Gray Maidens as cavaliers


Curse of the Crimson Throne


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

For everybody who thought "Well, the Gray Maidens should obviously be cavaliers, duh!", here's a conversion of the level 3 Gray Maidens from Seven Days to the Grave. It uses the Sister-in-Arms archetype, which is tailor-made for Gray Maidens.

GRAY MAIDEN FOOT SOLDIER CR 2
XP 600
Female human cavalier 3 (sister-in-arms)
LE Medium humanoid (human)
Init +1; Senses Perception +5
DEFENSE
AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp 27 (3d10+6)
Fort +4, Ref +2, Will +2
OFFENSE
Special Attacks challenge 1/day (vs. target +1 damage, +1 to attack, +1 dodge), lion’s call
Speed 20 ft.
Melee longsword +7 (1d8+3/19–20)
Ranged composite longbow +4 (1d8/×3)
TACTICS
During Combat Gray Maidens fights as a phalanx, using their Bodyguard feat and Shield Wall teamwork feat, combined with the Combat Reflexes feat, to keep their AC as high as possible. One Gray Maiden will use the Lion's Call ability at the start of combat, with other Gray Maidens in the unit prolonging the effect as needed.
Morale Gray Maidens fight to the death.
STATISTICS
Str 17, Dex 12, Con 13, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +6; CMD 17
Feats Bodyguard, Combat Reflexes, Iron Will, Shield Wall, Weapon Focus (longsword)
Skills Climb +1, Intimidate +8, Knowledge (nobility) +4, Knowledge (local) +5, Perception +5, Sense Motive +5,
Languages Common
Gear full plate, heavy steel shield, composite longbow with 20 arrows, longsword

I will be doing higher level versions for the later modules, but that will probably be months away, since we play only every second week and I am giving each character unique storylines to resolve in each module (except Skeletons of Scarwall, because it is so removed from the rest of the story).


I would actually hold of on making all of them sister in arms, but maybe have a sister in arms be the "squad leader" as having all of them have a teamwork feat they already all share instead of 2 more combat feats is wasted utility. That and later campaign, when the tier 2 and 3 Grey Maidens appear, remaking them with the new fighter alt trainings actually gives them a fairly respectable AC and attack/dmg buff that makes them viable as opposed to exceptionally squishy which these ones will be doomed to remain.

Granted, when I remade the Greymaidens, they were +1/+2/+3 levels in each tier as the entire game I am running expands the leveling from 18 to level 20 for the final section (so enemies get the expanded leveling too), but when the party is supposed to be level 14 and fighting the second tier, they have 31 AC (with shield wall, 37 when they are in the built in Cavalier fight in the longhouse and she gives everyone Extend the Bulwark so the backline can help the front line) and +18 atk with their sword. When they are level 19 and fighting the third group of palace guards they have 36 AC (43 if they are Bulwarking, but there aren't as tight quarters so the party can flank and punish the provider more easily) and +22 to attack.

Replacing one of their rank with a cavalier opens up 1 or 2 feats as well as provides other bonuses to the group, especially as Bodyguard makes them even more tanky and a formidable unit, as well as gives them a clear target if they want to shatter the cohesion of the group.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well, that works out, too. I'm pretty good with this early version I've built right now and haven't thought yet about how the I'll specifically do the higher-level versions. The advantage of the sister-in-arms archetype also is having both the Order of the Lion and Order of the Dragon advantages, so I think it is pretty okay to have all the Gray Maidens in my game use it, not to mention that it takes away the useless (for this particular campaign) mount.

Also, for higher level versions I build, I have to retrofit them to standard PF1E rules before posting them here, since I use the automatic bonus progression in my game and have replaced Climb and Swim, plus the Jump part of Acrobatics, with an Athletics skill. I don't plan to go to level 20, either, since that would mean rebuilding too much before that point.

If you want to post your versions, go ahead. More resources for other GM's to use and I might want to adapt some of the things you've thought up.


I dug up some of my Gray Maiden stats from way back, sorry about the bland lay-out.

GRAY MAIDEN CAV4, LN hf (Chelaxian) cavalier 4 CR 3
Init +1; Senses Perception +9
AC 23, touch 11, flat-footed 22, adjacent to other Gray Maiden +2 from shield wall feat
hp 45 (4HD)
Fort +6, Ref +2, Will +3
Speed 20 ft. (4 squares)
Melee masterwork longsword +10 (1d8+4/19-20)
Ranged masterwork longbow (composite/+4) +6 (1d8+4/x3)
Base Atk +4; CMB +8; CMD 19
Abilities Str 18, Dex 12, Con 15, Int 12, Wis 12, Cha 10
Feats Bodyguard, Outflank, Shield Fcs, Shield Wall, Skill Fcs (Handle Animal), Wpn Fcs (Longsword)
Skills Bluff +4, Climb +5, Dipl +4, Hndl Anml +7, Intim +7, Perc +9, Ride +2, Sns mtv +8, Swim +2
Possessions mw longsword; mw full plate; mw heavy shield; mw Longbow (Str+4)

Aid Allies (Ex) When you use the aid another action to assist an ally, the ally receives a +3 bonus to her attack roll, saving throw, or skill check; or a +4 to her AC.
Challenge (Ex) 2/day [Swift Action], you can challenge one foe to combat. You deal 4 extra damage to this target. You take a -2 penalty to your AC, except against attacks made by the target. The challenge remains in effect until the target is dead or unconscious or until the combat ends.
Your allies receive a +1 bonus on melee attack rolls against this target whenever you threaten it.
Sworn Defense (Ex) When you issue a challenge, you can select one ally as your ward. When you are adjacent to your ward, you take a -1 penalty to AC, and your ward receives a +1 dodge bonus.
Tactician (Ex) 1/day, as a standard action, you can grant the outflank feat to allies (30') for 5 rounds.
Bodyguard: When an adjacent ally is attacked, you may use an AoO to attempt the aid another action to improve your ally's AC (by 4).
Outflank: When you and an ally with this feat are flanking the same creature, your flanking bonus increases to +4. Also, when you score a crit against the creature, it provokes an AoO from your ally.
Shield wall: You and an adjacent ally with this feat provide an extra +2 shield AC for your heavy shields.

GRAY MAIDEN ELITE CAV6, LN hf (Chelaxian) cavalier 6 CR 5
Init +1; Senses Perception +11
AC 23, touch 11, flat-footed 22, adjacent to other Gray Maiden +2 from shield wall feat
hp 66 (6HD)
Fort +7, Ref +3, Will +6, +2 vs. fear
Speed 20 ft. (4 squares)
Melee masterwork longsword +12/+7 (1d8+4/19-20)
Ranged masterwork longbow (composite/+4) +8/+3 (1d8+4/x3)
Base Atk +6; CMB +10; CMD 21
Abilities Str 18, Dex 12, Con 15, Int 12, Wis 12, Cha 10
Feats Bodyguard, Flanking Foil, Iron Will, Outflank, Shield Focus, Shield Wall, Skill Focus (Handle Animal), Weapon Focus (Longsword)
Skills Bluff +5, Climb +7, Dipl +5, Hndl Anml +7, Intim +9, Perc +11, Ride +4, Sns Mtv +10, Swim +2
Possessions mw longsword; mw full plate; mw heavy shield; mw Longbow (Str+4)

Aid Allies (Ex) When you use the aid another action to assist an ally, the ally receives a +3 bonus to her attack roll, saving throw, or skill check; or a +4 to her AC.
Challenge (Ex) 2/day [Swift Action], you can challenge one foe to combat. You deal 6 extra damage to this target. You take a -2 penalty to your AC, except against attacks made by the target. The challenge remains in effect until the target is dead or unconscious or until the combat ends.
Your allies receive a +1 bonus on melee attack rolls against this target whenever you threaten it.
Sworn Defense (Ex) When you issue a challenge, you can select one ally as your ward. When you are adjacent to your ward, you take a -1 penalty to AC, and your ward receives a +1 dodge bonus.
Tactician (Ex) 2/day, as a standard action, you can grant the outflank feat to allies (30') for 6 rounds.
Bodyguard: When an adjacent ally is attacked, you may use an AoO to attempt the aid another action to improve your ally's AC (by 4).
Flanking foil Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is flanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies.
Outflank: When you and an ally with this feat are flanking the same creature, your flanking bonus increases to +4. Also, when you score a crit against the creature, it provokes an AoO from your ally.
Shield wall: You and an adjacent ally with this feat provide an extra +2 shield AC for your heavy shields.

GRAY MAIDEN OFFICER CAV8, LN hf (Chelaxian) cavalier 8 CR 7
Init +1; Senses Perception +13
AC 23, touch 11, flat-footed 22, adjacent to other Gray Maiden +2 from shield wall feat
hp 91 (8HD)
Fort +9, Ref +3, Will +6, +2 vs. fear
Speed 20 ft. (4 squares)
Melee masterwork longsword +14/+9 (1d8+4/17-20)
Ranged masterwork longbow (composite/+4) +10/+5 (1d8+4/x3)
Base Atk +8; CMB +12; CMD 23
Abilities Str 18, Dex 12, Con 16, Int 12, Wis 12, Cha 10
Feats Bodyguard, Flanking Foil, Improved Critical (Longsword), Iron Will, Outflank, Shield Focus, Shield Wall, Skill Focus (Handle Animal), Weapon Focus (Longsword)
Skills Bluff +5, Climb +9, Dipl +6, Hndl Anml +7, Intim +11, Perc +13, Ride +6, Sns Mtv +12, Swim +2
Possessions mw longsword; mw full plate; mw heavy shield; mw Longbow (Str+4)

Aid Allies (Ex) When you use the aid another action to assist an ally, the ally receives a +4 bonus to her attack roll, saving throw, or skill check; or a +5 to her AC.
Challenge (Ex) 3/day [Swift Action], you can challenge one foe to combat. You deal 8 extra damage to this target. You take a -2 penalty to your AC, except against attacks made by the target. The challenge remains in effect until the target is dead or unconscious or until the combat ends.
Your allies receive a +2 bonus on melee attack rolls against this target whenever you threaten it.
Strategy (Ex) You can spend a standard action to grant bonuses to all allies within 30' (including yourself). You can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.
Sworn Defense (Ex) When you issue a challenge, you can select one ally as your ward. When you are adjacent to your ward, you takes a -1 penalty to AC, and your ward receives a +1 dodge bonus.
Tactician (Ex) 2/day, as a standard action, you can grant the outflank feat to allies (30') for 7 rounds.
Bodyguard: When an adjacent ally is attacked, you may use an AoO to attempt the aid another action to improve your ally's AC (by 5).
Flanking foil Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is flanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies.
Outflank: When you and an ally with this feat are flanking the same creature, your flanking bonus increases to +4. Also, when you score a crit against the creature, it provokes an AoO from your ally.
Shield wall: You and an adjacent ally with this feat provide an extra +2 shield AC for your heavy shields.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thanks, some nice stuff in there! :)


magnuskn wrote:

Well, that works out, too. I'm pretty good with this early version I've built right now and haven't thought yet about how the I'll specifically do the higher-level versions. The advantage of the sister-in-arms archetype also is having both the Order of the Lion and Order of the Dragon advantages, so I think it is pretty okay to have all the Gray Maidens in my game use it, not to mention that it takes away the useless (for this particular campaign) mount.

I was more thinking that while yes the ability to use Strategy (eventually, without expanded leveling only the palace guards will be high enough level for it) and lion's call for more than 1 turn might be nice, but none of the other abilities stack or have any extra benefit if there is more than one Grey Maiden built as a sister in arms. Competence bonuses don't stack, the dodge bonus from strategy is the only thing that can stack, but having multiple of the maidens do it in a turn just means that they cut the rounds in half as it's only for one round once per combat. The banner doesn't stack either and unless you are going to give each maiden a different teamwork feat to share, their teamwork feat sharing ability is useless besides being a bonus feat. Also beyond that, as they are still below level 11, their action economy is terrible, it takes one or two turns for them to turn their abilities on depending on how well they can share it. Where as if they have 1 Sister in Arms and 2-3 Fighters, the Fighters can immediately engage with the party while the Sister starts buffing and body-guarding them.

That said, I figure'd I could post mine as well. The only things exceptional to note is that they are Fighters 4/9/12 instead of Fighters 3/7/9 due to me running expanded leveling, their stat blocks assume they have shield wall in effect for second tier Grey Maidens in book 4 on, I give the Grey Maidens a free feat that is basically Toughness and adds +1 Natural Armor from their scarring, and I maximized HP for enemies and allies as well in this campaign:

Gray Warrior (Book 2) CR 3
XP 600
Female human fighter 4
LE Medium humanoid
Init +1; Senses Perception -1
DEFENSE
AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp 56 (4d10+16)
Fort +7, Ref +2, Will +2 (+1 vs. fear)
OFFENSE
Speed 20 ft.
Melee mwk longsword +9 (1d8+5/19–20)
Ranged composite longbow (Str +3) +5 (1d8+3/x3)
STATISTICS
Str 16, Dex 12, Con 16, Int 10, Wis 8, Cha 13
Base Atk +4; CMB +7; CMD 18
Feats Iron Will, Precise Shot, Quick Draw, Skill Focus (Intimidate), Weapon Focus (longsword) Weapon Specialization (Longsword)
Skills Climb +4, Intimidate +7
Languages Common
SQ armor training 1, bravery +1
Gear masterwork full plate, heavy steel shield, masterwork longsword, composite longbow with 20 arrows

GRAY MAIDEN GUARD (One Book 2 and Book 4) CR8
XP 4,800 each
Female human fighter 9
LN Medium humanoid (human)
Init +1; Senses Perception +12
DEFENSE
AC 29, touch 12, flat-footed 27 (+12 armor, +2 Dex, +4 shield, +1 natural)
hp 135 each (9d10+45)
Fort +9, Ref +4, Will +6 (+2 vs. fear)
OFFENSE
Speed 30 ft.
Melee +1 longsword +18/+13 (1d8+9/19–20)
Ranged composite longbow +11/+6 (1d8+4/×3)
Special Attacks weapon training (heavy blades +2; Inspiring Confidence: allow ally to reroll fear save 2/day)
STATISTICS
Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 10
Base Atk +9; CMB +13; CMD 26
Feats Alertness, Dazzling Display, Greater Weapon Focus (longsword), Improved Iron Will, Iron Will, Shield Focus, Skill Focus (Intimidate), Shield Wall, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Intimidate +16, Perception +12, Sense Motive +6
Languages Common
SQ armor training 1, Armor Specialization
Gear potion of cure moderate wounds, +1 full plate, +1 heavy steel shield, +1 longsword, composite longbow (+4 Str) with 20 arrows, 16 pp, 5 gp

GRAY MAIDEN PALACE GUARDS (Book 6) CR 11
XP 12,800 each
Female human fighter 12
LE Medium humanoid (human)
Init +1; Senses Perception +11
DEFENSE
AC 36, touch 12, flat-footed 34 (+15 armor, +2 Dex, +8 shield, +1 Natural)
hp 192 each (12d10+72)
Fort +13, Ref +7, Will +6 (+3 vs. fear)
DR 3/-
OFFENSE
Speed 30 ft.
Melee +2 longsword +22/+17/+12 (1d8+12/17–20)
Ranged +1 composite longbow +16/+11/+6 (1d8+5/×3)
Special Attacks weapon training (heavy blades +2, bows +1)
STATISTICS
Str 18, Dex 14, Con 18, Int 10, Wis 8, Cha 14
Base Atk +12; CMB +16; CMD 27
Feats Armor Focus, Greater Shield Focus, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull Rush, Improved Critical (longsword), Improved Iron Will, Iron Will, Precise Shot, Shield Focus, Shield Wall, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Intimidate +17, Perception +11, Sense Motive +11
Languages Common
SQ armor training 1, armor specialization, armored juggernaut
Gear +2 full plate, +2 heavy steel shield, +1 composite longbow (+4 Str) with 20 arrows, +2 longsword, belt of mighty strength (+2), cloak of resistance +1, 31 pp, 4 gp

Grand Lodge

Adventure Path Charter Subscriber

Here's my version:

Gray Maiden Foot Soldier
Human cavalier (sister-in-arms) 3 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Adventurer's Guide 83)
LE Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +3 shield)
hp 36 (3d10+6)
Fort +4, Ref +2, Will +0
Defensive Abilities devoted defender
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk longsword +8 (1d8+3/19-20)
Ranged composite longbow +5 (1d8+1/×3)
Special Attacks challenge 1/day (+3 damage, gain +1 AC, allies gain +1 to hit), tactician 1/day (Ferocious Loyalty, 4 rds)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 13, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +6; CMD 17
Feats Bodyguard[APG], Ferocious Loyalty, Point-Blank Shot, Shield Focus, Weapon Focus (longsword)
Skills Acrobatics -7 (-11 to jump), Climb +1, Intimidate +8, Perception +5, Sense Motive +5, Survival +5 (+6 to provide food and water for allies or to protect allies from harsh weather)
Languages Common
SQ aid allies, hero points, lion's call, maiden's order [lion's edicts]
Other Gear Gray Maiden plate, heavy steel shield, arrows (20), composite longbow, mwk longsword, 150 gp
--------------------
Special Abilities
--------------------
Aid Allies +3 (Ex) Aid Another grants +3 bonus.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Devoted Defender (Ex) Gain Bodyguard as a bonus feat.
Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat.
Lion's Call +2/+1 (Ex) Grant allies +2 save vs. fear, +1 to attack, new save vs. fear.
Maiden's Halfhearted Challenge +3 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, +1 dodge AC vs. the target of your challenge. Allies gain +1 to hit the target of your challenge.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Tactician (Ferocious Loyalty, 4 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.

-Skeld


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thanks, also a good version!

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