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.
You can then multiclass to use this ability with other classes that grant the Tactician ability, to share a separate teamwork feat using each one.
Cavalier 3 Constable
Fighter 2 Drill
Sergeant
Slayer 2 Vanguard
Level 6 or 8 could be 3rd fighter level for Armor Training.
That’s the lowest level classes that get it (see end of document).
Drill Sergeant is poorly balanced, so I recommend homebrewing that it
also replaces your 2nd level bonus feat.
Constable gets a grapple-on-charge ability and Stag Horns allows a second grapple check if a charge unarmed attack hits. Order of the Penitent to tie up on this second grapple check.
Currently we’re playing at level 4.
+2 STR 14
+3 DEX 17 (+2 race, +1 level)
+2 CON 14
+0 INT 10
+2 WIS 14
+0 CHA 10
HP 30
AC 21 +Mobility (touch 14, flat 17)
Fort +6, Ref +4, Will +3
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.
One rank in each of these class skills:
| +4 | Bluff | Cha | |
| +6 | Climb | Str | |
| +4 | Diplomacy | Cha | |
| +2 | Escape Artist | Dex | +Str (order), not trained |
| +4 | Handle Animal | Cha | |
| +4 | Intimidate | Cha | |
| +4 | Knowledge | Int | dungeoneering |
| +4 | Knowledge | Int | engineering |
| +7 | Perception | Wis | +1 (constable) |
| +6 | Profession | Wis | cartographer |
| +6 | Profession | Wis | barrister |
| +4 | Ride | Dex | |
| +6 | Sense Motive | Wis | |
| +6 | Survival | Wis | |
| +3 | Swim | Str |
Armor Check Penalty: -3, except 0 for Acrobatics (Dex) and Climb
(Str)
-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.
An Osirian woman with an wide expressive face, a square frame, and
bulky equipment.
They wear a plate helmet, spiked breastplate, pauldrons and kilt, over a
gambeson and chausses. For formal events, they also have a high quality
linen robe, sandals, and perfume. Their arms are bulked up heavily, with
padded elbow-length gloves and demi-gauntlets. Strapped to the inside of
each arm is a mechanical device, some kind of spring launchers?
Their backpack is essentially canvas around a cooking pot and bedroll,
with ample pockets and straps to keep it comfortable. On the front they
have a high quality bandolier with more pouches. On their belt are
several loops of rope, an array of weapons, and a Traveler’s
Any-Tool.
Alignment: Lawful Neutral (at HD 5: lawful aura)
Magic Aura: faint evocation, moderate transmutation, strong
divination
134/134 lb (medium load)
Gold: 4
| effect | name | gp | lb |
|---|---|---|---|
| +7 AC, +3 max Dexterity, skills -3 except Climb and Acrobatics | Agile Breastplate and Kilt masterwork | 570 | 35 |
| 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 |
| 10ft bells, DC 20 | Bell Tripwire Trap | 2 | 2 |
| Break DC 24 | 4x12ft Silk Rope | 10 | 5 |
| Restore consciousness | Smelling Salts | 25 | |
| Make a dozen bicuits | Travel Cake Mix | .1 | 1 |
| Potions | |||
| Heal 1 for 2d4 berries today | Goodberry | 50 | |
| Increase reach for 1 min | Long Arm | 50 | |
| Don armor with a touch | Serren’s Swift Girding | 50 | |
| Weapons | |||
| 1d4 one-handed | Crutch | .5 | 2 |
| 1d6 close | Armor Spikes | 50 | |
| 1d3 thrown 10ft | 20x Wushu Dart | 4 | |
| 1d4 thrown 60ft | 2x Throwing Arrow | 1 | 1 |
| Exotic Weapons | |||
| Ranged 10ft touch -4 entangle | Net | 20 | 6 |
| 1d6 reach, ignore in grapple | Crook | 1 | 5 |
| Buckler and -2 disarm blades | 2x Tekko-kagi | 4 | |
| 30ft crossbow on your wrist | Heavy Wrist Launcher | 250 | 2 |
| Crossbow Bolt Grapnel | Grappling Bolt | 1 | .5 |
| Silk Rope shrinks to 1/5 length | 2x Contracting Rope | 100 | 10 |
| Standard light a fire | 20x Tindertwig | 20 | |
| Swift snap a Tindertwig | Spring-Loaded Wrist Sheath | 5 | 1 |
| Kits | |||
| week of rations (no backpack) | Pathfinder’s Kit | 10 | 20 |
| ink, journals, 20ft measure | Chronicler’s Kit | 40 | 4.5 |
| Treat Deadly Wounds 5 times | Healer’s Kit | 50 | 1 |
| for metal, cloth, and leather | Gear Maintenance Kit | 5 | 2 |
| Utensils | Mess Kit | .2 | 1 |
| (custom) | Iron Stock Pot | 8 | 4 |
| Clothes | |||
| Quilted shirt under armor | Gambeson | 1 | 4 |
| Quilted woollen chaps | Chausses | 1 | 3 |
| Boots, hooded cloak | Traveler’s Outfit | 1 | 5 |
| Sandals, sashes, pockets | Monk’s Outfit | 5 | 2 |
| Sometimes +1 skill | Perfume/Cologne | 5 | |
| Dust, sand, gas, etc. | Filter Scarf | 5 | |
| Soles for shoes | 2x Cushion Inserts | 1 | |
| Helps adapt to darkness | Eye Patch | .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
+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
1d12/x3 reach -2 opportunity|Flying blade|40|12
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.
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
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.
| Class | Archetype | |
|---|---|---|
| 2 | Fighter | Drill Sergeant |
| 2 | Slayer | Vanguard |
| 3 | Hunter | Forester |
| 3 | Inquisitor | Tactical Leader |
| 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.