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Aergoth
2016-05-03, 09:56 AM
Knight Peregrine

Some knights ride on massive steeds, wielding weapons of improbable size and charge into battle for service of their lord, their country or their fellows. Others eschew the path of fame on the battlefield and take to walking the earth, making their way through the world with a handful of magical tricks and their wits to protect them. These wandering knights are sources of tales and stories, regardless of if they mean good or ill. Some search for worthy opponents, others for fame or infamy as they right or cause wrongs in their travels.

Skills:A Knight Peregrine Adds Knowledge (Geography) and Perception to their class skill list.

Weapons and Armor:A Knight Peregrine is not proficient with heavy armor.

Favoured Terrain: At first level, the Knight Peregrine selects a favoured terrain, gaining a +2 bonus on initiative checks as well as Knowledge (Geography), Perception, Stealth and Survival skill checks while they are in this terrain. A knight peregrine travelling through their favoured terrain normally leaves no trail and cannot be tracked (though may leave a trail if they so choose).
A Knight Peregrine gains a new favoured terrain at third level and every three levels thereafter. In addition, at each such interval, the Knight Peregrine may improve the bonuses granted by any one favoured terrain (including the one just selected, if so desired) by +2.
If a specific terrain falls into more than one category, the Knight Peregrine’s bonuses do not stack, they simply use the higher bonus
This replaces the Mount and Expert Trainer class features.

Unlucky Crest: Instead of a banner, a Knight Peregrine sports a personal coat of arms or crest on their armor or shield. So long as the Knight Peregrine’s crest is visible, hostile creatures within 60 feet receive a -1 penalty on saving throws against spells and spell-like effects, and a -2 penalty against the Knight Peregrine’s hexes. At 10th level and every five levels thereafter, increase these penalties by 1. The Knight’s crest must be unique to them and carried or worn on their person as a shield or element of their cloak or armor in order to function.
This replaces Banner.

Hex: A Knight Peregrine gains access to a number of magical tricks called hexes to grant power to themselves or their allies or weaken foes. At first level, a Knight Peregrine gains one hex of their choice as a witch. In addition, the Knight Peregrine may select a new hex every three levels after the first, and uses their Knight Peregrine level and Charisma in place of Witch level and Intelligence modifier for all calculations related to hexes. At 10th level, a Knight Peregrine may select from the list of Major Hexes instead of only base hexes.
This replaces the cavalier’s charge, mighty charge and supreme charge abilities as well as the cavalier’s bonus feats at 6th and 12th level.

Cursed Crest: At 14th level, the Knight Peregrine’s crest takes on a wicked aspect, allowing the cavalier to channel their hexes through it with additional potency. All allies within 60 feet of the Knight Peregrine gain a +2 bonus to saves against hexes and curse effects. While the Knight Peregrine’s crest is displayed, they may spend a standard action to imbue their crest with ghastly energy, causing all creatures within 60 feet to be treated as though they had not yet been targeted by the Knight Peregrine’s hexes that day. A creature may not be affected by this ability more than once per day.
This replaces Greater Banner

Aergoth
2016-05-03, 09:58 AM
Knight of the Sable Shield

You are a consumate warrior, less concerned with matters of honor or glory than simply surviving to fight another day. You colour your armor black to protect it from the elements and to disguise your allegiance, and carry no crest or banner that would identify you. Whether you bar passage in search of a foe that can best you, sell your services to the highest bidder or wander in search of a great destiny, your shield is your constant companion and the means by which you may weather any combat.

Weapons and Armor: A Knight of the Sable Shield is not proficient in two-handed melee weapons.

Sable Shield: You carry no device on your shield or armor, preferring to colour it soot black rather than having it shine. A Knight of the Sable Shield practices a style of fighting that relies on having a shield in one hand and a weapon in the other. A Knight of the Sable Shield can treat a shield in their possession as a Sable Shield to strengthen it and gain additional benefits. It takes one hour to properly prepare a Sable Shield and you may only have one Sable Shield in your possession at a time. While wielding your Sable Shield you add ½ of your Knight of the Sable Shield levels to your CMD. You treat your Sable Shield as though it is masterwork, even if it is not. You add your shield bonus to your touch AC while wielding your Sable Shield. This replaces a Cavalier’s mount

Guard Stance: While wielding your Sable Shield and fighting defensively or using total defense, you gain a +1 dodge bonus. This bonus increases for every 4 levels beyond the first. This replaces Cavalier’s Charge

Sable Shield Novice: You gain Shield Focus and Improved Shield Bash as bonus feats. While wielding your sable shield, you may apply the benefits of shield focus regardless of the type of shield, and you double the benefits of Shield Focus. This replaces the Tactician class feature

Shield Fighter: You gain a +1 bonus to attack and damage rolls when making a shield bash. When making a full attack, you may alternate between using your weapon or shield for attack. You do not gain additional attacks or incur penalties as you would when fighting with two weapons. This replaces Banner

Sable Shield Student: You gain Greater Shield Focus and Shield Specialization as bonus feats. While wielding your sable shield, you may apply the benefits of shield focus, regardless of the type of shield, and you double the benefits of these feats. This replaces Expert Trainer and Demanding Challenge

Dodge Roll: As an immediate action a number of times per day equal to your dex modifier you may make an acrobatics check to attempt to roll or jump out of the way of an enemy attack. If your check exceeds the enemy attack roll, you move to an adjacent square and the attack misses. If you fail the check you are considered flat-footed. In either case, you are not able to make a five-foot step on the subsequent turn. This replaces greater tactician.

Sable Aegis: You gain the benefits of evasion while wielding a shield. While wielding your sable shield add your shield bonus to reflex saves and double your shield bonus to touch AC. This replaces mighty charge

Adamant Bash: Your shield strike stuns enemies. Enemies you strike with a shield bash must save or be staggered, you treat enemies that you stagger in this fashion as though they were stunned, though they retain items in their hands. This replaces Greater Banner

Sable Shield Master: Your Sable Shield is treated as though it was a force-effect for the purposes of blocking and striking incorporeal creatures, as well as being treated as though it was magic, cold iron and silver for the purposes of bypassing damage reduction. By spending one day treating your armor, you share some of the benefits of your sable shield with it, adding your armor bonus to touch AC, increasing your dodge bonus when fighting defensively and treating your armor as though it were a force effect against incorporeal creatures.

Aergoth
2016-05-03, 10:01 AM
And to cap this off, two new orders for Cavaliers. They were originally written to suit the archetypes above, but should be suitable for other cavaliers as well.

Order of the Albatross

Edicts: A cavalier of the Order of the Albatross must forsake all lands and titles, must never swear service or fealty to an organization or entity of a fixed nature or defined borders, and must not maintain a fixed abode of any kind.
The cavalier must offer such hospitality as they are able to other travelers and behave as a gracious host to those they share a roof or camp with.
The cavalier must accept hospitality whenever it is offered, and behave with good manners when accepted as a guest.
The cavalier must enforce the freedom to travel and wander whenever possible and lay low those who would obstruct or waylay rightful passage by innocent travellers.
The cavalier must punish those who abuse the hospitality of others, and see them brought to such justice as is able to be rendered whenever possible.

Challenge: The Order of the Albatross cavalier increases the DC of saving throws inflicted by the cavalier against the target of their challenge by +1. This bonus increases for every four levels the cavalier possesses.

Skills: An order of the Albatross cavalier adds survival and knowledge (local) to their list of class skills.

Abilities
Bed of Stones: An order of the Albatross cavalier takes no penalty for sleeping in armor or sleeping in rough conditions, as though under the effects of a bed of iron spell, using their cavalier level as the caster level.
Woodland Stride: A cavalier of the Order of the Albatross gains the ability to pass through natural terrain unhindered, as the Woodland Stride class feature.
Camp Hospitality: At 15th level, a Cavalier of the Order of the Albatross may treat any campsite they make as though under the effects of a campfire wall spell, using their cavalier level as the caster level and once per day you may imbue any meal you share with others to have the properties of a heroes’ feast spell.


Order of the Raven

Edicts: A Cavalier of the Order of the Raven must treat each combat or challenge as though they expect to perish.
If an opportunity to defeat a foe, regardless of their strength, presents itself an Order of the Raven Cavalier is expected to seize it.
An Order of the Raven Cavalier is also expected to leverage their wits and skill against enemies of much greater physical prowess and to never refuse combat against a stronger opponent.
A Cavalier of the Order of the Raven eschews heavy armor in favor of remaining mobile and agile.

Challenge: An Order of the Raven Cavalier gains a +1 bonus to combat maneuver checks and to CMD against the target of their challenge.

Skills: An order of the Raven Cavalier adds Acrobatics and Escape Artist to their list of class skills.

Abilities
Draw the Line: When you make a full-attack, designate a number of squares you threaten equal to your dexterity modifier as difficult terrain until the beginning of your next turn. You may allow any number of creatures you are aware of to ignore this effect.
Onslaught: As a full-round action, you make a full attack against a target. You do damage only once during this attack, If any of your attacks hit the target, you are considered to have hit. If two or more attacks hit, the opponent must make a fortitude save (DC 10+1/2 BAB+Dex Mod) or be considered flat-footed until the beginning of your next turn.
Lightning Counter: As an immediate action, you may issue a counter against an opponent that has missed you, treating their missed attack roll as their AC. An opponent who you counter is considered flat-footed for the purposes of this counter-attack.