Friday, December 5, 2014

GM_Solspiral's PAP guide to the Cavalier: Traits, Skills, and Feats

Traits:
Rather than go into the extensive list of traits out there I will simply point out anything that adds +2 to your initiative, shores up one of your weak saves, helps you multi-class better for multi class builds, or opens a new class skill can be good for you.


Skills:
You have all the face skills, you need handle animal and ride, and stealth is not a bad call despite being “clanky.” Chances are you’re going small so stealth might not be so bad.


Feats:
I am not crazy enough to run through all the feats, but I’ll highlight some choices. Generally one wants to pick a path early and build off of that choice.


Mounted Combat - Ride by Attack - Spirited Charge is a crazy good combo if you are small sized and can keep your charging lanes open. You will need to build up other options because there simply is no way your GM is going to allow you to continue to pull this off every time.


Trick Riding - Mounted Skirmisher Trick riding is ok, mounted skirmisher is your bestie if you’re going with a mount build.


All other Mount based feats (mounted shield, indomitable mount, trample) are ok and possibly brilliant depending on what your mount is and how often they get to come into play.


Weapon Finesse - Dervish Dance or Slashing Grace for some builds this is needed but I’d rather have strength.


Power Attack - Cleave- Great Cleave and/or Furious Focus the power attack lines are great for any strength based melee character cavalier is no exception.


Quickdraw Useful for any character.


Archery Related Feats If you’re going to do this Samurai is a better base.


Style Feats there are a few styles that are outstanding if you are dipping monk but if
you are not it’s a 3-4 feat investment for anything worthwhile like say Crane Wing.


Squire/Lantern bearer- Leadership remember you can always trade out your squire/lantern bearer for a different more magical follower if you wish which could work with say a buffer or healbot.


Boon Companion has 2 uses, 1) allows for multi-class dips without hurting your Mount’s survivability 2) upping the power of a secondary animal companion.
Skill Focus - Eldritch Heritage get a sorc power online, or get into dragon disciple.


Horsemaster Ok I lied about Boon Companion, if you didn’t pick something that trades out expert trainer this is THE FEAT to make sure your Animal Companion stays viable. Don’t be fooled by the name it doesn’t have to be a horse.


Combat Expertise- Improved (Trip, Grapple, ect) potentially gives you some battlefield control.


Chain Challenge this lets you declare another challenge without getting into your other challenge pool in a round you take out the subject of a challenge. I like this but often my swift action is spoken for and in a lancer build that uses swift action to challenge move and kills on a charge you don’t have another swift action to use.


Combat Reflexes - Stand Still is excellent with a proper reach weapon and enough dexterity. Stand still means the enemy doesn’t get past you to get at say the caster.


Skill Focus - Eldritch Heritage is usually a poor choice for you, exceptions are Draonic bloodline solely for getting into Dragon Disciple without sorc levels. There’s a few powers that might be worth it but as a general rule not for 2 feats!


Anything that gives your mount flight - Flyby attack want to fix your charging lane issues get yourself or your mount a flight option


Teamwork Feats nothing beats plus you  have a way of sharing these for even more utility! I am BTW ignoring the Betrayal feats, they are in my opinion not very useful yellow or red.


Allied Spell caster you’re not a spell caster
Amplified Rage only ok even when you dip barbarian and have a buddy barbarian
Back to Back pretty much negates flanking
Improved Back to Back not worth 2 feats even free ones
Broken Wing Gambit great if the enemy lets you gang up on them, useless if your GM is a little smarter
Brutal Grappler if your group has 1 grapplerit’s a little odd… this requires 2 and you have to have orc blood.
Cavalry Formation just charge different foes!
Combat Medic only applies to heal skill
Coordinated Charge amazing once you meet the prerequisites if you’re a charger and there’s like a pouncer too.
Coordinated Defense CMD tends to be high already
Coordinated Maneuvers CMB can use the help sometimes.
Coordinated Shot better for luring cavaliers or samurai
Distracting Charge meh and I’m being generous
Duck and Cover look you made the party rogue feel more useful!
Improved Duck and Cover And now the team rogue is annoyed with you
Elemental Commixture this is so good for spellcasters which is NOT you
Enfilading Fire works when you have a dedicated archer
Ensemble who ever has more than one performer in the party
Escape Route I’m not a fan of running but this can be very helpful if you have the GM that throws CR+5s at you a lot.
Feint Partner your rogue thanks you
Improved Feint Partner everyone thanks you
Intercept Charge meh
Lookout most useful of the skill helpers
Outflank your 1st level TW feat
Pack Attack the other possible candidate for first TW feat
Pack Flanking awesome for charging builds
Paired Opportunists better for reach folk
Precise Strike extra damage is always useful, early use of this with tacvtics teaches your party to flank
Seize the Moment extra attacks are always useful especially if your co-front liner is a crit fisher
Shake It Off this can be way too much fun with a summoner, basically a +4 to all saves with a smart party.
Share Healing I suppose this helps with healing resources not sure I’d pay a feat for it.
Shield Wall I want to like this more but a lot fo folk do not use shields.
Shielded Caster smart casters have already dealt with this problem
Improved Spell Sharing if you have near all days buffs from you casting ally you can share with your mount! Also good for the shorter duration buffs when you know the fight is going to last long enough
Splash Volley even with an alchemist in the party this would be garbage
Stealth Synergy good when you have a lot of sneaky types
Swap Places too specific and doesn’t do enough
Improved Swap Places better but still really specific
Tandem Trip small cavalier with a wolf mount will appreciate this
Target of Opportunity best archer buddy feat
Team Pickpocketing not spending a feat on this
Tribe Mentality awesome power but group emotion effects are highly situational
Wall of Flesh the problem is small characters have so many other work arounds that are more effective
Wounded Paw Gambit I’d never buy this but I can see the value


GM_Solspiral's PAP Guide to Cavalier: Attributes and Races



Attributes:

The Cavalier is a bit MAD. You need strength for hit and damage but you’re not as reliant on it as other frontline fighters. Completely dumping Dex is hard if you’re staying mounted. You can’t really dump Con because you’re melee. Wisdom hurts to dump as it’s a weak save. Int is possibly a dump stat but not so bad you lose skills. Charisma is important for a lot of your skill options and 


Strength this is Blue for it determines hit bonus and damage.

Charisma  is your 2nd stat as just about every build of consequence, if you don’t want to invest in Charisma play a fighter

Constitution this is your 2nd or 3rd stat for all but the most caster/ranged driven
builds. You Fort save and HP cannot suffer by dumping this.

Dexterity can be an important stat or near a dump stat but remember you will more than likely need your ride skill.

Wisdom If we had a strong will save I’d dump this in a heartbeat. Wis tends to
be my 5th stat for a cavalier you will miss making perception rolls.

Intelligence 13 is an important breakpoint for a variety of builds that utilize combat expertise, it is otherwise a 5th or 6th stat.



I’ll save point buys for the build section.




Races:


Dwarves aren’t terrible but they are not exactly a strong choice either. Con bonus is nice and their survivability is high but in the end they suffer for being both medium and having a poor stat array for the cavalier. Saving grace is the very decent bonus to damage against challenge targets

Elves aren’t better except they can be excellent multiclass options into Eldritch Knight or Magus.

Gnomes are small which is a tremendously good thing, they trade a small ding to primary stat but bonuses to 2nd and 3rd options, sla options, or using master tinker and the craft skill potentially any exotic weapon prof.

Half-Elves +2 to str, Skill feat for easier access to Eldritch Heritage feat chain (or not), bonus to perception, cheat to get a free casting class spell list for wands without SLA making it easier to dump CHA.

Halflings size matters especially for the mount builds. Workable stat array, affinity
to slings, good skill bonuses, Luck to shore up saves, but mostly size
is a bonus. They also have their own order which is a decent option.

Humans Flexible bonus, free feat, and extra skill points, humans are still a very good choice. The ability to keep advancing the animal companion and going full bore into another class for the low cost of a feat is near broken.

Half-Orcs They are really good for Order of cockatrice/daring champion builds in particular. But the Beast Rider Racial feat will net you much much better mount options. Ferocity 

Asasimar/Tiefling you can cherry pick attributes without penalties and SLAs like glitterdust. Assamars also have an option to give ACs celestial template making them the overall best choice.

Catfolk might make an ok daring champion or luring cavalier but suboptimal in general.

Dhampire might fit in an evil neg energy channeling party, the blood drinker featline isn’t terrible but you have better options.

Drow ignoring drow noble because that’s just WRONG. SLA s are decent, strictly better than regular elf but not by much.

Fetchling this is a poor choice, I can’t help disliking that con penalty.

Goblin they are small which is a good start, +4 to dex can be an excellent choice if you are willing to pay the feat tax to get melee back online, and the stealth options are beyond good and then there’s the variety fairly good racial feats.

Hobgoblin Dex and Con bonus for no dump and a +4 to stealth, yes please. Then there’s the fellrider archetype which is amazing and a no brainer choice.

Ifrit stat mods suck, slas aren’t particularly useful but in a fire heavy campaign they could be cool.

Kobold stat mods, nuff said.

Orc stat mods almost entirely account for the rating but the alternate favored class bonus can smeller alternate race trait are also quite useful. 

Oread stat mods are useful, alternate race traits can be quite good especially crystalline form and a sla ranged option.

Ratfolk Size saves this from red and little else.

Sylph bad array, only useful ability is feather fall sla.

Tengu Stat array isn’t great but prof with ALL SWORDS, nat attack with extra options, and a feat option for flight? Yeah!

Undine bad stat array but a surprising number of decent abilities, better for aquatic campaigns.


Changeling stat mods suck, there's a few useful abilities but nothing awesomesauce.

Duergar The abilities to enlarge and go invisible are quite good. If you’re GM lets you play a Duergar tyrant that’s broken.

Gillman let’s play an entirely aquatic campaign, said no GM I’ve ever played with.

Grippli the alternate race traits of glide and jumper make this green for me. Being small helps come over the top of a poor stat array. In an upcoming book for Flying pincushion games that I playtested that allows for a Giant dragonfly mount and I’d bump this to Aqua if that is allowed at your table. We enchanted a saddle with the anthault belt enchantments and pretty much used that and various other shenanigans to essentially use her like a helicopter.

Kitsune a Swashbuckler/Cavalier or if you want to go crazy with a Vigilante mixed build can make this absurdly good option. Outside that it is meh.

Merfolk If you can wrap your head around using the strongtail alt race trait and your GM allows a modified saddle to work you’re not hurt by the land speed if you’re mounted. Then you have a race with a +2 to 3 attributes 2 of which are important to you, low light vision, +2 to natural armor, and niche moments of awesome whenever swim checks or water features heavily. There will be times when you’re 15ft move speed is going to be a hassle and maybe not so much for a dessert campaign but you really could do worse.

Nagaji stat mods, nat ac bonus, help on most will saves, and perceptions checks. I initially had this green, then I saw the First Mother's Fang Archetype that males this blue.

Samsurian this really is great for casters and that’s it..

Strix not even for flight

Suli strong stat array and elemental assault is very good.

Svirfneblin poor option.

Vanara good despite stat array, prehensile tail to help action economy, and a climb speed make an attractive package.

Vishkanya poor stat array but free poison use, perception and
stealth bonuses, exotic weapon options, and the AMAZING Sleep Venom
feat that makes your poison a scaling save or suck!

Wayang lots of little niceties like small size + a stealth bonus but I’d far rather be a goblin, halfling, or gnome.


Triton this is just a crappier merfolk

Gathlain neat race, like SLA to entangle + fly over and use a reach weapon at first level! I just don’t see this as particularly suited for the cavalier. If I went this route I’d go with Daring Champion and Order of the Flame. I’d also definitely dip 3 levels of UnRogue or swashbuckler to lessen the feat taxes of dexterity builds.

Android mixed bag. You’re not trying to optimize if you’re playing this. The constructed trait is actually very useful and I’d definitely take the repairing nanite alt race trait Amici is a good trade off, rapid repair and rapid recovery are nice. IDK I’d rather use this with an Avenger path Vigilante or a straight up fighter.

Ghoran there’s an archetype out of the cavalier book from FPG that replaces the mount feature with a symbiotic vine. That with this race will basically make you Groot, and Groot is awesome. I might throw it in builds. Even without that you don’t sleep or eat in a normal manner, good stat array, nat armor bonus, the ability to make a backup of yourself as long as you have a decent cleric to remove the negative level. swap out for that intoxicating aroma alternate class trait.

Kathsatha the 4 armed thing would be amazing for other melee characters just not so much for a cavalier. If you want to play one of these I recommend going with a natural attack oriented melee class like Shifter or do that barbarian that uses the natural attack rage powers.

Lashunta the only reason to do this is you want to play the Outrider archetype which gets combat expertise and a neat ability called maneuver tactics. It’s a solid choice. This would otherwise be meh.

Shabti the stat array helps you MAD issues. all knowledge skills a5re class skills and they are harder to level drain and there’s shenanigans with the option to pick an age category and stay that age category. I’d swap the meh SLA for a racial +2 to the parts of a will save that make it suck.

Syrinx take an archetype that swaps out your AC as you’re flying. Not my favorite flyer option and not particularly great as a cavalier.

Wyrwood small is a good thing for a cavalier. The stat array penalizes Cha which hurts but the construct type gives a boatload of immunities you get 10 extra HP and your Con is treated as a 10 no option to up it. The immunities and the size are very appealing.

Wyvaran Flight + the dragon subtype and darkvision and an okay stat array. My winner for the flying options. Just like Gathlain I’d go Daring Champion and likely dip into a class that speeds along dex unless you get an amazing point buy.



Tuesday, December 2, 2014

Builds: The Knight of Shadows



The Knight of Shadows


Mixing the Shadow Dancer with a Dex based frontliner like the Daring Champion Cavalier is gaining many of the rogue’s best traits without relying on sneak attack. The build peaks when you add the flanking power of a shadow companion which is just awesome.


Build Core:
We’re building off the dark triad of ability scores namely Dex/Cha/Int and dipping a level of Spire Defender Magus to get a serious jump on the Shadow Dancer prerequisites. Daring Champion adds some of the Swashbuckler’s best goodies without being forced into a fancy hat!
Feats/Class Features of note:
Drow ends up being the best choice… the far ranging darkvision, the ability to cast darkness, being elf for the requisite of spire defender. There’s a multitude of good reasons for this but rest assured you will neither be dual wielding nor shall you be employing the services of a panther, sadly we will be feeding into the scimitar stereotype for dervish dancer.


1: Drow Order of the Seal Daring Champion 1: Challenge, Champion’s finesse, Tactician- Outflank, Combat Reflexes
2: DC 2: Keeper (order ability)
3: DC 3: Nimble, Dervish Dance
4: DC 4: Panache and Deeds, Challenge 2/day
5: Spire Defender Magus: Dodge, Combat Expertise, Mobility, Prof With Scorpion Whip
6: Shadow Dancer 1: Hide in Plain Sight
7: SD 2: Evasion, Darkvision extends 30ft, Uncanny Dodge, Spring Attack
8: SD 3: Rogue Talent- Fast Stealth, Shadow illusion, Summon Shadow
9: SD 4: Shadow Jump, Shadow Call, Wind Stance
10:  DC 5: Banner
11: DC 6: Whirlwind Attack, Arcane Strike
12: DC 7: Challenge 3/day
13: DC 8: I shall not be moved, Weapon Focus- either scmitar or scorpion whip
14: DC 9: Greater Tactician- Precise Strike
15: DC 10: Challenge 4/day and +2 on Banner, Stand Still,
16: DC 11: Advanced Deeds
17: DC 12: Demanding Challenge, Lightning Stance, Iron Will
18: DC 13: Challenge 5/day
19: DC 14: Greater Banner, Toughness
20: DC 15: Staggering Assault, +3 on Banner


Traits
Silent Hunter- gives a +1 to stealth and makes it a class skill
Reactionary- bonus to reflex save
Dangerously Curious get UMD as a class skill instead if you wanted.


Skills
Max Stealth, Intimidate, Disable Device spread the rest around to ensure at least a point into all class skills and “roguish skills.” Make sure you put in perform dance for both shadow dancer and dervish dance!


20 point buy
Str 8
Dex 18  (with +2 racial mod)
Con 10 (with -2 racial mod)
Int 12 (with +2 racial mod)
Wis 14
Cha 14


All stat adds into Dexterity, All class bonuses into Hit Points


Tactics at level
1- position for AOEs when possible, flank because you’re awesome at it, use challenge as your swift when you are in a good position to bull rush or trip. You also have your Darkness SLA to disable a lot of different types of foes.
3- hopefully you did a good job of picking for keeper, now enjoy dishing better damage
5- remember this, truestrike is likely your best spell, it is pretty much an auto succeed on maneuvers. Parry and riposte is a handy extra layer of defense.
7- Best of Rogue defensive abilities and spring attack in the same level, living the dream.
9- Shadow companion scout and flanker that can str drain, a few handy slas, 20% miss chance when you move on top of being able to move attack, move and getting a +4 to AC while doing so. Oh yeah and shadow jump 40ft!
11- Scorpion whip has 15ft reach, use arcane strike to add damage and hit everything in range… mobs of weenie villains beware
13+ keep collecting awesome features and feats.


Possible Variants
More shadow dancer for longer range shadow jusp was tempting but loses too much BAB. Duelist could add a splash of fun but again loses too much cavalier for me.

Intro
Attributes and Races
Traits, Skills, and Feats
Orders
Archetypes


Alternate Opinions and a few areas I didn't cover

Builds
Spirited Charging Pouncer
Knight of Shadows
Dragon Knight
Mighty Halfling

Drive-by-skirmisher

Monday, December 1, 2014

Builds: The Dragon Knight



The Dragon Knight
Order of the Dragon + Dragon Disciple should be an awesome combo, sadly it is not. Luckily Order of the Flame is not only an excellent thematic fit it also works out great mechanically. If you can dish enough damage to kill every round Order of the Flame never runs out of challenge. We’ll achieve this with a lance, massive strength, and power attack. We’ll also be able to dish astride a full powered mount, as a reach combatant, from the air, or up close with a natural attack routine. Oh and we’ll go ahead and take


Partial credit and much respect to Oterisk’s Guide to Dragon Disciples


Build Core:
This is a multi component build so I’ll break it down a bit here:
Cavalier 4 levels to gain expert trainer and lots of other goodies including a full powered mount thanks to the horselord feat.
Barbarian 2 levels for a little more natural attack power and Rage
Crossblooded Sorcerer 1 level for two bloodline powers to advance (including the requisite dragon) and a spellcasting base.
10 levels of Dragon Disciple for amazing stat adds, spellcasting levels and bloodline power advancement.
3 levels of Eldritch Knight for more BAB and caster level awesome.
Ends with 10 levels of Sorc casting, which gives you tons of buff options.
BAB ends at +16
Feats/Class Features of note:
I almost wrote up a suli but the int penalty means no extra languages like draconic which we need. Human wins for the feat(s) and the extra skill points. Because we have the dragon disciple pushing up the level on Eldritch heritage feats we’re going to enoy the human alt race trait Focused Study.


1: Human Order of the Flame Cavalier 1: Mount, Tactician- Improved Spell Sharing, Challenge, Mounted Combat, Skill Focus- Knowledge Plains
2: Crossblooded Sorc (Draconic+Orc*) Spells, Bloodline power- Claws, Cantrips, Eschew Materials
3: Cav 2: Foolhardy Rush, Ride By Attack
4: Cav 3: Cavalier’s Charge
5: Cav 4: Challenge 2/Day, Expert Trainer, Spirited Charge
6: Barbarian 1: Rage, Fast Movement
7: Barbarian 2: Lesser Fiend Totem (gain a Gore attack), Uncanny Dodge, Horselord
8: Dragon Disciple 1: Nat Armor Bonus, Blood of Dragons**, SKill Focus: Knowledge Arcane
9: DD 2: +2 STR, Dragon Bite, Fearless (from orc advances nicely at DD8), Power Attack, Eldritch Heritage (Abyssal for more claws), +sp level
10:  DD 3: Breath Weapon, + Spell level + Bloodline spell, access 2nd level spells
11: DD 4: +2 more Str, +1 more nat armor, +sp level, Improved Eldritch Heritage: Strength of the Abyss (+2 more Str become +4 at 15th level!) +bloodline spell, access 3rd level spells
12: DD 5: Blind sense 30ft, Toughness
13: DD 6: +2 to Con, +Caster level, Eldritch Heritage Arcane (Familiar Greensting Scorpion gaining you alertness and +4 to init) +bloodline spell, access 4th level spells
14: DD 7: Dragon Form, Nat armor+1, +1 caster level, more nat armor and lose light sensitivity from orc BL power.
15: DD 8: (+2 more STR as EH power advances from Abyss BL), you also gain a 9th level power from sorc BL go with orc Strength of the Beast for another +2 Str, Ability Boost +2 Int, Improved Initiative, +caster level, Improved Familiar (Fairy Dragon) +bloodline spell, access 5th level spells
16: DD 9: Wings, Skill Focus: Stealth
17: DD 10: Blind Sense 60ft, Dragon form Improves, +1 Caster level, +bloodline spell, Fly By Attack
18: Eldritch Knight 1: Great Cleave
19: EK 2: +CL, Eldritch Heritage: Claws (Ghoul Version!)
20: EK 3 +CL
Ability Boosts from Build Str +10 (14 with rage), Con +2 (6 with rage), Int +2 Not accounting for normal cl boosts bear in mind you can easily cast Bull's Strength for another stack-able +4 to STR
Full powered Character level mount level 7 forward that you can share buffs with
BAB +16/+11/+6/+1 or 4 primary natural attack routine or Massive x3 damage from a mounted charge.
CL 10 sorc Bloodline treated as 11th for sorc lines, Eldritch heritage adds for a total of 5 bloodlines
Eventual Improved Familiar also affected by Improved Share Spells!!!
*You gain both arcana as well
**Bloodline levels advance because of wording on ability. For crossblooded it means choices on bloodline feats and powers, also means level dependent abilities from BL powers advance with DD level or -2 character level whichever is higher.


Traits
Reactionary- bonus to reflex save
Accelerated Drinker- You spend a lot of time on your mount freeing up your move action anyway!


Skills
Ride, Handle Animal, Face Skills, and appropriate prerequisites for DD, you get 3 skill focuses and a lot of class skills from all that dipping make the most of it and enjoy the massive boost to STR skills.


20 point buy
Str 16 (race bonus)
Dex 12
Con 14
Int 10
Wis 12
Cha 14


All stat adds into Cha everything else will take care of itself!


Tactics at level
1- Basic Cavalier tactics use a lance if you have one, challenge the mooks first so you can deliver bigger damage to the boss.
3- share your longer lasting buffs with your mount
5- You now have very strong charge attacks this should make your challenges nigh infinite.
7- You have a 3 attack option for NAt attacks
9- Power attack and now Nat attacks are up to 4!
11- Your strength is getting massive without stat add items
13+ Here are your options: Challenge and Power attack Charge for huge damage and likely kill most foes get another charge at cost of AC but add even more damage, You can also wield your lance as a reach Weapon and let your mount attack separately gaining iterative attacks from likely safty, use spells like a spell caster, 4 attack nat attack routine claw, claw, bite, gore with rage.


Spell wise stick to buffs and the occasional fire spell AOE, Don’t try to control the battlefield or summon that is not your role.


Possible Variants
You could lose the BARB levels and EK levels for a total of 4 more caster levels in sorc. I prefer being an absolute monster though.

Intro
Attributes and Races
Traits, Skills, and Feats
Orders
Archetypes


Alternate Opinions and a few areas I didn't cover

Builds
Spirited Charging Pouncer
Knight of Shadows
Dragon Knight
Mighty Halfling

Drive-by-skirmisher