TEXT: Advanced Feats: The Cavalier's Creed
  
  1
  Advanced Feats: The Cavalier's Creed
  Designer  Sigfried Trent
  Editors  Scott Gable, Wolfgang Baur
  Cover Artist  Christophe Swal
  Interior Artists  Jonathan Roberts, Olaus Magnus 
  Stanislov and Anne Trent
  Graphic Designer  Anne Trent
  Publisher  Wolfgang Baur
  ©2010 Open Design LLC. All rights reserved.
  Open Design and Advanced Feats are trademarks of Open Design, LLC
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See  
  http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  www.koboldquarterly.com
  Stanislov images used by permission and available at 
  http://all-silhouettes.com/
  The feats in the "30 New Feats for Cavaliers" section are open content.
  All other material — including commentary, descriptions, proper names, 
  characters, story elements, designer's notes, setting material, flavor text, and 
  society information — is product identity.
  Contents
  Introduction ......................................................................2
  Examining the Cavalier ..................................................2
  30 New Feats for the Cavalier .....................................3
  Character Builds.............................................................10
  The Green Knight ..........................................................10
  The Tawny Knight ..........................................................11
  The Black Knight ............................................................12
  
  2
  Introduction
  More than just a list of feats, Advanced Feats: The 
  Cavalier’s Creed takes you inside this knightly class, 
  examining its strengths and weaknesses. With a class 
  breakdown, 30 new feats, and three character builds 
  showing you how to put it all together, the Advanced Feats 
  series takes character building to a higher level..
  Advanced Feats helps you put feats and class features 
  into context to build interesting and powerful characters. 
  For the advanced player, we hope to spark your 
  imagination. For the casual player, we hope to 
  show you the path to making fun characters. 
  For the GM, Advanced Feats provides 
  feats your players can use without 
  slowing down or unbalancing 
  your adventures.
  Advanced Feats draws 
  heavily on the Netbook of 
  Feats, an Open Gaming 
  License (OGL) 
  publication for feats 
  in the d20 system. 
  As its chief editor, I 
  have more than 10 
  years of experience 
  crafting and editing 
  feats for playability, 
  accuracy, and 
  balance. Before 
  publication, feats 
  in the Netbook of 
  Feats are reviewed 
  by a panel of 
  experienced rules 
  experts, and only 
  a select number are 
  accepted for publication.
  Advanced Feats takes this a step 
  further by selecting the best and most applicable feats 
  for the class highlighted. Each feat in this book has been 
  either carefully re-worked to be fully compatible with 
  the Pathfinder Roleplaying Game or created specifically 
  for this book based on the new Advanced Player’s Guide 
  classes.
  Expanded Options and Builds
  for the Cavalier
  Examining the Cavalier
  The cavalier is unique among the Advanced Player’s 
  Guide classes in that it has no magical or supernatural 
  abilities. The cavalier could ride from the pages of 
  history as much as from those of a fantasy novel. The 
  skill selections and the edicts of their orders mark it as a 
  strong roleplayer’s combat class. On the battlefield, they 
  are rich in strategy and—at higher levels—can make 
  devastating attacks.
  Challenge
  The cavalier challenge doesn’t stand 
  out at lower levels, but as you 
  progress, it becomes a potent 
  weapon. Few classes can 
  get such a consistent and 
  large damage bonus to every 
  swing. Ensuring that your 
  challenge target always stays 
  within reach is your key tactical 
  consideration, but as a swift 
  action, you can hold onto it 
  until you are certain you can 
  make good use of it. Like 
  any damage bonus, taking 
  full advantage means 
  getting as many attacks 
  as you can. Because it is 
  considered extra damage, 
  though, it is not multiplied 
  by critical hits or other 
  effects.
  Mount
  A cavalier’s mount follows 
  the druid’s companion rules 
  for the most part, so this is more than a 
  common horse. It is a robust companion that gets its 
  own set of feats. Having a good grasp of the mounted 
  combat rules and the uses of the ride skill is key to using 
  this feature to full advantage. 
  One challenge that any mounted character faces is 
  that riding a mount may not be an option. Sewers and 
  crypts rarely make good jousting grounds. Of course, a 
  small cavalier such as a halfling or gnome can game the 
  system somewhat by riding a wolf or other Medium-
  sized mount to more easily navigate typical dungeons. 
  When available, a mount gives the cavalier increased 
  mobility and striking power.
  
  3
  Advanced Feats: The Cavalier's Creed
  combat and teamwork feats, it is not hard to develop the 
  cavalier into a combat powerhouse.
  Multiclassing
  A cavalier does not make for an especially appealing 
  splash class since many of their strongest abilities are 
  level-based in power or uses per day. Their mounts can 
  also become vulnerable if you don’t find a way to advance 
  it as you rise in character level. The cavalier, however, 
  can certainly benefit from splashing into other combat 
  classes to pick up bonus feats or abilities. It could also 
  pair well with divine spellcasting to focus more on the 
  support and leadership aspects of the class.
  Summing it up
  The cavalier is a great option for those who want to play 
  a strong melee combatant with solid social skills. At 
  higher levels, their challenge class feature and many feat 
  picks can make for a first class combatant. And if you 
  have always wanted to play with mounted combat, they 
  are a clear winner with many mounted abilities and a 
  very solid mount.
  30 New Feats for the Cavalier
  While the following feats are especially useful for 
  cavalier, most can be chosen by any PC. The exceptions 
  are, of course, those that have a summoner class features 
  as a requirement.
  Back to Back (Teamwork)
  You and an ally can defend from all sides.
  Benefit:  While you and any ally with this feat are in 
  adjacent spaces neither one of you can be flanked.
  Commentary—Two warriors back to back, taking 
  on the encircling horde of foes. This would be a decent 
  feat for most characters, but the cavalier’s tactician class 
  feature makes this a nice benefit for a whole party.
  Barreling Overrun (Combat)
  You can overrun multiple targets.
  Prerequisites: Str 13, Improved Overrun, Power 
  Attack 
  Benefit: When using the overrun combat maneuver, 
  you may overrun any number of opponents in your 
  movement path so long as you move in a straight line. 
  If you fail a combat maneuver check at any point, the 
  maneuver ends as normal.
  Special: This feat may be taken by animals.
  Commentary—I love the idea of a character barreling 
  Order
  The orders are great roleplaying tools to help define 
  your character and provide ideas for different knightly 
  personalities. The abilities are all generally good, but few 
  are character defining due to their limited or situational 
  use. They also enhance your challenge ability, and those 
  that offer an attack bonus on the challenge target are 
  especially powerful. Finally, each order offers additional 
  skills and a strong bonus to a key skill.
  Tactician
  The tactician class feature really lets you use the 
  teamwork feats to their full potential. The more allies 
  you have, the more potentially powerful this ability can 
  be. Even your mount could benefit from these feats, not 
  to mention any cohorts or followers you may have. 
  The only weakness of this ability is the limited 
  number of teamwork feats available. A few 
  additional teamwork feats are available in KOBOLD 
  QUARTERLY magazine #15, in the “Collaborative 
  Killers” article.
  Charge. The charge abilities are strong but apply only 
  to mounted combat. Combined with powerful feats like 
  Spirited Charge, you can deliver massive hits at higher 
  levels.
  Banner
  The banner class feature lets you play a buffing role in 
  the party which can be a great boon. The only weakness 
  it has is that—as a morale bonus—it does not stack with 
  other attack and saving throw bonuses like the bard song 
  or the heroism spell.
  Skills
  With 4 skill points/level and a nice range of social skills, 
  the cavalier can make for a good social representative 
  for an adventuring party. The only limiting factor is that 
  some skills—like Ride and Handle Animal—are must-
  have skills for many cavalier builds.
  Defensive potential. With full armor and shield 
  proficiency, you have plenty of potential for a high AC. 
  Your greatest weakness are rather soft saving throws for 
  Reflex and Will, which are further compounded since 
  neither Dexterity nor Wisdom are key ability scores 
  for the class. Base hp are a solid d10, so with a little 
  Constitution bonus, you should be quite durable.
  Offensive potential. At low level, you are looking at 
  a pretty middling damage output, but as you level up, 
  the challenge class feature can deliver massive damage 
  bonuses to every hit. Cavaliers have attack bonuses 
  available from their orders and simply from being 
  mounted, which makes it easy to employ Power Attack 
  or Two-Weapon Fighting while not suffering much from 
  the penalties they bring. With a strong number of bonus 
  
  Advanced Feats: The Cavalier's Creed
  4
  Feat Name
  Prerequisites
  Benefit
  Back to Back 
  —
  Adjacent allies prevent flanking
  Barreling Overrun
  Str 13, Improved Overrun, 
  Power Attack
  Overrun multiple targets
  Bloody Banner
  Banner class feature
  Inspires your allies to deal more damage
  Bravery
  —
  Treat fear and panic as shaken
  Buckler Mastery
  Shield Proficiency
  Gain additional benefits when using a buckler
  Campaigner
  Endurance
  Sleep well under any circumstance
  Clever Critter
  Animal intelligence (1 or 2)
  You are smarter than other animals
  Defensive Sunder
  Str 13, Improved Sunder, 
  Power Attack
  Sunder weapons used to attack you
  Extra Cohort
  Cha 15, Leadership
  Gain an additional cohort
  Fortune
  —
  Re-roll 1 result/day
  Great Leader
  Leadership
  Gain +3 leadership score
  Intimidating Gaze
  Cha 13
  Demoralize foes as a swift action
  Moral Chameleon
  Order class feature
  Change orders quickly and retain some of your prior 
  training
  Move As One
  Mount Training
  Move when your rider can move
  Near and Far
  —
  Use reach weapons to attack adjacent targets
  Nimble Mount
  Dodge, Riding Training
  Keep your rider out of harm’s way
  Pack Attack 
  —
  Gain flanking when allies are flanking
  Pierce Armor 
  BAB +1
  Gain bonuses to hit armored opponents
  Provoke
  —
  Provoke others to attack you
  Pull Blow
  Weapon Focus, 3 ranks in 
  Heal, BAB +3
  Reduce damage after rolling
  Rampage
  Str 13, Power Attack, BAB +6
  Continue a charge after dropping an opponent
  Rank Fighting
  BAB +1
  Suffer no penalties for melee attacks through allies
  Reflexive Brace
  Combat Reflexes, BAB +1
  Brace against a charge as an immediate action
  Shaft and Shield
  BAB +1
  Wield two-handed spear-like weapons in one hand
  Shielded Move
  Shield proficiency, BAB +3
  Prevent attacks of opportunity from a chosen opponent
  Shield Evasion
  Lightning Reflexes, shield 
  proficiency, base Reflex save 
  +3
  Gain a limited evasion ability when using a large shield
  Size Doesn’t Matter
  —
  Ignore size penalties when using intimidate
  Strength in Numbers
  —
  You and your allies better resist area effects
  Tag Team Fighting
  BAB +3
  Allies gain attack bonuses on enemies you have hit
  Team Initiative
  —
  You and your allies share your best initiative roll
  
  5
  Advanced Feats: The Cavalier's Creed
  Buckler Mastery
  You gain additional benefits when using a buckler.
  Prerequisite: Shield Proficiency
  Benefit: You can perform a shield bash with a 
  buckler. When wielding a weapon in the same hand as 
  your buckler, you may elect to either ignore the −1 atack 
  penalty or gain a +1 shield bonus to AC.
  Special: A buckler counts as a light weapon and has 
  the same weapon profile as a light shield.
  Commentary—I’ve always found the advantage of a 
  buckler is you can be a two-handed weapon combatant 
  and have a quick defensive option available when you 
  aren't actively swinging your sword. Most don’t bother, 
  and the −1 penalty to attacks makes it more often a 
  liability than a benefit. I designed the feat to make it a 
  very versatile shield as long as you invest in training.
  Campaigner
  You sleep well under any circumstance.
  Prerequisite: Endurance.
  Benefit: You sleep well and easily. You require only 
  half the normal amount of rest to remove exhaustion 
  and fatigue: 30 minutes and 4 hours, respectively. You 
  can sleep in heavy armor or in any other extremely 
  uncomfortable position or situation without becoming 
  fatigued. Finally, you do not suffer penalties on 
  Perception checks when asleep.
  Commentary—One of the tricky things about judging 
  the utility of a feat is that each game is unique. If your 
  GM loves weather, travel, and ambushes at night, 
  something like Campaigner can be a life saver. If your 
  game is high on action and low on gritty details, then 
  whether you sleep in armor or not probably doesn’t much 
  matter. Like Endurance, this feat offers a number of 
  benefits to help ensure its utility.
  Clever Critter
  You are smarter than the average animal.
  Requirements: Animal intelligence (1 or 2)
  Benefit:  As a genius among animals, your 
  Intelligence is 2 points higher than normal. You 
  understand simple statements and questions spoken 
  in the language of your trainer, if you have one. You 
  also have some intuitive understanding of the basic 
  motivations of civilized races and the purpose of their 
  most basic tools.
  Special: This feat may be taken by animals.
  Note: This feat effectively grants the animal an 
  additional skill point when it gains HD and allows it to 
  through a line of foes with a hearty laugh. I’ve always 
  been a fan of combat maneuvers because they bring a lot 
  of tactics and imagination to melee combat. Since the 
  cavalier’s mount gains some feats itself, I’ve labeled the 
  feats that I think are appropriate for an animal to take, 
  following the pattern established for druid companion 
  animals.
  Bloody Banner
  Your war banner inspires allies to strike harder.
  Prerequisite: Banner class feature
  Benefit:  Your banner class feature grants allies a 
  morale bonus to damage rolls equal to the morale bonus 
  they gain on attack rolls.
  Commentary—I struggled a bit with the balance for 
  this feat. Ultimately, I think it makes the most sense to 
  tie it to the attack roll, so it scales proportionally. While 
  this is a sizable damage bonus, it applies only to charging 
  attacks which many characters rarely perform.
  Bravery
  You are especially resistant to fear effects.
  Benefit: Any time you would be frightened, 
  panicked, or forced to cower, you are instead shaken for 
  an equal duration.
  Commentary—Courage is not so much defined as not 
  being afraid as it is not letting fear control your actions. 
  I think this feat does a nice job simulating that and 
  saving brave cavaliers from having to explain cowardly 
  behavior. Because cavaliers have a weak Will save and 
  little use for Wisdom, they are actually quite susceptible 
  to fear.
  Historical Bucklers
  Historical bucklers do not 
  match well with the d20 
  rules. They were actually 
  held in the hand directly 
  rather than strapped 
  to your arm, and they 
  were used to deflect blows, 
  obfuscate attacks, and 
  punch foes. In d20 the 
  buckler seems to act more 
  as a sort of reinforced vambrace 
  (the armor on your forearm) in the shape of a 
  small shield that leaves your hands free.
  Historical Bucklers
  Historical bucklers do not 
  match well with the d20 
  rules. They were actually 
  held in the hand directly 
  rather than strapped 
  to your arm, and they 
  were used to deflect blows, 
  obfuscate attacks, and 
  punch foes. In d20 the 
  buckler seems to act more 
  as a sort of reinforced vambrace 
  (the armor on your forearm) in the shape of a 
  small shield that leaves your hands free.
  
  Advanced Feats: The Cavalier's Creed
  6
  Commentary—The cavalier seems like the sort of 
  character on whom fortune may sometimes smile. This 
  feat is good for the player who isn’t sure what to take. It’s 
  bound to be useful from time to time and, occasionally, 
  may be a real life saver, but it doesn’t really add to the 
  overall strength of a character.
  Great Leader
  You are a particularly inspiring leader.
  Prerequisite: Leadership
  Benefit: You receive a +3 bonus to your leadership 
  score.
  Commentary—This is a nice example of how a very 
  simple feat mechanic can have a number of different 
  effects depending on the mechanic it is altering.
  Intimidating Gaze
  You can demoralize foes with a look.
  Prerequisite: Cha 13
  Benefit: You can demoralize an opponent as a swift 
  action if this is the first time you have attempted to 
  demoralize a given opponent in this combat.
  Commentary—Demoralizing is not very powerful, 
  especially as a standard action. As a swift action, it 
  becomes a nice use of the skill but can bog down play 
  with constant Intimidation checks. The swift action 
  limits it to 1/turn, and the 1/opponent rule keeps you 
  from constantly spamming glances at your opponent.
  Moral Chameleon
  You can change orders quickly and retain some of your 
  prior training.
  Prerequisite: Order class feature
  Benefit:  When you change orders, you keep your 
  existing order abilities instead of gaining the abilities 
  from your new order. You do not lose your order abilities 
  when changing orders, but you may do so only 1/level.
  Special: If you lose this feat for any reason, you must 
  take the order abilities of your current order instead of 
  those you have from prior orders.
  Commentary—As a game player and sometimes 
  designer, I love anything that lets me play mix and 
  match to create my own combo. On the other hand, 
  limitations give a game an effective sense of clear 
  choices. Moral Chameleon stems both from this 
  thinking and also from the notion of a people who seem 
  to fit in nearly any social group with aplomb. I think 
  such a person can follow one philosophy yet apply the 
  lessons of others at the same time.
  learn any feat it can physically perform.
  Commentary—This feat is intended to allow the 
  cavalier’s mount to interact more with the adventuring 
  party and participate directly in the story, albeit it in 
  a limited way. The tale of the ill-fated Timmy, Lassie, 
  and the well should spring to mind as an example of its 
  use. Being able to take a wider range of feats is also nice 
  although the list of useful feats for animals is still pretty 
  limited.
  Defensive Sunder (Combat)
  You can sunder weapons used to attack you.
  Prerequisite: Str 13, Improved Sunder, Power Attack 
  Benefit: If a melee weapon attack misses you while 
  you are fighting defensively, using full defense, or using 
  combat expertise, you may make a Sunder maneuver 
  against the weapon as an attack of opportunity.
  Commentary—Sunder can be powerful when facing 
  enemies using weapons or it can be nearly useless against 
  foes with spells or natural weapons. Granting new types 
  of attacks of opportunity is also a tricky area where 
  you can go too far and create killer combos. This is 
  potentially a very powerful feat, but it is balanced by the 
  conditions that must be true for it to come into play.
  Extra Cohort
  You are adept at maintaining friendships and gain an 
  additional cohort.
  Prerequisite: Cha 15, Leadership
  Benefit: You attract an additional cohort but your 
  leadership score receives a −2 modifier while you have 
  two cohorts.
  Commentary—Leadership is an unusual feat that 
  breaks many of the usual rules for good feat design. It is 
  long, very complicated, gives multiple benefits, is limited 
  directly by character level, and can be a huge game 
  changer. It is a good litmus test if you like complicated 
  feats requiring GM participation. I find them some of 
  the most interesting and fun, but they are often also 
  prone to the most abuse. The cavalier seems a natural 
  class for leadership, both in their abilities that augment 
  allies and in the roleplaying aspects of the class, making 
  a squire or herald a natural cohort. Now you can have 
  one of each!
  Fortune
  You have unusually good luck.
  Benefit: You may choose to re-roll the result of a 
  single die roll you have just made (1/day). You must use 
  the result of the second roll even if it is lower than the 
  first.
  
  7
  Advanced Feats: The Cavalier's Creed
  Nimble Mount
  You help keep your rider out of harm’s way.
  Prerequisite: Dodge, trained in riding
  Benefit: You grant your rider a +1 dodge bonus to AC 
  and Reflex saving throws. Your rider loses this bonus if 
  you lose your Dexterity bonus to AC for any reason.
  Special: This feat may be taken by animals.
  Note: Dodge bonuses always stack as long as they are 
  from different sources. 
  Commentary—I wanted a feat that would help the 
  rider dodge incoming attacks based on the idea of a 
  mount rearing up to avoid danger. With a little research, 
  it turns out that rearing is generally a bad thing in 
  combat, but battle mounts were trained to be especially 
  nimble and react quickly. I also wanted to create at least 
  a couple of feats that mounts could take to directly aid 
  their riders rather than themselves.
  Pack Attack (Teamwork, Combat)
  You and your allies coordinate attacks to keep your 
  opponent off guard.
  Benefit: If an ally with this feat is flanking an 
  opponent whom you threaten, you are also considered to 
  be flanking that opponent.
  Special: This feat may be taken by animals.
  Commentary—This can be an especially useful 
  teamwork feat for the cavalier to use with their tactician 
  class feature since nearly any melee character can take 
  good advantage of the attack bonus. An order of the 
  sword cavalier, however, might find such a maneuver 
  lacks chivalry.
  Pierce Armor (Combat)
  You have mastered armor-piercing weapons.
  Prerequisite: BAB +1
  Benefit: When using a piercing weapon, you gain a 
  +1 bonus to attack against opponents wearing medium 
  armor and a +2 bonus to attack opponents wearing heavy 
  armor.
  Move as One
  You and your rider move with one mind and purpose.
  Prerequisite: Mount Training
  Benefit:  When your rider is granted an opportunity 
  to move by a feat or ability, you perform the movement 
  instead. If the movement has a cost or penalty, both you 
  and your rider pay the cost or suffer the penalty.
  Special: This feat does not grant a type of movement you 
  do not normally posses. For example, even if your rider 
  can fly or walk on walls, you cannot. This feat can be 
  taken by animal companions or other mountable animals 
  allowed a feat. 
  Example: If your rider has the Step Up feat and an 
  adjacent foe takes a 5-ft. step, you may make the 5-ft. 
  step instead of your rider. If you move on your next turn, 
  you subtract 5 ft. from your total movement.
  Commentary—A couple of times while trying to do 
  the builds, I found myself confounded by feats that 
  allowed movement but wouldn’t work on a mount. The 
  cavalier abilities pretty much all take this need into 
  account, but if you were multiclassing or looking at some 
  of the combat feats that involve movement, they might 
  not. Giving the same feats to the mount often fails due 
  to the way the movement triggers are worded.
  Near and Far (Combat)
  You may use reach weapons to attack adjacent targets.
  Benefit: When using a reach weapon you may attack 
  adjacent foes.
  Commentary—While it is challenging to wield a pole 
  arm in this way, it is possible given the proper technique. 
  This can be a handy feat for lance-wielding cavaliers, 
  giving them a wider range of target spaces and a way to 
  defend themselves from close targets without switching 
  weapons.
  On Horsemanship
  My research on the historical training of horses for battle was a fascinating journey. 
  The oldest surviving manuscript on the subject is On Horsemanship, written around 
  350 BCE by the Greek author Xenophon, a famous general. He is credited with many 
  of the ideas and principles that are the foundation of horse show competition today. 
  The different forms horses were trained in are called “classical dressage,” and the 
  most important trait of a battle horse is its ability to “collect.” A horse that collects is 
  standing so that more of its weight is on its hind legs and its head is held high. This 
  stance allows the horse to react and change directions quickly. Reading up on this 
  history and using it in-game would be a great way to bring your character to life in 
  your mind’s eye.
  On Horsemanship
  My research on the historical training of horses for battle was a fascinating journey. 
  The oldest surviving manuscript on the subject is On Horsemanship, written around 
  350 BCE by the Greek author Xenophon, a famous general. He is credited with many 
  of the ideas and principles that are the foundation of horse show competition today. 
  The different forms horses were trained in are called “classical dressage,” and the 
  most important trait of a battle horse is its ability to “collect.” A horse that collects is 
  standing so that more of its weight is on its hind legs and its head is held high. This 
  stance allows the horse to react and change directions quickly. Reading up on this 
  history and using it in-game would be a great way to bring your character to life in 
  your mind’s eye.
  
  Advanced Feats: The Cavalier's Creed
  8
  limit the damage to take them to exactly 0, sparing their 
  life.
  Commentary—This is intended as an alternative to 
  non-lethal damage that is far more reliable for effectively 
  disabling foes yet not finishing them off. It could also be 
  used for sparring or to demonstrate martial superiority 
  without risking serious injury. 
  Rampage (Combat)
  You charge forward cutting through all in your path.
  Prerequisite: Str 13, Power Attack, BAB +6
  Benefit: If you drop an opponent as the result of a 
  charge, you may continue moving (up to double your 
  speed) in a straight line and may make another attack at 
  your full BAB against the next opponent within reach 
  during the charge. You can continue the charge in this 
  way until you fail to drop an opponent whom you attack.
  Special: An opponent is considered to drop when it is 
  taken below 0 hp and it falls unconscious as a result. You 
  cannot use the benefit of Rampage and any feat granting 
  a full attack while charging in the same round.
  Commentary—Drop is a game term from the 3.5E 
  version of Cleave. The new Pathfinder Roleplaying Game 
  mechanic for Cleave is much simpler and better balanced 
  since it is a specific action rather than a byproduct. 
  While this feat plays on the older mechanic, it’s a much 
  more limited situation. 
  I chose to define the term drop as it is not in the 
  rules but is a useful trigger condition. I think it is most 
  effective if other party members can soften targets for 
  you with ranged attacks or magic, since most foes will 
  not drop in a single hit. It’s also difficult to charge a 
  given foe more than once in a battle.
  Rank Fighting (Combat)
  You are trained to strike past allies using reach weapons.
  Prerequisite: BAB +1
  Benefit: You can ignore the cover provided by an ally 
  between you and your opponent when attacking with 
  reach.
  Normal: An ally in the way of a reach weapon attack 
  provides cover, giving a +4 bonus to the target's AC.
  Commentary—The rules state that cover for reach 
  weapons works the same way it does for ranged weapons, 
  which means a −4 penalty when using a pole arm or 
  lance over your friend’s shoulder. 
  Reflexive Brace (Combat)
  You can brace against a charge as an immediate action.
  Prerequisite: Combat Reflexes, BAB +1
  Benefit: When you are charged while holding a 
  weapon with the brace feature, you may brace your 
  weapon as an immediate action and make an attack of 
  opportunity before the charge attack is made.
  Special: For purposes of this feat, natural armor 
  values from +5 to +7 are treated as medium armor and 
  values of +8 or more are treated as heavy armor.
  Commentary—I’ve always been fond of the idea that 
  different weapons have specific combat uses. Defeating 
  armor is one of the traditional benefits of piercing 
  weapons. 
  Provoke (Combat)
  You are adept at angering others and provoking them to 
  attack you.
  Benefit: You can make an Intimidate check as a 
  standard action to provoke an opponent into violence 
  against you. A successful check worsens your targets 
  attitude by one step if they are not already hostile. If 
  they are already hostile, it provokes them to attack you, 
  violently if possible. This effect is not strictly compulsory, 
  and the target does not attack heedless of all danger but 
  takes all reasonable efforts to direct attacks at you. 
  This effect lasts until the end of combat or until the 
  target is killed. Until the effect ends, you cannot use 
  Provoke on another opponent in combat.
  Special: You suffer a −5 penalty to your Intimidate 
  check if your target is currently threatened by an 
  opponent but not by you, or if your target has little or no 
  means of hurting you. Instead of attacking personally, a 
  target can order any loyal retainers or allies to attack on 
  its behalf. Provoke does not work on enemies immune to 
  mind-affecting effects.
  Commentary—This is a tricky mechanic to implement 
  in the Pathfinder Roleplaying Game, although it is  
  common in many computer RPGs. Instead of trying to 
  work out every nuance of just how compelled the target 
  is to attack you, I leave that to the GM and instead 
  provide a set of general guidelines. Ideally, it should 
  work to players’ advantage but should not allow them 
  to force enemies to act like complete idiots just because 
  they said something abhorrent about their mothers. If 
  you and your GM can’t agree on how effective it should 
  be, I’d suggest going with a different feat.
  Pull Blow (Combat)
  You can choose to leave your victims alive when they 
  might otherwise die.
  Prerequisite: Weapon Focus, 3 ranks in Heal, BAB 
  +3
  Benefit: When dealing damage with a melee or 
  ranged weapon, you may reduce the amount of damage 
  you deal up to the amount rolled. If the normal damage 
  would bring your foe to less than 0 hp, you can instead 
  
  9
  Advanced Feats: The Cavalier's Creed
  Commentary—The brace rule is rarely used since it 
  requires a readied action, and it’s unlikely anyone is 
  going to be eager to charge into you.
  Shaft and Shield (Combat)
  You can wield two-handed spear-like weapons in one 
  hand.
  Prerequisite: BAB +1
  Benefit: You can wield two-handed spear-like 
  weapons in one hand. 
  Special: You do not gain any additional damage 
  normally granted for two-handed weapons when using 
  this feat. Weapons covered by this feat include the lance, 
  longspear, ranseur, and spear.
  Commentary—Today when we think of a lance, 
  we imagine the classic jousting lance, but those were 
  specifically made for tournaments. Battle lances tended 
  to resemble normal spears, although for charging they 
  often included a strap or special hilt to keep them from 
  slipping out of your hand on impact.
  Shielded Move (Combat)
  You can use your shield to prevent an opponent from 
  making attacks of opportunity against you.
  Prerequisite: Shield proficiency, BAB +3
  Benefit: You must be using a heavy or tower shield to 
  benefit from this feat. 
  Each round as a free action, you may select one 
  opponent to protect yourself from. Until the end of your 
  turn, you do not provoke attacks of opportunity from 
  that opponent due to your movement. 
  Commentary—I felt a feat option should cover attacks 
  of opportunity that doesn’t involve dancing around 
  and doing back flips. Shields are great for hiding your 
  body position from opponents, making it hard for 
  them to anticipate your moves. Better still, they can 
  be positioned to cover any vulnerability you have when 
  moving into a fight or pulling out of one. What they 
  Naming Matters
  I always find it a temptation to make feat names 
  that play on words when I should stick with feat 
  names that clearly indicate what the feat does. In 
  the case of Size Doesn’t Matter, I honestly tried 
  and couldn’t think of a more descriptive title for 
  the feat. With any game mechanic design, it’s 
  a good idea to second guess everything. If you 
  simply go with your first take, you’re likely to 
  overlook something or miss an opportunity to 
  make it better.
  Naming Matters
  I always find it a temptation to make feat names 
  that play on words when I should stick with feat 
  names that clearly indicate what the feat does. In 
  the case of Size Doesn’t Matter, I honestly tried 
  and couldn’t think of a more descriptive title for 
  the feat. With any game mechanic design, it’s 
  a good idea to second guess everything. If you 
  simply go with your first take, you’re likely to 
  overlook something or miss an opportunity to 
  make it better.
  don’t do so well is cover you from all sides at once. This 
  feat is both better than the Acrobatics skill and the 
  Mobility feat in some cases and worse in others, but it is 
  available to a very different set of characters.
  Shield Evasion (Combat)
  You gain a limited evasion ability when using a large 
  shield.
  Prerequisite: Lightning Reflexes, shield proficiency, 
  base Reflex save +3
  Benefit: You must be using a heavy shield or tower 
  shield to benefit from this feat. 
  If exposed to any effect that normally allows a 
  Reflex save for half damage, you take no damage with a 
  successful saving throw.
  Commentary—I’m not sure where it came from first, 
  but the iconic image of a warrior blocking a dragon’s fire 
  with a shield has wormed its way into my brain and is 
  often found in fantasy illustrations. Despite this, I have 
  never seen it represented in the game rules. Since this is 
  a much-valued ability, it needs some costs for balance. 
  Lightning Reflexes is a weaker feat although here it 
  will be adding value, and Reflex is a weak save for most 
  shield-using classes that don’t already gain the evasion 
  class feature. I think this is about the right amount of 
  investment to keep things balanced.
  Size Doesn’t Matter
  You ignore size penalties when using Intimidate.
  Benefit: You don’t suffer a size penalty when using 
  Intimidate on targets larger than yourself, nor do targets 
  larger than yourself gain a bonus when attempting to 
  intimidate you.
  Commentary—This feat is meant to offset the 
  harsh intimidation penalty for smaller races, which 
  often makes it hard to choose them for a class with 
  Intimidation-based abilities. It’s still likely to be useful 
  for Medium heroes since a great many monsters are 
  larger than they are.
  Strength in Numbers (Teamwork)
  You and your allies resist area effects better.
  Benefit: When you and one or more allies are 
  simultaneously subjected to an effect that allows a save, 
  you and your allies gain a +2 bonus on the saving throw. 
  Commentary—Thematically, a morale bonus makes 
  the most sense here but it would not stack with  many 
  other effects, which would make this a fairly weak feat.
  
  Advanced Feats: The Cavalier's Creed
  10
  Tag Team Fighting (Teamwork)
  Your attack sets up your opponent for your ally’s next 
  blow.
  Prerequisite: BAB +3
  Benefit: If you hit an opponent with a melee attack, 
  until your next turn, the next melee attack roll made by 
  any ally with the Tag Team Fighting feat gets a +2 bonus 
  to that attack roll.
  Special: You are not considered an ally of yourself for 
  purposes of this feat, and you do not gain bonuses based 
  on your own attacks.
  Commentary—The idea was to provide an attack 
  bonus to the next person to take a swing at your 
  opponent. Essentially, you and your allies coordinate 
  attacks, so one hit distracts the foe from defending 
  against the next. Conceptually, this is similar to flanking 
  but mechanically it relies on combat success rather than 
  positioning and it affects only one attack rather than all 
  attacks.
  Team Initiative (Teamwork)
  You and your ally coordinate your efforts with precise 
  timing.
  Benefit:  After rolling for initiative but before combat 
  begins, you can choose to alter your initiative so you act 
  immediately before or after an ally who also has this feat.
  Commentary—The rules language for initiative makes 
  this a bit inexact in its wording as there is no term for 
  the place each participant holds in the initiative order. If 
  a very fast and very slow character both take this feat it 
  has a great benefit to the slower character and nearly no 
  personal benefit for one already optimized for initiative. 
  Unfortunately, this is not something a cavalier can use 
  with their tactician ability since it occurs before you can 
  take the required action.
  Character Builds
  Planning out a character can be a lot of fun, and you 
  avoid finding yourself at a loss for what to take at your 
  next level or unable to take what you want because a 
  prerequisite is missing from your build. These builds are 
  handy for players who may not know all the ins and outs 
  of the rules but still want to create a powerful and well-
  thought-out character.
  These character builds were created using the 
  Pathfinder Roleplaying Game Core Rulebook and 
  Advanced Players Guide, and Open Design’s Advanced 
  Feats series as source material. Ability scores were 
  purchased using 15 points (standard fantasy). I list only 
  those elements of the character where you are making 
  build choices, and in the leveling charts, only those 
  levels where such choices occur are shown.
  The Green Knight
  Though many don’t recognize the valor through the monstrous 
  heritage, this mysterious knight is dedicated to the order of the 
  shield and to the defense of society against tyranny and abuse. 
  With a sharp tongue as dangerous as his or her sword, no 
  villain can long survive. 
  I wanted to make a defensive cavalier who could play 
  the role of a true defender of other party members. I 
  started with the Provoke feat to give the character a way 
  to manipulate enemies into attacking them instead of 
  others, which plays well with the challenge class feature. 
  I really like the Step Up line of feats, which are a great 
  way to stick to challenged targets—between that and 
  the Stem the Tide ability, your targets are not likely to 
  escape. 
  Since this is an Intimidate-based feat, I was inspired 
  to start with half-orc for the Intimidate bonus and 
  because it was an unusual image for a knight. I also 
  decided to build on the use of Intimidate, which can 
  provide defensive benefits for the character and others. 
  The Intimidating Gaze feat makes this much easier to 
  do while participating offensively. Intimidating Prowess 
  and Size Doesn’t Matter ensure little difficulty with 
  Intimidate checks.
  Of course, if you are going to make yourself the prime 
  target in a fight, you need some serious defenses. I used 
  shield-themed feats to increase AC and tactician feats 
  to provide defensive benefits. With good armor and a 
  good shield, the character should be hard to bring down. 
  I also shored up defenses against Reflex-based attacks. 
  Will-based magic remains a weakness, however.
  The green knight’s mount is not the focus of the 
  build, but it provides greater mobility and even helps 
  with defense. I decided to armor up the horse much like 
  its master and included the Improved Overrun feat to 
  help get the green knight more easily to chosen targets 
  on a crowded field.
  
  11
  Advanced Feats: The Cavalier's Creed
  The Green Knight Build Details
  Race: half-orc  
  Stats: Str 15, Dex 13, Con 14, Int 13, Wis 8, Cha 13
  Skills: Craft (armor)1, Handle Animal, Heal, 
  Intimidate, Ride, Sense Motive 
  Favored Class Bonus: +1 hp/level
  Order: Order of the Shield
  Leveling Guide (class features, feats, and ability 
  increase choices per level):
  1—Back to Back* feat, Provoke* feat
  3—Step Up feat
  4—Str +1
  5—Following Step feat
  6—Step Up and Strike feat
  7—Shield Focus feat
  8—Dex +1
  9—Intimidating Gaze* feat, Strength in Numbers* 
  feat
  11—Lightning Reflexes feat
  12—Combat Expertise feat, Cha +1
  13—Shield Evasion* feat
  15—Intimidating Prowess feat
  16—Str +1
  17—Size Doesn’t Matter* feat, Shield Wall feat
  18—Dodge feat
  19—Tower Shield Proficiency feat
  20—Str +1
  1 Acquired after increasing Intelligence.
  * Indicates feats from The Cavalier’s Creed.
  Green Knight's Mount Details
  Race: horse
  Skills: Perception, Survival
  Leveling Guide (feat choices per level):
  1—Move as One* feat
  2—Dodge feat
  5—Nimble Mount* feat
  8—Medium Armor Proficiency feat
  10—Power Attack feat
  13—Improved Overrun feat
  16—Heavy Armor Proficiency feat
  18—Barreling Overrun* feat
  t
  The Tawny Knight
  The tawny knight is a wild and beautiful force of nature. 
  Astride a great timber wolf, a lance gleams in the forest 
  moonlight ready to pierce the black souls of those who live 
  without honor or shame. Brave, honest, and as full of cheer as 
  of virtue, the tawny knight is loved by all people of good heart 
  and noble soul.
  I wanted to make a knight that was deeply dedicated 
  to riding, and a Small knight makes it much easier to 
  ride nearly anywhere. The order of the sword is the clear 
  winner for mounted abilities, and its premium ability is 
  keyed to Charisma, which plays well with my choice of 
  gnome. When not mounted, the tawny knight is slow 
  and vulnerable, but astride the wolf, he or she moves fast 
  and hits very hard.
  I threw in every relevant mounted feat in the core 
  and advanced rules, giving the tawny knight a range 
  of tricks for mounted lance combat. I think using a 
  two-handed grip is better for this build than shield and 
  lance, and when charging isn’t an option, a good pole 
  arm is the weapon of choice. At lower levels, hit and run 
  tactics are the way to go, but later on, a full attack can be 
  devastating.
  Since the tawny knight is charismatic and good-
  hearted, I felt this would be a good build to emphasize 
  the use of leadership, a feat cavaliers can make excellent 
  use of since they have numerous means of buffing their 
  allies. The tawny knight’s teamwork feats provide attack 
  bonuses for the whole party.
  The tawny knight’s wolf mount uses the Clever 
  Critter feat to access a wider range of feats, so it has a 
  more intimate bond with its master. The wolf’s feats 
  focus on mobility with a little extra defense, but in most 
  cases, the tawny knight uses Mounted Combat to shield 
  it from harm.
  The Tawny Knight Build Details
  Race: gnome
  Stats: Str 15, Dex 10, Con 14, Int 10, Wis 8, Cha 14
  Skills: Diplomacy, Handle Animal, Ride, Sense Motive
  Favored Class Bonus: +1 hp/level
  Order: Order of the Sword 
  Leveling Guide (class features, feats, and ability 
  increase choices per level):
  1—Mounted Combat feat, Pack Attack* feat
  2—+2 Will save (from by my honor class feature)
  3—Ride-By Attack feat
  4—Str +1
  5—Near and Far* feat
  
  Advanced Feats: The Cavalier's Creed
  12
  6—Power Attack feat
  7—Rampage* feat
  8—Spirited Charge feat (from mounted mastery class 
  feature), Str +1
  9—Improved Critical (lance) feat, Tag Team Fighting* 
  feat
  11—Trick Riding feat
  12—Mounted Skirmisher feat, Str +1
  13—Leadership feat
  15—Extra Cohort* feat
  16—Str +1
  17—Great Leader* feat, Outflank feat
  18—Furious Focus feat
  19—Bloody Banner* feat
  20—Str +1  
  * Indicates feats from The Cavalier’s Creed.
  Tawny Knight Mount Details
  Race: wolf
  Skills: Climb, Escape Artist, Stealth
  Leveling Guide: (feat choices per level):
  1—Clever Critter* feat
  2—Nimble Moves* feat
  5—Acrobatic Steps feat
  8—Dodge feat
  10—Mobility feat
  13—Bravery* feat
  16—Improved Natural Armor feat
  18—Fleet feat
  * Indicates feats from The Cavalier’s Creed.
  The Black Knight
  The black knight takes pride in being the perfect warrior whose 
  personal challenge is tantamount to a death sentence. This 
  cavalier is unfailingly loyal to companions and unfailingly 
  brutal to enemies: most at home in the fury of combat, he is a 
  knight of few words outside the maelstrom.
  The combat challenge power adds a lot of damage 
  at higher levels, and to take full advantage of that, you 
  want to make as many attacks as possible with high 
  critical chances. To do this, the black knight has the full 
  line of two-weapon fighting feats and focuses on the crit-
  friendly rapier. 
  The black knight’s teamwork feats all relate to 
  flanking, both creating greater opportunities and 
  gaining additional benefits while flanking. The flanking 
  bonus—along with the Pierce Armor feat, the order of 
  the dragon’s challenge bonus, the favored class banner 
  bonus, and the bonus to attack from being mounted—all 
  work to offset the two-weapon fighting penalties and to 
  ensure secondary attacks find their mark.
  Finally, the black knight sports a series of shield feats, 
  allowing enhanced shield bashing while maintaining his 
  defenses. With buckler mastery, this cavalier gains the 
  option to choose defense or a more powerful off-hand 
  weapon with little penalty either way. From horseback, 
  the black knight could stab one foe with the lance while 
  striking another with the shield.
  I intended the black knight’s horse to fight on its 
  own, and technically, it can benefit from the teamwork 
  feats granted through the tactician ability helping the 
  knight flank foes. I loved the idea that the horse could 
  Intimidate people, so I gave it the skill and Intimidating 
  Prowess since it has far more Strength than Charisma. 
  Since it is large, it will often gain a size bonus on 
  Intimidation checks against Small and Medium foes.
  The Black Knight Build Details
  Race: human  
  Stats: Str 16, Dex 16, Con 14, Int 8, Wis 8, Cha 9
  Skills: Handle Animal, Ride, Survival, Swim
  Favored Class Bonus: +1 hp/level until level 5, then +1/4 
  banner bonus/level
  Order: Order of the Dragon
  Leveling Guide (class features, feats, and ability 
  increase choices per level):
  1—Improved Shield Bash feat, Pack Attack* feat, 
  Two-Weapon Fighting feat
  3—Pierce Armor* feat
  4—Dex +1
  5—Double Slice feat
  6—Improved Two-Weapon Fighting feat
  8—Dex +1
  
  13
  Advanced Feats: The Cavalier's Creed
  9—Improved Critical (rapier) feat, Precise Strike feat
  11—Greater Two-Weapon Fighting feat
  12—Two-Weapon Rend feat, Dex +1
  13—Buckler Mastery* feat
  15—Combat Reflexes feat
  16—Str +1 
  17— Outflank feat, Shield Slam feat 
  18—Shield Mastery feat
  19—Bashing Finish feat
  20—Str +1
  * Indicates feats from The Cavalier’s Creed.
  Black Knight's Mount Details
  Race: horse
  Skills: Intimidate, Perception
  Leveling Guide (feat choices per level):
  1—Medium Armor Proficiency feat
  2—Heavy Armor Proficiency feat
  5—Power Attack feat
  8—Improved Bull Rush feat
  10—Intimidating Prowess feat
  13—Combat Reflexes feat
  16—Improved Overrun feat
  18—Barreling Overrun* feat
  * Indicates feats from The Cavalier’s Creed.
  That’s Quite a Charge
  So just how much damage can the 20th-level 
  tawny knight do on a charge? Without taking 
  into account magic items, a small lance does 1d6 
  damage. A two-handed grip gives us +7, Power 
  Attack yields +18, basic challenge is a cool +20, 
  Bloody Banner is +4, and knight’s challenge tacks 
  on 20. Not a bad start.
  Spirited charge is triple damage as is supreme 
  charge as is the lances critical multiplier, totaling 
  seven times normal damage using the multiplier 
  math in d20, which add on the “additional” 
  damage from each effect in play. Now the 
  challenge damage is “extra damage,” which you 
  don’t multiply, but Power Attack and Strength do 
  “bonus damage” which is multiplied.  Supreme 
  charge and Bloody Banner 
  add to all damage rolls, so 
  that multiplies too. 
  Add it all up, and that 
  gives us 32–37 times 7 for 
  224–259 plus 20 more for 
  as much as 279 damage. 
  Even an un-buffed 
  average non-critical hit is 
  about 192 damage, which 
  is serious business.
  That’s Quite a Charge
  So just how much damage can the 20th-level 
  tawny knight do on a charge? Without taking 
  into account magic items, a small lance does 1d6 
  damage. A two-handed grip gives us +7, Power 
  Attack yields +18, basic challenge is a cool +20, 
  Bloody Banner is +4, and knight’s challenge tacks 
  on 20. Not a bad start.
  Spirited charge is triple damage as is supreme 
  charge as is the lances critical multiplier, totaling 
  seven times normal damage using the multiplier 
  math in d20, which add on the “additional” 
  damage from each effect in play. Now the 
  challenge damage is “extra damage,” which you 
  don’t multiply, but Power Attack and Strength do 
  “bonus damage” which is multiplied.  Supreme 
  charge and Bloody Banner 
  add to all damage rolls, so 
  that multiplies too. 
  Add it all up, and that 
  gives us 32–37 times 7 for 
  224–259 plus 20 more for 
  as much as 279 damage. 
  Even an un-buffed 
  average non-critical hit is 
  about 192 damage, which 
  is serious business.
  
  Advanced Feats: The Cavalier's Creed
  14
  OPEN GAME LICENSE Version 1.0a 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  Advanced Player's Guide. Copyright 2010 Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Netbook of Feats, Authors:  Sigfried Trent,  Jonathan D. Woolley, Alan Z. 
  Eisinger, Jason D. Kemp, Michael J. Kletch, Carl Cramérv
  Advanced Feats: The Cavalier's Creed. Copyright 2010, Open Design 
  LLC, www.koboldquarterly.com. All rights reserved.
  
  Advanced Feats series takes the standard 
  character classes and provides new builds, 
  new feats, and design breakdowns to 
  create characters that click -- or NPCs that 
  can hold their own!
  Secrets of the Alchemist
   
  g
   – Explosive new feats 
  like Create Wondrous Creature, Fire in the 
  Hole, and Sundering Bomb compliment builds 
  such as the Mad Scientist, Carpet Bomber, and Mighty 
  Mutant.
  The Witch’s Brew
   
  g
   – Trick or Treat with the Wicked Witch, the White 
  Witch, or the mighty Arch Witch and feats such as Craft Magic Tattoo, 
  Hexing Familiar, and Soul Mate.
  Summoner’s Circle 
   
  g
  – Meet my little friends the Warmaster, Serpent 
  Lord, and Mythic Knight and enjoy feats including Sizeshifter, Toss 
  Foe and Wall Mastery
  Advanced Feats for Pathﬁ nder RPG are just $3.95
  We Build Character
  Available now at KoboldQuarterly.com
  A
  Advanced Feats is a trademark of Open Design LLC.
  Advanced Feats is about making great 
  characters. Each entry offers 30 new feats, 3 
  character builds and a class guide to help you 
  create characters that click – or NPCs that can hold 
  their own!
  The Cavalier’s Creed
   
  g
   – Learn the secrets of this 
  hard hitting class, then charge into battle with 
  new feats like Rampage, Pierce Armor, and 
  Strength in Numbers.
  The Summoner’s Circle 
   
  g
  – Create strange 
  new friends with feats such as 
  Sizeshifter, Toss Foe and Wall 
  Mastery.
  Alchemist and Witch also 
  available for just $3.95.
  We Build Character
  Available now at KoboldQuarterly.com
  A
  j
  Advanced Feats is a trademark of Open Design LLC.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Advanced Feats/Advanced Feats - The Cavalier's Creed.pdf