Constable Cavalier

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.

Appearance

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

Backstory

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.

Progression

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.

  1. Dodge
    Mobility (human)
    Improved Unarmed Strike (bonus)
    Tactician: Stick Together
  2. Charging Stag Style
  3. Stag Horns
  4. Improved Grapple? Or just get other capabilities besides the grappling.
    Tactician: Outflank
  5. Greater Grapple or Lunge?
    Tactician: Improved Outflank

Statistics

+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

Attacks

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

Skills

+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.

Abilities

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.

Equipment

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

Shopping List

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

Possible Teamwork feats

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.

Classes with Tactician

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.