. The 3.5e Cavalier prestige class had a class ability that dealt x3 damage with a lance, and specified that it was x4 if you also had Spirited Charge.

Sir Dante wrote:
Last but not least, yes that was very helpful! Never thought of some of those feats lol, didn't even know that such a feat like spirited charge existed.

I'm glad! Happy charging! ^__^


If anyone has anymore ideas,opinions,builds anything, please do post it up if you want to :) the more the merrier!
Conversations never end!

Liberty's Edge

For fluff reasons multiclassing into battle herald would be a lot of fun. It preserves a lot of the same flavor but reduces dependency on a mount.


Cavalier 9 / Barbarian 11

Str = 20 + 5lvl +6enh + 6rage = 37 +13

Feat = Spirited Charge - triple damage with a lance

Lance +5

Cavalier Order of the sword
Mounted Mastery (Ex): he can add his mount’s Strength modifier to the damage roll, in addition to his own.

Camel
Mount Str = 20 + 6rage = 26 +8

Rage powers
Beast Totem, Greater (Su): While raging, the barbarian
gains the pounce special ability.

Ferocious Mount, Greater (Ex): While raging and mounted,
the barbarian’s mount gains the benefits of any rage
powers that are constant in effect when the barbarian is
raging

Attacks
20bab + 13str + 5lance +1WF +4charge = 43

+43/+38/+33/+28

damage
19str + 8mount str + 9chalenge +5lance = 1d8 + 41 = 3d8 + 123 per attack


And that is why Pounce should not have returned to Pathfinder. U__U'


Chris P. Bacon wrote:
And that is why Pounce should not have returned to Pathfinder. U__U'

What is a pounce or the pounce? (aah the pounce ability)


Leonardo Trancoso wrote:

Cavalier 9 / Barbarian 11

Str = 20 + 5lvl +6enh + 6rage = 37 +13

Feat = Spirited Charge - triple damage with a lance

Lance +5

Cavalier Order of the sword
Mounted Mastery (Ex): he can add his mount’s Strength modifier to the damage roll, in addition to his own.

Camel
Mount Str = 20 + 6rage = 26 +8

Rage powers
Beast Totem, Greater (Su): While raging, the barbarian
gains the pounce special ability.

Ferocious Mount, Greater (Ex): While raging and mounted,
the barbarian’s mount gains the benefits of any rage
powers that are constant in effect when the barbarian is
raging

Attacks
20bab + 13str + 5lance +1WF +4charge = 43

+43/+38/+33/+28

damage
19str + 8mount str + 9chalenge +5lance = 1d8 + 41 = 3d8 + 123 per attack

Lol never thought one can make such a build out of cavalier's ^-^

That's just pure power lol... but kinda cool, gona take something out of it but maybe a bit too powerplay for our group =)
Cool build though got to admit.


Leonardo Trancoso wrote:

Cavalier 9 / Barbarian 11

Str = 20 + 5lvl +6enh + 6rage = 37 +13

Feat = Spirited Charge - triple damage with a lance

Lance +5

Cavalier Order of the sword
Mounted Mastery (Ex): he can add his mount’s Strength modifier to the damage roll, in addition to his own.

Camel
Mount Str = 20 + 6rage = 26 +8

Rage powers
Beast Totem, Greater (Su): While raging, the barbarian
gains the pounce special ability.

Ferocious Mount, Greater (Ex): While raging and mounted,
the barbarian’s mount gains the benefits of any rage
powers that are constant in effect when the barbarian is
raging

Attacks
20bab + 13str + 5lance +1WF +4charge = 43

+43/+38/+33/+28

damage
19str + 8mount str + 9chalenge +5lance = 1d8 + 41 = 3d8 + 123 per attack

But does it triple the damage? I mean it triples the lances dmg from 1d8 to 3d8 but when does it triple the modifier dmg?


Been looking at a massively powerful group buff.
If a cavalier takes, Outflank and paired oppurtunist, and gangup. Powerful combo on it's own but a cavalier can grant those feats to his allies. Allies only need combat expertise and gangup to take full advantage.

Being able to generate heaps of extra attacks at +4 or +8 bonus for everybody is really powerful....
makes a cavalier (and his flank buddies) Really good in melee (never mind the mount


Sir Dante wrote:


But does it triple the damage? I mean it triples the lances dmg from 1d8 to 3d8 but when does it triple the modifier dmg?

it triples all the damage. The feat says "you deal triple damage with a lance", what is my damage with a lance? 1d8 +41. My damage with a lance is not only the dice or only de modifier is both of them. = ]


It triples the total static modifier damage at the end. So you've got static damage source source x, y, and z (one of which is probably your STR bonus for example) and you crit with your lance (or use Spirited Charge),

You'd roll 1d8 three times, then add 3*(x+y+z) and that's your damage.


I'm not great at min-maxing like some of the people here, but here's my Cavalier I'm starting tonight.

Character: Sir Alrond Taladius

Player: Brian

Race: Human

Size: M

Gender: M

Height: 6'0"

Weight: 210

Age: 29

Alignment: LE

Deity: None

Background: Noble

Languages: Common,

Ability Scores

Str 20 +5

Dex 15 +2

Con 14 +2

Int 10 +0

Wis 11 +0

Cha 14 +2

Hit Points 13d + 26

Special:

Resolute: Convert 3 points of damage per attack to nonlethal damage

Banner: All allies who see the banner and are within 60 ft receive

+2 vs. fear

+1 to hit when charging

Attacks and Defense

AC 10 + Armor + Dex(2)

Touch 10 + Dex (2)

Flat-Foot 10 + Armor

Special:

No penalty to AC after making a charge (when mounted)

Saves

Fort Level(8) + Con(2)

Ref Level(4) + Dex(2)

Will Level(4) + Wis(0)

Attacks

Melee Level(13/8/3) + Str(5)

Ranged Level(13/8/3) + Dex(2)

CMB Level(13) + Str(5)

CMD Level(13) + Str(5) + Dex(2)

Special

Challenge

+13 damage against challenged foe

Both Cavalier and Challenged Foe take -2 to AC from anyone else

If the Challenged Foe attacks anyone else, Cavalier gets +3 to hit

Challenged Foe

Charge

+4 to hit while charging and mounted

Double threat range of any weapon wielded during charge while mounted

Free Bull Rush, Disarm, Sunder, or Trip if charge attack is successful

Tactician

Requires swift action

Grants tactical feat to everyone within 30 ft

Effect lasts 9 rounds

Stem the Tide

Stand Still (requires normal attack)

Feats

Shield Bash, Improved

Shield Focus

Two-Weapon Fighting

Two-Weapon Fighting, Improved

Critical, Improved

Critical Focus

Critical, Bleeding

Dazzling Display

Intimidating Prowess

Double Slice

Skills

Bluff (Cha)

Diplomacy (Cha)

Intimidate (Cha + Str)

Ride (Dex)

Sense Motive (Wis)

Handle Animal (Cha)

Equipment

The War Scepter of House Taladius

+3 Keen, Adamantine Long Sword/Lance/Morning Star

Longbow

Vesper - the Noble Mount of Sir Taladius

Str 22

Dex 17

Con 17

Int 4

Wis 12

Cha 6

BAB +16

Bite 1d4

2 Hooves (1d6)

Multiattack

HP 11d8 + 33

AC +13

F/R/W +10/+10/+8

Skills 11

Combat Trained

Low-light vision

Scent

Speed 50

Feats

Diehard

Endurance

Intimidating Prowess

Mobility

Run

Spring Attack

Even as a young boy, Alrond Taladius had earned a reputation for bravery. The day he stood up to a gang of bullies several years his senior and chased them up a tree was a story that left much laughter in his noble father's house for many years. The fact that what led to that encounter was young Alrond was defending a young, frail boy who had been the target of the gang of bullies abuse for many weeks was a mark of pride for the house. Surely, the young son of the noble would grow up to be a fine leader for the house and the city.

As Alrond Taladius grew up, this incident proved not to be an isolated one. The boy's courage and drive to protect those who could not protect themselves became legendary in the city and the boy became a favorite among the common folk. And, perhaps, it was this love for the boy which led many to not notice his most notable fault - a lack of mercy for those who preyed on the weak.

The Lord, however, took notice and, with the guidance of Father Braigh, the High Priest of the Church of Heironeous, he decided to send the boy away to join the Lord's army at the age of 16. It was thought that if the boy were to learn mercy, he must, first, cultivate a love of peace - and few love peace more than a soldier.

If this did not tame the boy, the Lord hoped that the tender affections of the Lady Eileen, a young girl who had been showing an interest in the boy would tame his savage spirit.

Neither of these strategies worked as planned. Spending time in the Lord's army merely made the boy more dangerous and he showed no interest in the Lady Eileen - it was determined, much to the Lord's shame, that his eldest and most promising son, was interested in the other young men with whom he served.

One of these young men, in particular, a noble's son by the name of Roland seemed to gain the most interest of young Sir Taladius.

It was clear that, unless something were done, young Alrond could not inherit his father's land and title. If left to his own devices, Alrond would not be producing an heir and would end his father's blood line. The Lord consulted once more with Father Braigh and it was hoped that, given the proper environment, young Alrond could be led out of this situation.

Alrond was brought home. Later that year, he received notice that Roland had died during a bandit skirmish. The following spring, Alrond married the lady Eileen.

Soon, he received his father's title and land and his father retired. Sir Talladius' service as the Lord was known for the same defense of those who could not defend themselves and, also, known for a cold lack of mercy - colder than anyone expected. It was as if his heart had died.

It eventually came across his attention that Roland had not died by accident, but had been murdered in a conspiracy orchestrated by his father and Father Braigh. When he gained this information, he entered the temple of Heironeous and killed Father Braigh. Then, he killed everyone else in the Temple and set it to burn.

It was the dry season and the fire spread beyond the temple and out into the city.

Alrond Talladius was now faced with a difficult decision. His father had murdered an innocent and a man Alrond loved. Alrond felt compelled to bring his father to justice, but Alrond, as Lord, was justice in the city. That night, he took the war scepter of the house of Talladius and extracted justice from his father. As the young Lord rode off that night, his father's severed head sat, propped on a pike, in silent anguish, watching the city burn.


I'm not the best optimizer either. However, I was building one for a campaingn that should have a fair amount of outdoor fighting. I was going to use a build similar to some suggested paladin builds to take advantage of the challenge ability. By this I mean, maximizing my chances of crits with an appropriate weapon, and take the critical chain feats. I was also considering going with a TWF sword and shield build. However, I don't know if I'll ever have the chance to run a PC with such a focus on a mounts so I'm settling on the following.

Feats = 1st)Mounted Combat & Power Attack 3nd) Ride By Attack 5rd) Spirited Charge 7th) Trample 9th) Improved Critical 11th) Critical Focus 13th) Staggering Critical

I don't expect this campaign to go beyond 13th.


It's funny but most people don't think cavalier's are any good without their mount. Tactician gives you the Outflank and Paired oppurtunists combo and the ability to grant it to your buddies (eventually swift). This is awesome. Then you get just enough bonus feats to either switch hit or go twf (best if order of shield) sword and board.
Mounted is cool but in 90% of all campaigns it doesn't come up enough.


I've had my first game night.
The GM gave us two combat encounters.
The first one was against a bunch of undead who had touch attacks - so my armor was useless - and who did Int drain, not hit points damage.
The second one was against a bunch of fjying creatures inside an anti-magic zone - so I couldn't fly up to them.
It was like the encounters were custom made to target the class' weak points - rendering the character mostly useless.

Joy.


Playing cavalier in Council of Thieves right now. Campaign is located in big city and I have not been able to use mounted combat very often but as someone have said, cavalier on foot is awesome. Right now he looks like this:

Spoiler:
Theon Tyrell Order of Shield Cavalier 6
ST 18 (16+2), Dex 14, Con 16 (15+1), Int 13, Wis 14, Cha 8
AC 22m hp 64
Melee: +1 Bastardsword+11/+6 (1d10+5)

Skills:
Climb +12, Diplomacy +5, Handle Animal +11, Heal +11/+14, Know (history) +10 (trait makes class skill), Know (local) +10, Ride +8, Sense Motive +6, Swim +8

Feats:
Exotic Weapon Prof. (bastardsword), Power Attack, Precise Strike (tw), Step Up, Iron Will, Vital Strike (b)

And cavalier stuff which can be found from APG..


I'm not fan of optimized characters but I want my characters work. Theon is awesome taking damage from others just standing there. Human inquisitor of Shelyn with glaive is main hitter but his fragile compared to Theon. I have enjoyed playing footed cavalier but ask your gm if you will get chances to fight mounted so you have equipment for that.

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