Cavelier Archetype: Conqueror


Homebrew and House Rules


Have you ever wanted to hit someone REALLY hard? Have you ever wanted to expend your energies into a single devastating attack? Have you ever wanted to cut someone in half with a VERY big weapon? If you've answered yes to any of these questions then the Conqueror is for you. I love the Cavalier but I don't like mounted combat. I'd love a footknight like cavalier but I also love greatweapons and BIG hits so this is what I came up with. This is the first time I've ever made a homebrew pathfinder archetype. All C&C is appreciated and I'd love to help get this balanced so I can play it one day.

Conquerors are knights that have dedicated their lives to learning the ways of Devastation. They fight with strength, vigor, and sheer focus using greatweapons to place destructive strikes whilst still being able to defend themselves with impunity.

Two Handed Expert
Whilst the Conqueror is wielding a Two Handed melee weapon, add a +1 shield bonus to your AC. Increase this bonus by +1 every 7 levels to a maximum of +3 at level 15.

This replaces tactician.

Conqueror's Strength
The Conqueror gains Power Attack and Furious Focus as bonus feats.
This replaces mount.

Danger Seeking
A green knight must select the order of the Claymore. Furthermore, Any two handed melee weapon counts as a greatsword for the purposes of Order of the Claymore abilities.
This alters order.

Devastating Strike
At 3rd level, a Conqueror can deliver focused strikes that can fell the most stalwart of foes. when a Conqueror makes a single attack (with the attack action or a charge) with a two-handed melee weapon, she adds double her Strength bonus on damage rolls. If used as part of a charge attack, it counts as a mounted charge attack. She may also gain the staggered condition to have the attack count as a mounted charge.

This replaces cavalier’s charge.

Great Weapon Parry
At 4th level, The Conqueror can use a two handed melee weapon to attempt a parry. while wielding a Two handed melee weapon, the conqueror can attempt to parry an opponents strike. You may use an immediate action and expend an attack of opportunity to make a combat maneuver against the attacking creature. If successful, the attack misses you.

This replaces Expert Trainer

Great Weapon Riposte
At 5th level, if you successfully parry an attack you may make yourself staggered for one round use your immediate action to make a single two handed melee attack against the creature who attacked you as long as they are within reach. This attack counts as a mounted charge attack.
This replaces banner.

Rip and Tear
At 9th level, whenever a Conqueror hits a creature with a mounted charge attack she may become staggered for one round to ignore all damage reduction the creature possesses until the end of her turn.
Also at 9th level the Conqueror gains Spirited Charge as a bonus feat.

This replaces greater tactician.

Greater Devastating Strike
At 11th level, the Conqueror's Devastating strike always counts as a Mounted Charge and when using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%).

This replaces mighty charge and greater banner.

Guts
A Conqueror's prowess with Two Handed Weapons gives her mastery with overpowering opponents. When hitting an opponent with a Devastating Strike, she may gain the staggered condition for a round to make an additional Devastating Strike. Further, while staggered the Conqueror may make a charge attack as if it were a standard action or take a 5 foot step and a standard action.

This replaces master tactician.

World Eater
At 20th level, a Conqueror deals death with every stroke of her weapon. When making you hit a mounted charge attack, a Conqueror can become staggered for 2 rounds to attempt to instantly kill her opponent. The opponent must make a fortitude save equal to the damage dealt by the attack +10 or die. Whether or not the target succeeds, it cannot be targeted by this ability again for 24 hours.

This replaces supreme charge.


The mount related effects which don't require you to be mounted are a mistake IMO. Having to have a second creature to equip and protect is part of the balance of mounted charges I think. If you do keep it as is you should probably indicate that you can't accept the staggered condition for these effects while staggered, and note the duration of the staggered condition in Devastating Strike (presumably 1 round).

I don't have a problem with Great Weapon Parry conceptually but it's a big step up from what you trade for it, and everything else is at least an equal trade.

What does order of the claymore come from, or what does it do? Also 'A green knight must select the order of the Claymore.' probably should read 'A Conquerer must select the Order of the Claymore.'.

The ability to make a charge while staggered is actually the default which everyone gets.


Okay I'll go back and fix that. thanks for catching those mess-ups. I based this kinda off of the green knight as a basis for what a Mountless Cavalier would switch things out for. And Originally great weapon parry and riposte were a single ability. Maybe I should go back to that and just stagger the riposte a few levels?

And yes I need to make sure people know they can't accept the staggered condition if they're already staggered.

Maybe instead I could say if you do a charge attack and stagger yourself it counts as a mounted charge attack? Mounted charges are quite powerful I understand so maybe I need to give you the ability to do it without physically charging later?

The whole point was to still have that double/triple damage but with an on foot character in which it just takes it's toll on them. Thank you for the suggestions.

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