Cavalier Order of the Wyvern


Homebrew and House Rules


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Hey, kind of a newish player to Pathfinder, but not to pnp in general.

I was taking a look at the cavalier and a lot of the orders. I'm building a half-orc from the Holds of Belkzen, specifically the Murdered Child Clan. Gomrik Ironblood.
What I noticed is that while the Order of the Cockatrice was decent enough, it just didn't seem to fit the mold I was going for. I was talking with a few friends about some of the orders, and what I was really going for was something that would fit a chaotic worshiper of Gorum or Rovagug (his deity is Gorum actually, but I would like to create something that can work for other deities out of Belkzen as well).
Well, I was thinking that this type of order, considering the racial buffs to intimidate half-orcs can get when they add a trait, this type of order should really focus on a combination of demoralizing the enemy through acts of intimidation and brute force, while inspiring those nearby to similar acts of ferocity.
I came up with the order name, because that's damn important about the attitude of the cavaliers that follow such an order. Named it after the most impatient, quick to anger, foul tempered, and even a bit self-destructive of all the dragons, the Wyvern. The beast really does fit the Orcs and Half-Orcs of Belkzen to a T. And such the Order of the Wyvern was born. Let me know what you think, and don't be too hard on me.

It doesn't help that I've been listening to the original Conan the Barbarian soundtrack while designing this order. Constructive criticism please!

Order of the Wyvern

Edicts: The cavalier is motivated not by greed or title. Both gold and honor may be heaped upon his name, but this is an afterbirth of his true purpose: battle itself, to test himself against a truly powerful enemy and be victorious. Payment is accepted when it is due, an even share of the loot, but only if the cavalier feels it is due. Unworthy enemies and challenges are beneath the true warrior, and the cavalier will turn down payment for such services after the battle, even at the risk of insulting a lord or benefactor. The cavalier will actively seek out battles, toe to toe combat, duels, or any other test of skill and strength whenever possible. The cavalier will always urge his allies and friends, and in a way, push them to their physical limits in an effort to test himself. He rarely cares for others, and even those that have stood by his side loyally can be pushed aside for a chance to defeat a worthy foe.

Challenge: Whenever an Order of the Wyvern Cavalier issues a challenge, he immediately tests to intimidate the individual, receiving a +1 bonus to his intimidate score. If the test is successful, he receives a +1 moral bonus to his attack and damage rolls. These rolls and his bonus to Intimidate both increase by +1 per four levels the cavalier possesses.

Skills: An order of the Wyvern cavalier adds Perception to his list of class skills. Whenever an Order of the Wyvern cavalier uses Intimidate, he can add his strength ability modifier instead to the score instead of charisma. In addition, an order of the wyvern cavalier adds his strength modifier to the DC on another creature's attempt to demoralize him through Intimidate (in addition to his Wisdom modifier as normal).

Order Abilities: A cavalier that belongs to the order of the wyvern gains the following abilities as he increases in level.

Inspire Rage (Ex)
At 2nd level, the cavalier can, as a free action, enter a state of pure fury. It is a controlled rage, and it lasts 4 rounds + his constitution modifier. This rage spreads to all allies within 20 feet, inspiring them to acts of fury, granting them a +1 moral bonus to damage rolls. At level 8 the range becomes 25 feet and the moral bonus becomes +2. This increases each sixth level from then on, to a maximum of 30 feet and bonuses of +4. The cavalier's rage duration increases by one round for every 3 levels of cavalier.

Domineering Fury (Ex)
At 8th level, when challenging an enemy, all enemies within 20 feet are considered part of that challenge. These enemies do not take any penalties if he succeeds his Intimidate test but he does receive a +1 moral bonus to his attack rolls against them. This bonus increases to +2 at 14th level, and +3 at 20th level.

Devastating Hatred
If the challenged enemy is slain by the order of the wyvern cavalier, his attack and damage bonuses from the challenge stay with him for the rest of the battle, and for each enemy slain by his hand, his damage bonus increases by 1.

I'm also working on a cavalier archetype that I think would go well with this order or others. Calling it the Black Forlorn (after forlorn hope units), basically a cavalier that volunteers for the most dangerous charges and breaches in a battle. Following the Gendarme in style (getting rid of tactics and bonus feats for other special types of bonus feats, mostly those held by the fighter I'm thinking, weapon focus, weapon specialization, greater focus, greater specialization, etc. This might be over powered though due to the fact that he gets bonuses already from his challenge and the various orders. Not sure yet. But that's for another post. Depends on the reaction I get to this one I guess.

Anyway, long first post, hopefully more to come. Constructive criticism please! Thanks!

Sovereign Court

First and foremost, moral =/= morale :D

Being able to challenge all foes w/in 20 feet is probably OP. I'd think it should have the full challenge effect on your one target as usual, then maybe some smaller bonus versus all the extra foes.

Excellent ideas however. It's a shame that Paizo's writers weren't more successful at portraying Cavaliers being successful as something OTHER than Sir Lancelot clones in most players' minds.


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Yeah, I worded domineering fury poorly. Thanks for the support!

Re-wording
Domineering Fury (Ex)
At 8th level, when challenging an enemy, all enemies within 20 feet have the chance to be intimidated by the Cavalier. Beyond being shaken, they suffer from no other effects of the challenge. He receives a +1 morale bonus to his attack rolls against them if the Intimidation test is successful. This bonus increase to +2 at 14th level, and +3 at 20th level.

Devastating Hatred
At 15th level, if the challenged enemy is slain by the Order of the Wyvern Cavalier, his attack and damage bonuses continue for the rest remainder of the battle. He does not do an additional point of damage per cavalier level to other enemies as he does his challenged enemy.

Also, continuing to work on the cavalier archetype. Renamed to Forlorn Hussar. So far what I've got on the archetype is below. I think for the Bonus Feats some may be OP, but I'm kind of going for the idea that a Forlorn Hussar who survives long enough can become a vicious combatant with his chosen weapon. The idea really is that if he's dismounted from his horse, he can still fight well enough on foot without the benefit of his insane charges, though that's where he does his damage. Give him a heavy weapon and point him in the right direction and he's off! Bonus feats aside, I think the replacement charges are not bad. He doesn't get accuracy bonuses, but instead damage bonuses an at times they are at a cost to his own personal safety. Personality wise, Forlorn Hussars would, should they live long enough, become jaded nihilists who only really feel alive in battle.

Skill changes: Bluff and Diplomacy are no longer class skills. However, in exchange the Forlorn Hussar gains the Endurance feat as a bonus feat, representing the hardship he must continually endure as a soldier. They are used to riding for days with little sleep and pangs of hunger gnawing at them before they enter into battle, and are often on the move so much that they learn to sleep in their armor without becoming fatigued.

Forlorn Hussar
The Forlorn Hussar is the mercenary cavalier, not so much a leader as he is simply another knight or sellsword in the battle. He is skilled in arms, focused in close combat from either the back of his horse or just as easily on foot. The Forlorn Hussar is a warrior used to suicidal charges, either following others or leading such a charge. He cares not for the finer points of war or leadership. Knowing where his enemy is and the fastest way to get to them is all he needs.

Bonus Feats
A Forlorn Hussar trains to survive and fight with all manner of blade, from horseback or on foot. He gains bonus feats at 1st levelm 5th level, and then every three levels thereafter, but must select these bonus feats from the following list: Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, Dazzling Display, Shatter Defenses, and Furious Focus. If the Black Forlorn already has selected all of the listed feats, then he may select his bonus feats from those feats listed as Combat Feats.
This ability replaces tactician, greater tactician, master tactician, and the standard cavalier's selection of bonus feats.

Suicide Charge
At 3rd level, the cavalier becomes more nihilistic, and even self-destructive. Such is the devastation a Forlorn Hussar sees in battle, one cannot help but become jaded, even foul tempered. The cavalier uses his anger with strikes and blows against enemies, using his rage to fuel carnage, even if he is exposed. The cavalier gains a +4 damage bonus on the charge, but at the cost of -2 to his AC.
This replaces the Cavalier's Charge ability.

Slaughtering Charge
At 11th level, the cavalier learns to continue to attack while charging, devastating the enemy lines as he charges through their ranks, cutting down foe after foe. At 11th level, the cavalier may make an additional attack while charging. At 20th level, the cavalier may make a third attack while charging. These attacks are treated as additional attacks using the cavalier's attack rating.
This replaces the Mighty Charge ability.

Annihilative Charge
At 20th level, whenever the cavalier makes a charge attack while mounted, he deals triple the normal amount of damage. If the cavalier confirms a critical hit on a charge attack while mounted, the critical hit multiplier increases by 1 (x3 becomes x4, 19-20/x2 becomes 19-20x3) and adds +2 bonus on attack rolls made to confirm critical hits. This bonus stacks with other bonuses to confirm critical hits. During this charge, the cavalier throws all caution into the wind. He is at an additional -2 armor class, which stacks with any other penalties.
This replaces the Supreme Charge ability.

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