Mountless Cavalier Variant


Homebrew and House Rules


So I've been considering making this for quite some time as I don't see Cavaliers in campaigns get to utilize their mounts very often unless they are playing a small cavalier (because they can ride them into dungeons). Anyway, this is essentially just a combination of the Standard Bearer and the Strategist right now, with a minor difference, but I was wondering if it looked alright as player character.

Commander Variant:
Banner (Ex): At 1st level, a commander gains the banner ability. This ability is identical to the standard cavalier's banner ability, except that the morale bonuses on saving throws against fear effects and on attack rolls made as part of a charge increase at 5th level, and every five levels thereafter. This ability replaces the standard cavalier's mount ability.

Tactician (Ex): As the cavalier class feature, except that a commander can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every four levels thereafter (to a maximum of five times per day at 17th level).

Drill Instructor (Ex): At 4th level, a commander learns to train his fellow adventurers in the nuances of squad combat. By spending 10 minutes and expending 1 use of his challenge ability, the commander can grant the use of a teamwork feat that he knows to up to four of his allies, similar to the tactician ability. As with tactician, allies need not meet the prerequisites of the granted feat, but they retain the use of this feat for 10 minutes plus 1 minute for every two levels the cavalier possesses, as long as the cavalier is visible and can be heard by his allies. If the cavalier falls unconscious or cannot be both seen and heard, his allies lose the benefit of the granted feat until the condition is remedied. This ability replaces expert trainer.

Banner of Solace (Ex): At 11th level, a commander's banner becomes an even more potent symbol of protection and inspiration to those around him. Once per day, while his banner is displayed, the commander can wave it through the air as a full-round action, granting all allies within 60 feet temporary hit points equal to 1/2 his cavalier level, and a +2 morale bonus on their next damage rolls. At 15th level, and every four levels thereafter, this bonus increases by +1 (to a maximum of +3 at 19th level). The temporary hit points last for 10 minutes or until depleted, whichever occurs first. This ability replaces mighty charge.

Tactical Advantage (Ex): At 12th level, whenever a commander uses his tactician ability to grant the use of a teamwork feat to his allies, he can move up to his speed as a free action either before or after granting the feat. This movement provokes attacks of opportunity as normally. This ability replaces the cavalier's 12th-level bonus feat.

Strategic Supremacy (Ex): At 18th level, a commander gains the ability not only to improve his allies' abilities, but also to disrupt the teamwork of his enemies. Whenever the commander uses the tactician ability, he can choose to cancel out the effects of one teamwork feat employed by any of his opponents within 30 feet instead of granting the use of a teamwork feat to his allies. This ability replaces the cavalier's 18th-level bonus feat.

Awesome Pennon (Ex): At 20th level, a commander's banner has become a powerful rallying point to his allies, and a bane to his foes. Whenever his banner is visible, allies of the commander within 60 feet gain a +1 morale bonus on attack rolls, immunity to fear effects, and a +3 morale bonus on saving throws against mind-affecting effects. This ability replaces supreme charge.


bump


Cool - nice to see some more commander/captains.

What numerical bonuses does banner give at qst level? Same as the vanilla cavalier's %th level version?

Also, for more inspiration:

Here's Cheapy's

Inspiring Commander

and my

Dreadnaught.

Also check out Drejk's:

Commander Base Class or as it appeared initially as the Captain Base Class

And

Super Genius Games War Master.


Drill instructor feels like Paizo was seriously afraid of the power of teamwork feats and the idea of granting them to other players. It felt as if they still shared this unfounded fear when playtesting the Hunter.

I'd recommend changing the duration of Drill Instructor to just being a flat "hour per level."

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