This character’s first three levels are:
Cavalier 3 Constable
The purpose is to leverage this ability
Squad Commander (Ex)
At 3rd level, a constable can spend 1 minute laying out a plan to
activate the tactician ability without having it count against his
number of uses per day. The ability must be triggered within 1 hour of
the plan being made, and the benefits last for 1 minute per cavalier
level he has. The constable can have only one plan at a time, and if a
new plan is made, any old plan is lost. This ability replaces cavalier’s
charge.
Multiclass to use this ability with other classes that grant the Tactician ability, to share a separate teamwork feat using each one.
Fighter 2 Drill
Sergeant
This is OP, so I homebrew that the teamwork feat replaces a bonus
feat.
Slayer 2 Vanguard
Studied Target is bad without sneak attack, but can be used
out-of-combat.
Hunter 3 Forester
Bonus feat and first level spells. A little weak, but versatile.
Permanent Animal
Focus. 3/day switch aspect, and gain another for 1 min.
Add Roof
Runner archetype for 2 free class skills.
Brawler 5 Exemplar
Notable for the ability to select a (combat) teamwork feat
on-demand.
Full list of classes that gain Tactician is at the end of this document.
An Osirian woman with an wide expressive face, a square frame, and
bulky equipment.
When going into battle, they’re armoured with a steel helmet, spiked
breastplate, pauldrons, and kilt, over a gambeson and leather breeches.
Their arms are covered thickly, with handwraps, demi-gauntlets, and
padded elbow-length leather gloves.
Their backpack is maneuverable, with ample pockets and straps to keep it
comfortable. On the front they have a high quality bandolier with
latched pouches.
On their belt are several loops of rope, an array of weapons, and a
Traveler’s Any-Tool.
For formal events, they also have a flowing off-white linen robe with
multicolored silk sashes, laced-ankle sandals, and a grooming kit with
scented bathing salts.
Magic Aura: faint evocation, moderate transmutation, strong
divination
Alignment: Lawful Neutral (at HD 5: lawful aura)
Worship: Irori, Iomedae, Sarenrae
Languages: Common, Osirian
Height: 5’10”
Weight: 170 lb
Age: 21 years
They grew up wealthy in Osirion, receiving education. They worked various careers, but the main ones were cartography and law enforcement. Recently they tried to found a business in a growing domain called “insurance”, and like many before them, failed out and lost most of their inherited fortune. They hope to earn back their fortune by adventuring, but they care most about their afterlife alignment: They are determined to stick to the best-practices they’ve learned growing up, contrary to the flexible morality that most adventurers tend to develop.
Constable grants a Grapple-on-Charge ability, which I chose to use for this character. Stag Horns creates a second grapple check if the first one hits, and Order of the Penitent allows this to tie-up the enemy.
But it’s acceptable to just ignore it and build something else. I was also considering an archer who uses the ranged attack teamwork feats, but that didn’t buff my allies as much as I wanted to for this character.
Human (Giant Ancestry: +1 CMB, +1 CMD, -2 Stealth, lose Skilled)
Cavalier 3 / Fighter 2 / ?
Level 6 or 8 could be 3rd fighter level for Armor Training, or a
Spiritualist dip for Will saves.
Currently we’re playing at level 4.
| +2 | STR | 14 | 30 HP | +4 Initiative |
| +3 | DEX | 17 | 21 AC | 14 AC touch |
| +2 | CON | 14 | 21 CMD | 17 AC flat-f |
| +0 | INT | 10 | +6 Fort | 20ft Speed |
| +2 | WIS | 14 | +4 Refx | |
| +0 | CHA | 10 | +3 Will |
| Shortbow | Arrow | +8 | 1d6+2 | 70ft range increment | |
| Wushu Dart | Melee | +6 | 1d3+2 | ||
| Wushu Dart | Throw | +7 | 1d3+2 | 10ft range increment | |
| Dagger | Melee | +6 | 1d4+2 | 19 | |
| Dagger | Throw | +7 | 1d4+2 | 19 | 10ft range increment |
| Sling | Stone | +6 | 1d3+2 | 50ft range increment | |
| Unarmed | Strike | +7 | 1d3+2 | ||
| Lu. Hammer | Reach | +6 | 1d12+3 | ||
| Maneuvers | |||||
| Lu. Hammer | Trip/Disarm | +9 | |||
| Lu. Hammer | Sunder | +8 | 1d12+3 | +10 md+hv armor | |
| Unarmed | Grab/Trip | +10 | |||
| Unarmed | Disarm | +6 | get the target item | ||
| Tekko-Kagi | Disarm | +5 | +7 slender blades | ||
| Other | CMB | +8 |
| +4 | Bluff | 1 | Cha | |
| +3 | Climb | 1 | Str | |
| +4 | Diplomacy | 1 | Cha | |
| +2 | Escape Artist | - | Dex | +Str (order) |
| +4 | Handle Animal | 1 | Cha | |
| +4 | Intimidate | 1 | Cha | |
| +4 | Knowledge | 1 | Int | dungeoneering |
| +4 | Knowledge | 1 | Int | engineering |
| +7 | Perception | 1 | Wis | +1 (constable) |
| +6 | Profession | 1 | Wis | cartographer |
| +6 | Profession | 1 | Wis | barrister |
| +4 | Ride | 1 | Dex | |
| +6 | Sense Motive | 1 | Wis | |
| -2 | Stealth | - | Dex | -2 (human) |
| +6 | Survival | 1 | Wis | |
| +3 | Swim | 1 | Str |
Armor Check Penalty: -3
-2 precision-based skill checks involving hands, from Wrangler’s
Gloves.
+Str to Escape Artist (Dex), from Order.
Craft (Int) and Escape Artist (Dex) are also class skills, but not
trained.
Edicts (Ex)
The cavalier must be merciful to wrongdoers and show unfettered fairness
whenever he passes judgment. He must assume that only the most heinous
monsters are irrevocably evil, and must deliver all foes capable of fair
trial to the appropriate local law enforcers.
Challenge 1/day (Ex)
Swift choose a target, lasts for this combat until target is dead.
+3 melee damage and +1 CMD vs target, but -2 AC vs others.
Tactician 1/day (Ex)
Standard grant the associated teamwork feat to allies within 30 feet who
can see and hear him, for 4 rounds.
Squad Commander (Ex)
Spend a minute laying out a plan, then use tactician within an hour,
lasting for 3 minutes. This doesn’t count against your number of uses
per day. The constable can have only one plan at a time, and if a new
plan is made, any old plan is lost.
Apprehend (Ex)
You can attempt a grapple combat maneuver check in place of the attack
at the end of a charge.
Charging Stag Style
You can charge through difficult terrain and spaces containing allies.
You can turn up to 90 degrees, once during your charge.
Stag Horns (Style)
If you make a successful unarmed attack at the end of a charge, you can
attempt a free grapple check against the target of your charge without
provoking an attack of opportunity.
Expert Captor (Ex)
You can tie up a grappled opponent, even if they aren’t pinned, and
don’t take the usual –10 penalty on the combat maneuver check. +1 DC to
escape bonds.
Weight
133 lb, plus coins
Light: 66 lb.
Medium: 134 lb. (-3 skills)
Heavy: 200 lb. (-2 AC, -6 skills)
Coin
Golden: 1
Silver: 1
Copper: 0
100 coins weighs 2 lb.
| effect | name | gp | lb |
|---|---|---|---|
| +7 AC, +3 max DEX, skills -3 | Breastplate and Kilt mwk | 370 | 40 |
| 2 DR/ma vs grapple opp attack | Wrangler’s Gloves | 20 | 6 |
| +1 unarmed attacks | Handwraps masterwork | 300.1 | |
| +1 initiative | Dusty Rose Prism cracked | 500 | |
| +1 maneuvers, light at will | Wayfinder | 500 | 1 |
| +2 skills that use tools | Traveler’s Any-Tool | 250 | 2 |
| +1 STR for carrying capacity | Backpack masterwork | 50 | 4 |
| Bandolier with six pouches | Adventurer’s Sash | 20 | 3 |
| Submersible up to 1 minute | 2x Waterproof Bag | 10 | 1 |
| Break DC 24 | 4x12ft Silk Rope | 10 | 5 |
| Restore consciousness | Smelling Salts | 25 | |
| Loud whistle (-2/quarter mile) | Signal Whistle | .8 | |
| +2 saves vs sound | 6 pairs of Earplugs | .18 | |
| Dim light for 1 hour | Candle | .01 | |
| Write on wood, stone, etc | Chalk | .01 | |
| Roll 1d6 | Die | .1 | |
| Bathing | Scented Salts | .1 | |
| Potions | |||
| Heal 1d8+1 | Cure Light Wounds | 50 | |
| Increase reach for 1 min | Long Arm | 50 | |
| Don armor with a touch | Serren’s Swift Girding | 50 | |
| Suppress extant fear effects | Remove Fear | 50 | |
| Empty and cleaned out | Glass Vial | 1 | |
| Weapons | |||
| 1d12, reach, brace, sunder | Lucerne Hammer | 15 | 12 |
| 1d6/x3, range 70ft | Shortbow mwk (STR +2) | 525 | 2 |
| Bludgeoning, -4 for nonlethal | 20 Blunt Arrows | 2 | 3 |
| Grapnel for bow | Grappling Arrow | 1 | .5 |
| 1d6 close | Armor Spikes | 50 | |
| 1d3 thrown 10ft | 10x Wushu Dart | 2 | |
| Exotic Weapons | |||
| Ranged 10ft touch -4 entangle | Net | 20 | 6 |
| Buckler and -2 disarm blades | 2x Tekko-kagi | 4 | |
| Kits | |||
| Week of rations (no backpack) | Pathfinder’s Kit | 10 | 20 |
| Treat Deadly Wounds 5 times | Healer’s Kit | 50 | 1 |
| Journal, 20ft tape, powder | Chronicler’s Kit | 40 | 4.5 |
| Red phosphorescent | Glowing Ink | 5 | |
| For metal, cloth, and leather | Gear Maintenance Kit | 5 | 2 |
| Pitons, 10ft wire, bell, DC 20 | Bell Tripwire Trap | 2 | 2 |
| Includes a mirror | Grooming Kit | 1 | 2 |
| Utensils | Mess Kit | .2 | 1 |
| Meal for one | Iron Pot | .8 | 4 |
| Clothes | |||
| Quilted shirt under armor | Gambeson | 1 | 4 |
| Leather boots, belt, breeches | Soldier’s Uniform | 1 | 5 |
| Sandals, sashes, pockets | Monk’s Outfit | 5 | 2 |
| Beaded hair-ties | Jewelry | .5 | |
| Soles for shoes | 2x Cushion Inserts | 1 | |
| Helps adapt to darkness | Eye Patch | .1 |
Dust, sand, gas, etc.|Filter Scarf|5
Sometimes +1 skill|Perfume/Cologne|5
Fatigue penalty -1|Ground Coffee|.08|1
1d6 reach, ignore in grapple|Crook|1|5
1d12/x3 reach -2 opportunity|Flying blade|40|12
Quilted woollen chaps|Chausses|1|3
30ft crossbow on your wrist|Heavy
Wrist
Launcher|250|2
Silk Rope shrinks to 1/5 length|Contracting
Rope|50|5
Standard light a fire|20x Tindertwig|20
Swift snap a Tindertwig|Spring-Loaded
Wrist
Sheath|5|1
+1 Perception, Sense Motive
resonance: sleep awake
400 Dark Blue Rhomboid cracked
+1 competence bonus on grapple
500 Armbands
of the Brawler
525 Composite-2 Shortbow
masterwork
+20 to upgrade masterwork to darkwood (1 lb instead of 2 lb)
+2 sense motive, +2 hearing perception
750 Veil
of Attentiveness
The wearer may attempt to bull rush and grapple without provoking
attacks of opportunity.
5k Grapplers
Mask
Make shields Darkwood to remove the -2 armor check penalty.
+2 AC, skills -2|Heavy Throwing
Shield
+1 AC, skills -2|Quickdraw
Shield|59|7
Potions and Oils (50 each)
| effect | name |
|---|---|
| Increase reach for 1 min | Long Arm |
| Heal 1d8+1 | Cure Light Wounds |
| Identify with Wisdom DC 20 | Detect Poison (25 gp) |
| Learn disease effects, +4 Heal | Diagnose Disease |
| Heal 1 for 2d4 berries today | Goodberry |
| +2 AC and saves for 1 min | Protection From Chaos |
| No slow terrain for 1 min | Feather Step |
| Don armor with a touch | Serren’s Swift Girding |
| Rest while awake and alert | Keep Watch |
| Instant communication | Mindlink |
| Suppress extant fear effects | Remove Fear |
| 2 ppl overland travel faster | Nature’s Paths |
| Check for shapeshifters | Petulengro’s Validation |
| Learn a local happening | Ears of the City |
| Even works for animals | Share Language |
| Know moral consequences today | Preserve Grace |
| Image of a footprint’s origin | Residual Tracking |
| Take tattoo from living | Transfer Tattoo |
If your ally can summon for minutes per level, then they take attacks
for your allies and then die and grant haste.
Blood For the Empire - grants +2 A/D when ally has damaged that enemy in
their last turn. Also when an ally dies you gain haste for 1
round.
Loyal to the Death - can take an attack for your ally.
Horde Charge (orc) - +2 A/D on charge when an ally has charged this round.
Broken Wing Gambit - give enemy +2 attack/damage but ally an
opportunity attack. (req lvl 5)
Paired Opportunists - take an opportunity attack when your ally
does.
Lookout - if adjacent ally can act in surprise round, then you can act too.
Friendly Switch - move through an ally and pull them back without
provoking attack.
Escape Route - don’t provoke attack of opportunity if adjacent.
Stick Together - move with ally as immediate action, then staggered.
Precise Strike - flanking +1d6 damage.
Outflank - flanking +2 more. req BAB 4
Improved Outflank - flank positioning is easy. req BAB 6
Harrying Partners - standard benefit of Aid Another applies for a round. req BAB 6
Out of the Sun - move action feint for ally
Disarm Partner - disarm fail triggers disarms for adjacent allies. Give allies tekko-kagi.
Unspoken Bond - communicate simple stuff without speaking
When benefiting from a teamwork feat, increase the bonus you and your
allies receive from that feat by 1, if any.
Auspicious Birth: Conjunction
I don’t have the space to take this, unfortunately.
Sometimes these abilities do not name the Cavalier class, they just function very similarly. You have to know the differences, but the combo still works because of the name.
| Lvl | Class | Archetype |
|---|---|---|
| 2 | Fighter | Drill Sergeant |
| 2 | Slayer | Vanguard |
| 3 | Hunter | Forester |
| 5 | Brawler | Exemplar |
| 3 | Fighter | Seasoned Commander |
| 5 | Fighter | Tactician |
If you just want one teamwork feat, instead go with 3 Paladin Holy Tactician which can grant a teamwork feat to all allies for as long as they stay near the paladin, and switch the teamwork feat as a swift action. Inquisitor Tactical Leader is not on this list because it adds its levels to existing Cavalier levels, instead of being a separate use.