TEXT: Hospitallar
  Cavalier/Cleric
  Hybrid
  #74
  
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  Player Paraphernalia #74 The Hospitallar (Hybrid Class) ©2016, The Knotty-Works; Author: John 
  Buckley
  d20pfsrd.com. Copyright 2010, John Reyst.
  
  1
  Player Paraphernalia #74
  By The Knotty-Works
  Welcome to issue seventy-four of  the Player 
  Paraphernalia series, short supplements designed 
  to offer players new options for use with the 
  Pathfinder RolePlaying Game (©Paizo, Inc.).  This 
  issue introduces the Hospitallar, a cavalier/cleric 
  hybrid that focuses on the special connection 
  between the character and his mount.
  The Hospitallar
  Known for both their chivalry and piety, 
  hospitallars step up to the line for the 
  cause of their faith.  Raised in the service 
  of nobility and the dogma of their faith, 
  hospitallars are trained in the knightly arts of 
  mounted combat and cooperative martial 
  skills.  As part of this service, hospitallars 
  must commit to a chivalrous order, 
  ascribing to the order’s edicts and beliefs, 
  which must align with their chosen deity or 
  mythos.
  As part of his training, the hospitallar 
  becomes especially close with his chosen 
  mount, the two becoming emotionally and 
  spiritually linked in the process.  This bond 
  signifies the divine connection with the 
  hospitallar’s deity or mythos and is just as 
  important to the hospitallar than any other 
  relationships he may forge with others, 
  including those of his order.
  Role  The hospitallar is a competent 
  combatant, though not truly as effective 
  as many of the knightly brothers.  However, 
  his ability to manifest the strength and 
  power of his deity or mythos provides an 
  equally effective means of assistance to his 
  allies or irritation to his foes.  The true value 
  of the hospitallar shines when working in 
  conjunction with others of the same cause 
  or faith, whether they be of his order or not.  
  The hospitallar prefers to direct and inspire 
  just as much as he does diving into the 
  depths of battle, but he may hold his own 
  regardless of the role he is called upon to 
  perform. 
  Alignment:  The hospitallar may be of any 
  alignment.
  Hit Die: d8
  Starting Gold:  5d6 X 10 gp (average 175 
  gp) and one outfit worth 10 gp or less.
  Parent Classes:  Cavalier and Cleric
  Class Skills
  Craft (Int), Diplomacy (Cha), Handle 
  Animal (Cha), Heal (Wis), Knowledge 
  (nobility) (Int), Knowledge (planes) (Int), 
  Knowledge (religion) (Int), Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), and 
  Spellcraft (Int)
  Skills per Level:  2 + Int modifier.
  Class Features
  Weapon and Armor Proficiencies:  The 
  hospitallar is proficient with simple and 
  martial weapons.  He is proficient with light, 
  medium, and heavy armor and shields 
  (except the tower shield).
  Aura (Ex):  The hospitallar’s aura of chaos, 
  evil, good, or law is particularly powerful, 
  based on his Deity’s alignment.  The 
  hospitallar’s aura strength is based on his 
  class level (see the Detect Evil spell).
  Domains:  The hospitallar  may choose two 
  domain belonging to his chosen deity or 
  
  2
  mythos at 1st level.  The hospitallar gains no 
  bonus spells from the domain, but he does 
  gain any associated domain powers.  He 
  treats his class level as his effective cleric 
  level in regards to the abilities granted by 
  the domain power.
  Once chosen, the hospitallar may not 
  change the either domain.  Domain 
  powers that modify the cleric’s channel 
  energy ability do not grant the hospitallar 
  the ability to channel energy, but may 
  apply to the hospitallar’s hand of faith 
  ability granted at 2nd level (as adjudicated 
  by the GM).  If the channel related power 
  that cannot be used with his hand in 
  faith class feature, the hospitallar gains 
  a bonus 1st level spell per day instead.  If 
  the channel related power is granted to 
  a higher level cleric power, the hospitallar 
  gains a bonus 3rd level spell per day 
  instead.
  Mount (Ex):  At 1st level, the hospitallar 
  bonds herself with a natural animal that 
  he may ride in his travels.  This mount may 
  be any normal animal that is typically used 
  as a mount and at least one size category 
  larger than the hospitallar.  Typically, this 
  bond occurs between a hospitallar and a 
  horse (or pony with a small hospitallar), but 
  other animals have been bonded as well 
  (with GM approval).  This bond is treated 
  as the druid’s Animal Companion class 
  feature, treating the hospitallar’s class level 
  as the effective druid level.
  The hospitallar does not suffer any armor 
  check penalties on Ride skill checks while 
  astride his mount.  The mount automatically 
  gains all tricks associated with Combat 
  Training and gains Light Armor Proficiency 
  Hospitallar Progression Table
  Level
  Base Attack 
  Bonus
  Fort
  Ref
  Will
  Special
  Spells Per Day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  +0
  +2
  +0
  +2
  Aura, domains, mount, order, 
  orisons
  3
  1
  —
  —
  —
  —
  —
  2
  +1
  +3
  +0
  +3
  Hand of faith 1d6, order ability
  4
  2
  —
  —
  —
  —
  —
  3
  +2
  +3
  +1
  +3
  Knightly stance
  4
  3
  —
  —
  —
  —
  —
  4
  +3
  +4
  +1
  +4
  Stable master
  4
  3
  1
  —
  —
  —
  —
  5
  +3
  +4
  +1
  +4
  Hand of faith 2d6
  4
  4
  2
  —
  —
  —
  —
  6
  +4
  +5
  +2
  +5
  Knightly stance
  4
  4
  3
  —
  —
  —
  —
  7
  +4
  +5
  +2
  +5
  Guiding faith I
  4
  4
  3
  1
  —
  —
  —
  8
  +6/+1
  +6
  +2
  +6
  Hand of faith 3d6, order ability
  4
  4
  4
  2
  —
  —
  —
  9
  +6/+1
  +6
  +3
  +6
  Knightly stance
  4
  5
  4
  3
  —
  —
  —
  10
  +7/+2
  +7
  +3
  +7
  Guiding faith II
  4
  5
  4
  3
  1
  —
  —
  11
  +8/+3
  +7
  +3
  +7
  Hand of faith 4d6
  4
  5
  4
  4
  2
  —
  —
  12
  +9/+4
  +8
  +4
  +8
  Knightly stance
  4
  5
  5
  4
  3
  —
  —
  13
  +9/+4
  +8
  +4
  +8
  Guiding faith III
  4
  5
  5
  4
  3
  1
  —
  14
  +10/+5
  +9
  +4
  +9
  Hand of faith 5d6
  4
  5
  5
  4
  4
  2
  —
  15
  +11/+6/+1
  +9
  +5
  +9
  Knightly stance , order ability
  4
  5
  5
  5
  4
  3
  —
  16
  +12/+7/+2
  +10
  +5
  +10
  Guiding faith IV
  4
  5
  5
  5
  4
  3
  1
  17
  +12/+7/+2
  +10
  +5
  +10
  Hand of faith 6d6
  4
  5
  5
  5
  4
  4
  2
  18
  +13/+8/+3
  +11
  +6
  +11
  Knightly stance
  4
  5
  5
  5
  5
  4
  3
  19
  +14/+9/+4
  +11
  +6
  +11
  Guiding faith V
  4
  5
  5
  5
  5
  5
  4
  20
  +15/+10/+5
  +12
  +6
  +12
  Grand Precept
  4
  5
  5
  5
  5
  5
  5
  
  3
  as a bonus feat.  The hospitallar does gain 
  the Share Spells special ability for any spells 
  granted by his hospitallar class, but not with 
  spells from other classes he may possess, 
  unless that class also grants the hospitallar 
  an animal companion.
  If the hospitallar’s mount should be 
  permanently lost (including death), the 
  hospitallar may find another animal to 
  serve as his mount after a week of his 
  previous companion.  The new mount 
  does not gain any of the special abilities 
  attributed to the animal companion until 
  the hospitallar achieves a new level.
  Order (Ex):  At 1st level, the hospitallar 
  joins a religious order to which he ascribes 
  to their beliefs and edicts.  This is nearly 
  identical to the cavalier’s order, except 
  that the hospitallar gains no benefit from 
  the Challenge feature granted by the 
  order.  The hospitallar does gain any other 
  order related abilities including additional 
  class skills.  The hospitallar treats his class 
  level as his effective cavalier level in 
  regards to when order abilities are granted 
  and any ability that has a class level driven 
  aspect.
  If the hospitallar violates any edicts of the 
  order, he loses any order abilities he has 
  achieved until he atones for the violation.
  Spells (Sp):  The hospitallar gains the 
  ability to cast spells from the Cleric/
  Oracle Spell List beginning at 1st level.  The 
  hospitallar must prepare his spells each 
  day through an hour of shared bonding 
  and contemplation with his mount.  If the 
  hospitallar loses his mount, he loses the 
  connection to his spells and it cannot be 
  regained until the mount is replaced with 
  another.
  The hospitallar must have a Wisdom of 
  10 + the spell level being cast in order 
  to be able to prepare the spell.  The 
  Difficulty Class for any spells cast by the 
  hospitallar is equal to 10 + the spell level 
  + the hospitallar’s Wisdom modifier.  The 
  total number of spells per day that the 
  hospitallar may prepare is listed on 
  the Hospitallar Progression Table.  The 
  hospitallar does receive bonus spells per 
  day if he has a high Wisdom score (see 
  Table 1-3: Ability Modifiers and Bonus Spells 
  in the Pathfinder Core Rule Book
  TM).
  The hospitallar may not cast spells with 
  an alignment descriptor in the title or 
  description that is the opposite of his own 
  alignment or his deity’s alignment.
  Orisons:  The hospitallar does gain access 
  to 3 0-level spells at 1st level.  He may 
  prepare a number of orisons (0-level 
  spells) per day as listed on the Hospitallar 
  Progression Table.  When he casts a 0-level 
  spell, he does not consume the spell, and 
  may cast it as desired.
  Hand of Faith (Sp): At 2nd level, the 
  hospitallar gains the ability to channel 
  positive or negative energy through his 
  touch as a standard action, based on 
  his alignment.  Good hospitallars may 
  channel positive energy, evil hospitallars 
  may channel negative energy, and neutral 
  hospitallars may choose which type of 
  energy he wants to channel (though 
  once chosen, it cannot be changed).  
  Positive energy may be used to heal 
  living creatures or damage undead while 
  negative energy may be used to heal 
  undead or damage living creatures.
  The hospitallar may choose to heal an 
  ally’s damage with his touch or damage 
  a foe as a melee touch attack.  His touch 
  causes 1d6 points of damage.  This amount 
  increases by an additional 1d6 points at 5th 
  level and every three levels thereafter with 
  a maximum of 6d6 at 17th level.  If used to 
  damage an opponent
  The hospitallar may use this ability a 
  number of times per day equal to ½ his 
  class level + his Charisma modifier.
  Knightly Stance:  Beginning at 3rd level and 
  every three levels thereafter, the hospitallar 
  may choose a knightly stance.  These 
  stances grants bonuses to both himself and 
  his allies or denigrate his opponents.  Unless 
  otherwise noted, a single knightly stance 
  
  4
  may only be chosen once.  The hospitallar 
  may have to meet some minimal 
  requirements before he may choose 
  certain stances.  Once chosen, a knightly 
  stance may not be changed.
  Cavalry Trained (Ex):  The hospitallar gains 
  Mounted Combat as a bonus feat, even if 
  he does not have any ranks in the Ride skill.  
  The hospitallar adds his Wisdom modifier to 
  any Ride skill checks to negate an attack 
  against his mount.
  Greater Challenge (Ex):  The hospitallar 
  must have the Hospitallar’s Challenge 
  stance and be at least 12th level before 
  he may choose this stance.  When issuing 
  a challenge, the target suffers a -2 to its 
  AC while the hospitallar is threatening him 
  when attacked by anyone other than the 
  hospitallar.  The hospitallar also gains a 
  second use of the challenge per day.
  Hospitallar’s Challenge (Ex):  The hospitallar 
  must be at least 6th level before he may 
  choose this knightly stance.  Once per 
  day, the hospitallar may challenge a single 
  opponent to combat as the cavalier’s 
  Challenge class feature.  Initiating the 
  challenge is a swift action and remains in 
  effect until the combat ends, the target 
  is helpless, dead, or unconscious, or the 
  hospitallar becomes helpless, dead, or 
  unconscious.
  The target of the challenge suffers damage 
  equal to the hospitallar’s class level when 
  successfully struck by the hospitallar’s 
  melee attack.  Once a challenge is 
  initiated, the hospitallar suffers a -2 penalty 
  to his AC when attacked by anyone other 
  than the target of the challenge.
  This knightly stance grants the hospitallar 
  access to the challenge bonus granted 
  by his order and any feats that require the 
  Challenge class feature.  If the hospitallar 
  gains additional uses of his challenge (from 
  either a feat, spell, or magic item), he may 
  only have one designated target at a time.  
  He may not challenge another until the 
  previous challenge ends.
  Hospitallar’s Charge (Ex):  The hospitallar 
  must have the Cavalry Trained knightly 
  stance before he may choose this stance.  
  If the hospitallar charges while astride his 
  mount, he gains a +4 bonus on melee 
  attack rolls for the charge (rather than 
  the normal +2) and he does not suffer any 
  penalties to his AC after the charge has 
  been made.
  Maneuver Proficiency (Ex):  The hospitallar 
  must have the Martial Proficiency knightly 
  stance before he may choose this stance.  
  He may choose a bonus feat from 
  Improved Dirty Trick, Improved Disarm, 
  Improved Feint, Improved Reposition, 
  or Improved Trip.  The hospitallar adds 
  his Wisdom modifier to his CMB when 
  performing the combat maneuver 
  associated with the feat taken.  The 
  hospitallar may choose this knightly stance 
  multiple times, choosing a different feat 
  each time.
  Martial Proficiency (Ex):  The hospitallar  
  may choose Combat Expertise as a 
  bonus feat and does not need to meet 
  the minimum Intelligence prerequisite.  
  The hospitallar uses his class level as his 
  effective base attack bonus in regards the 
  attack penalty to dodge bonus granted by 
  the feat.
  Master Strategist (Ex):  The hospitallar must 
  have the Strategist knightly stance and be 
  at least  9th level before he may choose this 
  stance.  This knightly stance has identical 
  effects as the Strategist stance, including 
  the addition of another bonus teamwork 
  feat and the ability to grant one of these 
  feats to an ally.  In addition, the hospitallar 
  may grant the effects of the feat to an ally 
  as a swift action rather than a standard 
  action.
  Saddle Born (Ex):  The hospitallar must 
  have the Cavalry Trained knightly stance 
  before he may choose this stance.  He 
  may choose Mounted Archery, Mounted 
  Shield, Ride-By Attack, or Trample as a 
  bonus feat.  He does not need to meet 
  any prerequisites for the feat chosen.  The 
  
  5
  hospitallar may choose this knightly stance 
  multiple times, selecting a different feat 
  each time.
  Strategist (Ex):  The  hospitallar may choose 
  a bonus teamwork feat when selecting 
  this knightly stance.  He must meet any 
  prerequisites for the feat before he may 
  choose it.
  The hospitallar may grant the effects of this 
  feat to an ally within 30 feet who can both 
  see and hear him as a standard action.  
  The chosen ally retains the effect of the 
  feat for the duration of an encounter to 
  a maximum number of rounds equal to 
  the hospitallar’s class level.  However, the 
  hospitallar may only grant this effect to 
  a single ally at a time.  If the hospitallar 
  chooses to grant this feat to another 
  ally, the effect is immediately lost to the 
  previous ally.
  The Hospitallar may choose this knightly 
  stance multiple times, selecting a different 
  teamwork feat each time.  The hospitallar 
  gains the ability to use this knightly stance 
  once per day each time he takes this 
  stance.
  Strategist Supreme (Ex):  The hospitallar 
  must have the Master Strategist knightly 
  stance and be at least 15th level before 
  he may choose this stance.  This stance 
  is identical to the Strategist and Master 
  Strategist stances, except the hospitallar 
  may share the effects of the teamwork feat 
  to all allies within 30 feet that can see and 
  hear the hospitallar.
  Stable Master(Ex):  Beginning at 4th level, 
  the hospitallar learns to connect with 
  domesticated animals preternaturally.  As 
  a result, he gains a bonus to any Handle 
  Animal skill checks equal to ½ his class level 
  when dealing with animals used as mounts.  
  While training mounted animals, he can 
  reduce the amount of time required to 
  1 day per week while increasing the DC 
  by +5.  The hospitallar may train multiple 
  animals at one time, adding +2 to the DC 
  for each animal after the first being trained.
  Guiding Faith:  Beginning at 7th level, the 
  hospitallar faith manifests itself in one of two 
  possible ways.  The hospitallar may choose 
  which type of manifestation is guided by 
  his faith at 7th level, and once chosen it 
  cannot be changed.
  Faith Healer (Su):  The hospitallar may 
  spend one of his daily uses of his Hand of 
  Faith to channel the energy to either heal 
  or harm those within 30 feet.  The energy is 
  the same type manifested by his Hand of 
  Faith, so good hospitallars would channel 
  positive energy, evil hospitallars would 
  channel negative energy, and neutral 
  hospitallars would choose their energy type 
  when the Hand of Faith ability is gained.  
  The amount of damage caused or healed 
  is equal to 1d6 points.
  This effect is identical to the cleric’s 
  channel energy class feature, and may be 
  used to either heal or harm those of the 
  appropriate type (living or undead based 
  on the energy manifested) as a standard 
  action.  The energy affects everyone within 
  30 feet of the hospitallar, and those that 
  suffer damage may make a Will save with 
  a DC of 10 + ½ the hospitallar’s class level 
  + his Charisma modifier to reduce the 
  damage by half.
  At 10th level and every three levels 
  thereafter, the hospitallar may expend 
  an additional use of his Hand of Faith to 
  increase the damage caused or healed by 
  an additional 1d6 points (maximum of 5d6 
  points at 19th level).  This ability is treated as 
  the Channel Energy class feature in regards 
  to possible feats that the hospitallar that 
  apply to channeling energy.
  Rally the Troops (Ex):  The hospitallar 
  generates an aura of confidence or dread 
  (based on alignment) that affects either 
  his allies or opponents within 30 feet of him 
  while he is engaged in combat.  Good 
  hospitallars exude an aura of confidence, 
  granting allies a +1 morale bonus to attack 
  rolls and saving throws versus fear effects.  
  Evil hospitallars exude an aura of dread, 
  causing enemies to suffer a -1 penalty 
  
  6
  to attack rolls and a -1 penalty to any 
  saving throws versus fear effects.  Neutral 
  hospitallars may choose which aura he 
  wishes to generate, but once chosen 
  cannot be changed.
  At 10th level and every three levels 
  thereafter, this bonus or penalty increases 
  by 1 point with a maximum of +5 or -5 
  granted at 19th level.
  If the hospitallar is helpless, unconscious, or 
  dead, then this effect immediately ends.  
  This does require those affected to be able 
  to see and hear the hospitallar to gain the 
  benefits or penalties of his aura.
  Grand Precept (Sp):  At 20th level, the 
  hospitallar may choose a number of spells 
  from the Cleric/Oracle Spell List whose total 
  spell level equals his Wisdom modifier.  He 
  may cast these spells as a spell-like ability 
  once a day per spell.  The hospitallar uses 
  his class level as the effective caster level 
  for these spell-like abilities.  He may not 
  apply metamagic feats to these spell-like 
  abilities.
  Ex-Hospitallars
  A hospitallar that violates the maxims 
  of his deity or mythos loses access to all 
  of his spells, his hand of faith, guiding 
  faith, and grand precept class features.  
  The hospitallar may or may not loose 
  the powers associated with his order, 
  depending on if the violations also break 
  the edits of the order.  He does retain 
  his mount unless he does something to 
  purposely endanger it, in which case 
  the mount will attempt to flee from the 
  hospitallar.  He may not progress any 
  further as a hospitallar until he atones for his 
  violations (see the Atonement spell).
  New Feats
  The following feats are unique to the 
  hospitallar.
  Extra Knightly Stance
  Your skills of knighthood and chivalry are 
  vastly improved.
  Prerequisites:  Knightly Stance class feature.
  Benefits:  You may choose an additional 
  knightly stance.  You must meet any 
  requirements for the blessing before you 
  may choose it.
  Special:  You may take this feat multiple 
  times, choosing a different knightly stance 
  each time.
  Ordained
  You can share your spiritual gifts with 
  another.
  Prerequisites:  Hand of Faith class feature.
  Benefits:  You may transfer one use of your 
  Hand of Faith to another ally by touch.  The 
  ally may then use the Hand of Faith as a 
  hospitallar of equal level to your own class 
  level for a single use.  If the ally does not 
  release the energy of the Hand of Faith 
  after a number of rounds equal to your 
  class level, the energy is lost and cannot be 
  used.
  Note:  The ally must be good or neutral in 
  alignment in order to use positive energy 
  or evil or neutral in order to use negative 
  energy.  If the ally does not meet the 
  alignment requirement for the energy you 
  empower your Hand of Faith, the transfer 
  has no effect and you still lose one of your 
  daily uses of this class feature.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 74 - Hospitallar (Cavalier-Cleric Hybrid).pdf