| ShroudedInLight |
Hey everyone, level 7 is right around the corner for my current Oracle. She is a bit of a weakling in the melee combat, and I have been relying on summoned monsters, being really far away, and crutch casts of Obscuring Mists to keep myself alive when things hit the fan.
So now that my character is 3000 XP from leveling up and the first member of our party has dinged...I realize I have never played a martial character before.
I have no idea how to build a level 5 martial character to keep my Oracle safe while she does her thing. I was debating between a Barbarian, Fighter, or Cavalier of some kind but maybe there is a better class.
Anyway, I do not really know where to start but I was messing around with the idea of an Order of the Dragon Honor Guard.
But I have no idea how defensive I should make my defender, or if something like In Harm's Way is really necessary. Should I still grab power attack?
I really have no clue where to begin.
| ShroudedInLight |
Goblins and other such are not acceptable PCs in the campaign I am in at the moment which is why I turned it down. I like fun, and I guess I do not mind a fun bodyguard, I was thinking about a Merfolk Barbarian/Monk or mounted Cavalier for a while just for chuckles.
How would I use the monk to go about defending my PC? Grappling? Our party is a Tetori with a fighter, a Magus, and myself so I was looking for something really beefy to stand in my way.
Maybe I should go Merfolk Barbarian after all XD
Dafydd
|
Merfolk Bloodrager, just hope it can fly soon.
Other options, Staff magus (becomes a tank at level 7), paladin, Cavalier.
Elf for Magus, what ever you like best for pally and cavalier. Make sure whatever you get is lawful, so when you have a contract with it, it wont simply abandon you when the fan finds the excrement.
| ShroudedInLight |
Merfolk Barbarian with Strongtail still has 25 movement, a touch better than a non-barb/monk dwarf/small creature. Not ideal, but really fun.
Our campaign is super slow, so I doubt I'll see level 9 for a long time. Even if I did, I could then swap over for a new cohort.
I'll look into Paladin, though I feel like my GM is on the "dick paladins over" train pretty darn hard cause he was joking about it once or twice.
Guess I am thinking more Cavalier or a Fighter so I can shield my Oracle or a Monk so I can do some grapple work to keep people off my character. Though we do already have a grapple central character...maybe two, which is why I am leaning away from Monk at the moment.
Maybe a Tower Shield Specialist or a Phalanx Solider fighter, or an Honor Guard Cavalier.
Oh, I should mention I was also thinking of having a Summoner as a companion and having the Eidolin defend us both.
Weirdo
|
Here's how my cohort bodyguard looked by the end of the campaign:
Defense
AC 25 (Dex +3, Breastplate +10, Dodge +1, Size +1)
HP 155 Fort +15, Ref+12, Will +10 (+2 fear)
AC 28
Offense
Melee +1 Holy Bane (Evil Outsider) Lance +13/+8/+3 (d6+24, x3), OR +15/+8/+3 (5d6+26)
Longsword +11/+6/+1 (d6+8, 19-20/x2)
Ranged Longbow +15 (d6)
Statistics
Str 14 Dex 16 Con 14 Int 10 Wis 8 Cha 14 Base Atk +12/+7/+2 CMB +13 CMD 27
Skills: Ride +20, Handle Animal +19, Perception +16, Stealth +19
Modifiers: +2 Perception, Outrider (+2 Ride, Handle Animal), +4 size stealth
SQ: Challenge 4/day (+11 damage, allies get +3 on melee attack rolls when threatening, ward gets +1 AC, cavalier gets -1 AC to challenge, -2AC others), Mount, Sworn Defense, Expert Trainer, Banner (+3 morale vs fear, +3 charge), Warding Charge, Defensive Challenge
Order of the Dragon: Aid Allies +2, Strategy
Feats: Dodge, Mounted Combat, Combat Reflexes (4 AoO), Bodyguard (+11), In Harm's Way, Power Attack, Lucky Halfling, Mobility, Spring Attack, Iron Will, Improved Iron Will, Improved Bull Rush, Weapon Focus (Lance)
Gear: +4 Benevolent Breastplate, +1 Holy Bane (Evil Outsider) Lance, Cloak of Resistance +4, Silver and Cold Iron Longswords, Longbow, Oil Magic Weapon
HP 129 (HD 10) AC 28 (Dex +4, Nat +10, Dodge +1, Armor +4)
Fort +14 Ref +14 Will+9
Attack: Bite +11/+6 (d6+6) Speed 70ft
Str 21 Dex 19 Con 18 Int 3 Wis 12 Cha 6
Skills: Acrobatics +11, Perception +7, Swim +9, Survival +5 Combat Riding, Track, Seek, Recover+1
SQ: Link, Evasion, Devotion, Multiattack
Senses: Low-light vision, Scent
Feat: Dodge, Mobility, Spring Attack, Iron Will, Toughness
Gear: MW Chain Shirt, Dogshoes of Speed, Cloak of Resist +3
Key Elements:
Honour Guard (Order of the Dragon) for sweet bodyguard bonuses
Halfling - take Helpful Trait for +2 to bodyguard (GM ruled it stacked with Order of the Dragon)
Benevolent armour
Lucky Halfling for non-AC defense.
I gave him the spring attack line because it allowed him to move forwards, attack, and then return to my bard's side. To be safe I put the feats on both cavalier & mount (the dog attacked as well), but I'm not sure whether there was a clarification on mounted combat that would make that unnecessary (or nonfunctional).
Alternatively, if you go for a fighter and thus have more feats, try Archon Style + Archon Diversion + Archon Justice (in addition to being a Helpful Halfling Bodyguard)
Suthainn
|
Halfling Life Oracle 1 Paladin 4 with Bodyguard/In harms Way feat chain & the halfling Aid Another stuff (as Weirdo mentions) which he uses to add to your AC.
You get hurt? His life link heals you, he uses In harms Way to take attacks meant for you, you're badly hurt? He Lays on Hands you, plus thanks to the Aid Another stuff your AC is 4 or more points higher before adding the bodyguard AoO increase.
| ShroudedInLight |
Oooh, Archon Style. I forgot that was a thing, might have to consider Monks a little more than I did previously.
Also, that Witchguard looks really nice. So many options for body guards.
That sample build is really helpful by the way. As I said, I've never really played a martial character before and I've been kind of stumbling around trying to figure out how to play them correctly.
Also, wow that splice build for maximum protection XD
I do want my cohort to deal a little bit of damage, which is why I am not sure just how much I should go down the defending feats. I want him to be enough of a threat to pull people off me if he can, in addition to making use of some defensive actions if he can't pull them off.
| Avoron |
Biped, yes. Claws, no. I once created a synthesis summoner that did something like this, and it was insane.
First of all, this is done assuming the half-elf Wild Caller archetype, just for the increase in evolution points. If there are any 1 or 2 point evolutions that seem like they would really help you're character, the half-orc Blood God Disciple might also be nice, but it would mean giving up a limbs evolution from the eidolon.
Summoner Feats:
Extra Evolution
Summoner's Call
Extra Evolution
Eidolon Stats (biped):
Str 18 (+2 with Summoner's Call)
Dex 14
Con 14
Int 7
Wis 10
Cha 11
AC: 19
Eidolon Evolutions:
Free:
Claws
Limbs (arms)
Limbs (legs)
Purchased:
Limbs (arms)
Limbs (arms)
Limbs (arms)
Limbs (arms)
Limbs (arms)
Improved Natural Armor
Pounce
Eidolon Feats:
Exotic Weapon Proficiency (Boarding Gaff)
Multiweapon Fighting
So that would give the eidolon:
Boarding Gaff +6 (1d6+4)
Boarding Gaff +6 (1d6+2)
Boarding Gaff +6 (1d6+2)
Boarding Gaff +6 (1d6+2)
Boarding Gaff +6 (1d6+2)
Boarding Gaff +6 (1d6+2)
Boarding Gaff +6 (1d6+2)
Boarding Gaff +6 (1d6+2)
Boarding Gaff +6 (1d6+2)
Boarding Gaff +6 (1d6+2)
Boarding Gaff +6 (1d6+2)
Boarding Gaff +6 (1d6+2)
It has a 10 ft reach, so if it stands in front of you, this should discourage people from coming your way. If there are some particularly dangerous enemies it can charge them and pounce. And if there are some heavily armored enemies, the eidolon can perform lot's of trips with its boarding gaffs, with a +8 bonus.
This build is making me question the sanity of boarding gaffs, the limbs evolution, Multiweapon Fighting, and eidolons in general. Hope it helps.
| ShroudedInLight |
doesn't anyone build golems anymore?
Our GM halved our starting gold and is rather miserly with rewards, as such, no, I can't build a golem not reliably and keep it together. Gold isn't scarce but it is also not easy to replace.
Also, that Boarding Gaff thing just looks absurd, and I love it.
The witchguard is also a neat idea I will have to mess with it a little bit.
I have been cooking something up myself, a dip in Monk for MoMS and fusing Crane and Archon style and it seems to be dumb.
Really, really, beautifully dumb.
I have to see if I can pull it off (I think I can) but using Archon Diversion would allow me to pull and attack and then Crane Wing it out.
Currently looking like a Fighter 4, Monk 1 builds
Level 1: Combat Expertise, Fighter Feat: Improved Unarmed Strike
Level 2: Archon Style
Level 3: Dodge
Level 4: Archon Diversion
Level 5 (1 dip into monk): Crane Style, Crane Wing, retrain Improved Unarmed Strike into something useful
All I need is one hand free...
Wait, does Crane Wing still deflect attacks during a total defense or is that not a thing? I don't see that part on the official Paizo reference document anymore and that would break crane style completely. I am confused.
| RumpinRufus |
Whip-based bodyguard? He just won't let anything near you, threatening 10 feet with huge bonuses to trip and disarm.
Human Lore Warden
1: Weapon Focus (whip), Exotic Weapon Proficiency (whip), Combat Reflexes
2: Whip Mastery, Combat Expertise
3: Improved Trip
4: Improved Disarm
5: Improved Whip Mastery
6: Greater Trip
| ShroudedInLight |
A whip based bodyguard could certainly be interesting, I may look into that Rumpin and see how it works in the morning, glance over at whips. I never used to pay them much attention so I will need to look all through them.
Darn, whips are neat. I like that a lot...you guys are giving me so many great ideas ^_^
On that note, I should consider Nets too, since anything in a net is easy for me to avoid. Enough feats to kit a character out with nets and whips is sadly too much to ask since the feat investment with either is rather steep.
Heck, Nets are really expensive. You need to get Net and Trident which gives you 4 feats there and you need Close Quarter's Thrower for another 2 feats before you even get to the good stuff. Whips are so much easier to utilize as full weapons and deal damage. They do not entangle though, so that is something.
As for my build, Sadly with Crane Wing's autoblock removed it hurts the style a fair bit...still totally works though once I have riposte but that is way outside my follower's reasonable expectations. Would have worked perfeclty before, now it still works but I *only* get a plus 4 AC :(
On the plus side, I can do it while using a standard action allowing me to better use archon style...
Perhaps it would still be viable on a shield-bashing character, I was already considering Shielded Fighter and I do have two feats free...I may work on that one some more.
Improved Shield Bash and Saving Shield actually fit perfectly, I wield one weapon in a Spiked Shield with one hand, no other weapon, keep my shield bonus, and can do some serious protection of my charge. I wonder how much exactly comparing to something like the Honor Guard.
Oh well, still open to other suggestions, especially amusingly effective ones.
| ShroudedInLight |
GUYS, I managed it. Retraining is needed but you can have two styles of combat maxed out at level 5!
Currently looking like an Unarmed Fighter 2, Master of Many Styles/Monk of the Iron Mountain 3 build:
BAB 1Level 1: Unarmed Strike (F), Archon Style, (F) Combat Expertise(1), Dodge (Human)
BAB 2Level 2: Crane Style
BAB 2Level 3: ___________, Crane Wing (M) (anything you are retraining it)
BAB 3Level 4: Crane Riposte (M), Toughness (M),
BAB 4Level 5: ________, retrain 3rd feat for Archon style, Retrain 5th feat for Archon Redirection, Retrain archon style (level 1) for Archon Justice
BAM
Also, interestingly, I can use this guy with a Spear or another reach weapon OR I can use him with a blocking weapon to gain even more bonuses from fighting defensively.
HE IS ALIVE.
Totally considering other options, just wanted you to know that with some creative accounting you can have two Maxed styles by level 5.
Also, Fast movement, and only a two level dip in fighter for feats.
Weirdo
|
I'm not sure that works. There's been some debate over whether a feat like Archon Justice is legal as a choice for the Unarmed Fighter's bonus style feat. While it is part of Archon Style, it doesn't actually have the (style) tag. The MoMS archetype refers to these as "a feat in that style’s feat path."
I wrote out the rest of this before seeing the above post, so I'll just leave it as-is for reference:
Improved Shield Bash and Saving Shield actually fit perfectly, I wield one weapon in a Spiked Shield with one hand, no other weapon, keep my shield bonus, and can do some serious protection of my charge. I wonder how much exactly comparing to something like the Honor Guard.
Well, my Honour Guard granted +11 to AC 4 times a round at level 12 with an investment in +4 Benevolent armour. Plus Lucky Halfling which really is handy even if your bodyguard doesn't have fantastic saves because it can save your butt if you roll a 1. If you go the life oracle / paladin route and thus have sweet saves it's highly recommended.
I've played a character with Saving Shield and it's underwhelming. It's an immediate action so it only works once per round, and +2 AC to one attack isn't great. Maybe worth it if the bodyguard doesn't have any other swift actions.
I do want my cohort to deal a little bit of damage, which is why I am not sure just how much I should go down the defending feats. I want him to be enough of a threat to pull people off me if he can, in addition to making use of some defensive actions if he can't pull them off.
I think your best bet for that is either the whip route, which won't actually deal damage but will prevent approach, or a two-handed weapon and Power Attack, which is the most feat-efficient damage build (leaving most of your feats for the actual bodyguard stuff). Note however the whip isn't as useful if you fight a lot of non-humanoid-shaped opponents (typically harder to trip).
The other thing to keep in mind is that if your bodyguard is doing a good enough job at making you untouchable - and isn't too tough to crack themselves - then opponents will realize they have to go through the bodyguard. Happened a few times with my inquisitor Bodyguard PC. He wasn't as good as the Honour Guard but the +5 AC he was handing out to the rest of the party still meant he was often the softest target.
| ShroudedInLight |
A good point, the Honor guard is very powerful in what he does. And a bodyguard that can protect his charges so well is sure to be a high priority target.
Though,It seems absolutely absurd that Archon Jusice would not be a style feat since it is the third part of the Archon style tre and directly effects the functions of the style.
I think the feat lacking the proper title has to be some kind of mistake, honestly, it just doesn't make sense compared to the rest of the styles. It empowers the functions of a style directly, ergo it should be a style feat. Just my personal opinions on the matter.
| Oterisk |
I think you should revisit the Net. You don't need Close Quarters Thrower or Net and Trident, sure they're nice, but CQT just removes attacks of opportunity, you can often just 5 foot step. Once you pick up Net Adept, it allows you to use a net as a one handed Melee weapon with reach(I just want to add that you can use a large weapon as a two handed weapon with reach to snag huge creatures). Add Combat Reflexes and you have a wide range of touch attack to stop movement and charges, especially if he's standing next to you. A human or half elf fighter can do this at level 1. Of course, you're looking at level 5. This is my recommendation:
Half Elf Fighter (lore Warden) Elite Array, 18, 14, 12, 13, 10, 8
1. Combat Reflexes, EWP: Net, Net Adept
2. Combat Expertise, Improved Reposition
3. Net Maneuvering
4. Power Attack
5. Tactical Reposition
At this point, with the thrown weapons group as a Weapon Training, you've got a great start to a Combat Maneuver build. To be honest you can get rid of Tactical Reposition if you like, it only allows Repositioning into hazardous squares, and that's pretty situational. You might get more use out of a Teamwork feat like Lookout or Outflank. It gets even better in the next two levels.
6. Greater Reposition
7. Net Trickery
This level leaves a Lore Warden Fighter with a +25 to CMD for Reposition with the right equipment and provoking attacks of opportunity from anyone in melee with the bad guy when he does it. Give him a potion of Enlarge Person and he can reposition a Fire Giant with a roll of 4. As a Lore Warden with Reach, you'll be able to do all sorts of nasty things with Dirty Trick and Reposition and Trip and such. After level 7, you could take a level of Magus for True Strike shenannagans. You could actually do it at level 5 if you really wanted, but it would push Greater Reposition out to level 7 for less attacks of opportunity.
For Damage, you have some decent strength with the guy. Just drop the net after you have the enemy entangled, two hand the one handed weapon he keeps in his other hand (now that net is a one handed weapon/I like trident for flavor) and Power Attack for +12 to damage at level 5.
Suthainn
|
I'm still a big fan of the Halfling Paladin personally, though there are some really good other builds here. Reason being, eventually, despite all the precautions, In Harms Way being used up, etc... something will get past and hurt you. At that point, not only can the Paladin have Shield Other up to redirect damage away from you, he can heal you more every round automatically with Life Link AND if need be use Lay On Hands on you to cure not only HP damage but eventually many conditions as well. Recovering from those attacks which do hurt is, imo, as important as avoiding as many as possible.
I'd probably build something like this.
Halfling Oracle (Life) 1/Paladin (Oath of Loyalty) 4
1. Oracle 1 - Combat Reflexes, Revelation: Life Link
2. Paladin 1 - (Loyal Oath x 1/day)
3. Paladin 2 - Bodyguard
4. Paladin 3 -
5. Paladin 4 - In Harms Way, (Loyal Oath x 2/day)
Traits: Helpful, Kin Guardian (He's your halfling brother from another mother! ;))
After this you could build him however you wanted really, Extra Lay On Hands, Power Attack, etc. He's almost full BAB and has amazing Hp/Saves and a good AC so he's never going to be a burden or lack something to do.
With a build something like this he's granting you +5 AC with an AoO when you're attacked up to Dex bonus times/round, able to redirect one successful attack on you per round to himself, healing you 5 HP every round and using swift Lay on Hands on himself to cure that when it adds up so he can still be attacking with a two handed weapon, thus doing decent damage.
When things get rough he uses Loyal Oath on you and BAM! You gain a sacred bonus to AC and Saves equal to his Cha bonus, between Bodyguard and that you should be essentially unhittable by most at level enemies and your saves will be strongly boosted. In addition he can still use all those Lay On Hands as standard action cures on you (plus removing conditions) as well as whole host of spells from both Oracle and Paladin spells lists (Liberating Command to help deal with grapples, Cures, Protection from Evil, etc).
| ShroudedInLight |
There are just so many different methods of protecting someone, aren't there? Whether you want to focus on preventing damage, healing up after something slips through, or making use of combat maneuvers.
Also, I did not think of making use of only some of the net feats. I should have. I will look into that. The Halfling Paladin is quite interesting, and very powerful. However, I will have to save him for later though, Suthainn. We are currently exploring a homebrew setting in which Halflings are largely non-existent. Still a great design though.
Weirdo
|
Lack of halflings doesn't cut down the paladin build specifically, but it makes Bodyguard in general a little less fun without the cheap boost from the Helpful trait. There's a non-racial version but it only grants +3 instead of +4. That would probably make combat maneuvers comparatively more useful as damage prevention.
Though,It seems absolutely absurd that Archon Jusice would not be a style feat since it is the third part of the Archon style tre and directly effects the functions of the style.
I think the feat lacking the proper title has to be some kind of mistake, honestly, it just doesn't make sense compared to the rest of the styles. It empowers the functions of a style directly, ergo it should be a style feat. Just my personal opinions on the matter.
Perhaps, but in that case the Unarmed Fighter should probably have a similar restriction to the MoMS - that is, that in order to pick a higher-tier style feat / feat in a style chain you need the base style feat.
Also notable is the language in the Sacred Fist archetype, which, like the MoMS, conspicuously avoids referring to the higher-tier feats as "style feats."
At 6th level, the sacred fist gains a style feat as a bonus feat. The sacred fist must meet the style feat's prerequisites. He uses his warpriest levels as monk levels for the purposes of meeting the feat's prerequisites. At 12th and 18th levels, a sacred fist gains either another style feat or a feat that requires a style feat as a prerequisite.
| ShroudedInLight |
I would have the base style feat, though.
Regardless, the actual problem is that unarmed fighter does not say "Alternatively, a master of many styles may choose a feat in that style’s feat path" and instead just says I can select a style feat.
Damn. That sucks, I was really looking forward to two maxed styles at level 5.
Of course, it is totally possible as of level 6 since you no longer need to take Crane Wing with MoMS thanks to BAB+5, which frees up a feat for Archon Justice.
| ShroudedInLight |
Hey guys, I'd like one more bit of help.
You have a knack for placing yourself between your enemies and those they wish to harm.
Prerequisite: Con 17, ToughnessBenefit: During your action, designate an ally within your reach. When you fight defensively or use Combat Expertise, your ally gains a natural armor bonus to AC equal to the dodge bonus you gain from fighting defensively or Combat Expertise. You can select a new ally on any action. Allies who move out of your reach lose this natural armor bonus.
Would this feat grant someone the benefits if you stacked both Combat Expertise and Fighting Defensively during a single action, Or not?
Suthainn
|
Would this feat grant someone the benefits if you stacked both Combat Expertise and Fighting Defensively during a single action, Or not?
The use of OR implies that it's one or the other, but I can't see any reason why they couldn't stack since you can use them together normally so I think you'd be fine using both of them. The argument against would be that it would provide you with a natural armour bonus from each source instead of a single one from the total and those wouldn't stack, ask your GM imo or expect table variation in PFS. Interestingly, though it's clearly not the intent of the feat, you always count as your own Ally sooooo...
| ShroudedInLight |
Hey, Otterisk, how did you manage to get a +25 to CMB by level 7?
The best I can figure out is a +22, and only a +14 at level 5.
You have +4 from strength, +5(+7 at 7) from BAB, +2 from improved trip, + 2 from Lore Warden (+4 at 7), +1 from Fighter Weapon Group
Which is 14, then those other two feats add in four more, and four more from just leveling up, for a total of 22.
Where are you getting that extra three? Stat boosting equipment, the Entangled Status (That is only a +2 by the way)...some piece of magical equipment or other?
Also, I explored that whip build and swapped out Improved Disarm for Fury's Fall for an extra +2.
I also looked into that Honor Guard concept and found that the AC you can give to people is just as silly as you said, shame our game doesn't use traits or Halflings because that would be a lot of fun fully decked out.
ALSO: The net idea has extra credit right now because I am considering taking a Pit spell thanks to my GM ruling I could, and having a Caster and Cohort work together to throw people into a pit/spiked pit is my kind of style.
| Tangaroa |
You got me thinking of making something fun. Halfing order of the staff cavalier. With the helpful trait, can not only give +4 to your ac, but +4 to caster level and dispel checks too :) Not too shabby for a bodyguard. Tactician feat is escape route, to let you get away without AOOs.
Male Halfling honor guard cavalier 5
NG Small humanoid (halfling)
Init +3, Senses Perception +3
=================================================
DEFENSE
=================================================
AC 23, touch 14, flat-footed 20 (+7 armor, +3 Dex, +2 shield, +1 size)
hp 42 ((5d10)+15)
Fort +7, Ref +5, Will +4, +2 vs. fear
=================================================
OFFENSE
=================================================
Speed 15 ft.
Melee mwk. longsword +10 (1d6+1/19-20)
Melee dagger +9 (1d3+1/19-20)
Ranged dagger +9 (1d3+1/19-20)
Ranged mwk. composite longbow +10 (1d6+1/x3)
Melee lance +7 (1d6+1/x3)
Special Attacks cavalier's charge (+4), challenge (2/day, +5 damage, enemies -2 on saves), tactician (2/day, 5 rds., escape route)
Order order of the staff
=================================================
STATISTICS
=================================================
Str 13, Dex 16, Con 14, Int 10, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 18
Feats bodyguard, combat reflexes, escape route, weapon finesse
Skills Handle Animal +10, Knowledge (Arcana) +5, Knowledge (Nature) +5, Ride +8
Traits helpful, indomitable faith
Languages Common, Halfling
SQ banner (+2), edicts, expert trainer (+2), halfling luck, outrider, specialized knowledge, spell aid (+4)
Combat Gear oil of bless weapon, oil of magic weapon (2), potion of cure light wounds (2), potion of magic fang (2), potion of protection from evil, potion of shield of faith
Other Gear mwk. longsword , agile breastplate +1 , soldier's uniform, mwk. heavy steel shield, belt pouch, flint and steel, dagger, arrows (20), mwk. composite longbow (+1 Str), bedroll, mess kit, iron pot, 50' hemp rope, soap, waterskin, backpack, banner, lance, 5 days of feed, 5 days of trail rations (5), torch (10), 78.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Banner (Ex) At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
Cavalier's Charge (Ex) At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
Challenge (Ex) Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Challenge Whenever an order of the staff cavalier issues a challenge, his target takes a –1 penalty on saving throws against spells and spell-like abilities for 1 round after the cavalier successfully damages the target. This penalty increases by 1 for every four levels the cavalier possesses.
Edicts he cavalier cannot refuse a spellcaster’s request for aid unless it will interfere with his existing duties, or he believes the spellcaster seeks to directly oppose the cavalier’s aims and goals.
Expert Trainer (Ex) At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Helpful You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Mount (Ex) A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Order (Ex) At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.
Spell Aid (Ex) At 2nd level, whenever the cavalier uses the aid another action to assist one of his allies, the ally receives a +2 competence bonus on the next concentration check, dispel check, or caster level check she makes (whichever comes first). At 8th level and every six levels thereafter, this bonus increases by an additional +1.
Outrider Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces the sure-footed racial trait.
Skills An order of the staff cavalier adds Knowledge (arcana) (Int) and Knowledge (nature) (Int) to his list of class skills. He may use Knowledge (arcana) to identify spells being cast by arcane spellcasters as if he were using Spellcraft, and may do the same with Knowledge (nature) for divine spellcasters. If the cavalier readies an action to strike a creature when it casts a spell, and identifies the spell to be cast with the appropriate Knowledge check, he gains a +1 bonus on the attack roll.
Tactician (Ex) At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Male Companion Pony animal 5
N Medium animal
Init +2, Senses low-light vision; scent, Perception +8
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DEFENSE
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AC 20, touch 12, flat-footed 18 (+4 armor, +2 Dex, +4 natural)
hp 32 (5d8+10)
Fort +5, Ref +6, Will +1; Defensive Abilities evasion
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OFFENSE
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Speed 40 ft.
Melee hoof +0/+0 (1d4+1)
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STATISTICS
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Str 14, Dex 14, Con 12, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +5; CMD 17 (+4 vs trip)
Feats armor proficiency (light), toughness
Skills Perception +8
SQ combat training, bonus tricks (2), link
Animal Tricks attack (2), come, defend, down, guard, heel, seek
Combat Gear
Other Gear bit and bridle, chain shirt barding, riding saddle, saddlebags
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SPECIAL ABILITIES
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Evasion (Ex) You can avoid damage from many area-effect attacks.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
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ANIMAL TRICKS
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Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
Attack The animal attacks apparent enemies.
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
| CKorfmann |
I'm thinking either a monk with lots of grappling, or something with an animal companion like a two-weapon fighting ranger with a wolf AC. Make sure he takes Boon Companion to raise the level of the wolf. Now you've got two bodies standing in front of you and the wolf trips.
Also, you could buy an Ultimate Adventuring Kit. It comes with an ox trained for war. Google it or look up Ashiel's Adventuring Guidebook.