Forbiddenlightbulb |
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.
Alexander Augunas Contributor |
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.
Increasing the DC for the "captain's" bonded vehicle is silly. What if the Captain needs to go off and fight the kraken, so he asks his first mate to take the helm? Why is the first mate adding +5 to the DC to steer the ship? I wouldn't increase the DC at all. 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.
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.
I think this archetype is a great idea, but the vehicle rules are long and complicated so you'll need a better understanding of how they work in order to make this archetype truly unique and cool.
Forbiddenlightbulb |
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.
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?).
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.
Forbiddenlightbulb |
1 person marked this as a favorite. |
Draft #2!
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.
Flak RPG Superstar 2013 Top 8 |
Hi Forbiddenlightbulb! Nice archetype. Reminds me of Hodge Podge's entry in RPG Superstar this year. Have you seen it?
Whale_Cancer |
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.
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"Welcome to my sleigh, it is out operational HQ." I think this could probably be dropped.
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.
Alexander Augunas Contributor |
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.
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.
Forbiddenlightbulb |
Hi Forbiddenlightbulb! Nice archetype. Reminds me of Hodge Podge's entry in RPG Superstar this year. Have you seen it?
I had not seen it! And now I'll try everything I can to not just directly steal from it. :)
Forbiddenlightbulb |
"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?
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.
Forbiddenlightbulb |
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.
Forbiddenlightbulb |
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...