| Pharmalade |
Order of the Wind
Order of the Wind cavaliers are travelers that rarely settle in one place for any great length of time. A few times a year they meet up and share stories of their exploits and deeds.
Edicts: An order of the wind cavalier cannot own land. He must strive to see new sights and explore new horizons. Any place an order of the wind cavalier visits must be changed in some way, small or large or for good or ill, before the cavalier passes through.
Challenge: While threatening the target of his challenge, any morale or competence bonuses affecting the Cavalier are increased by +1. This bonus increases by 1 for every four levels the cavalier possesses.
Skills: Knowledge (local), Knowledge (geography), and Survival are class skills for the order of the wind Cavalier. In addition, the Cavalier gets a bonus on Linguistics checks equal to half his cavalier level when attempting to communicate with locals.
Training Abroad: At 2nd level, choose a martial or exotic weapon. The cavalier gains proficiency with that weapon if he did not have it before. His cavalier levels count as fighter levels for the purpose of selecting feats with that weapon (such as Weapon Specialization). If that weapon is a two-handed weapon, the cavalier can wield it while mounted in one hand and it deals double damage on a mounted charge as with a lance.
Campfire Tales: At 8th level, the cavalier may regale his companions with stories of past exploits that in some way inspire them for the next day. The cavalier or any ally who hears these stories and then has restful sleep may do any of the following during the next day: roll twice for a saving throw and choose the better result; get a +4 insight bonus to one attack roll made to hit while charging; or get a +4 dodge bonus to AC against attacks of opportunity. Each of these abilities may only be used once until more stories are told. They must be declared as being used before the roll is made and do not require an action to use.
Fast Friends: At 15th level, the cavalier is so well traveled as to find friends in unlikely places. Once per day, the cavalier may befriend any individual who shares a language with the cavalier after talking to that character for at least a minute. Treat this as though it were the subject of a charm monster spell but without a saving throw if the conditions are met.
I'm hoping to make others too. This is my first attempt at this. I hope it's not overpowered. I'm not sure if the edicts are good enough. That sort of thing is harder to do than the crunch.
Weirdo
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I'm not a great judge of balance, but here's my thoughts:
The edicts aren't bad. I expect they'll be pretty easy to meet for most adventurers, especially "He must strive to see new sights and explore new horizons." That's not necessarily a problem, though - The Order of the Dragon's edicts are pretty easy to handle, too.
In addition, the Cavalier gets a bonus on Linguistics checks equal to half his cavalier level when attempting to communicate with locals.
This isn't a typical use of Linguistics - you only normally make a skill check to decipher unfamiliar writing or to create or detect forgeries. If your table uses it in that way it might be useful, but otherwise it doesn't make much sense.
Fast Friends: At 15th level, the cavalier is so well traveled as to find friends in unlikely places. Once per day, the cavalier may befriend any individual who shares a language with the cavalier after talking to that character for at least a minute. Treat this as though it were the subject of a charm monster spell but without a saving throw if the conditions are met.
I am very suspicious of the ability to use a Charm Monster 1/day with no saving throw or opposed roll, even if it's language-dependent and takes 1 minute conversation.