Constable Cavalier

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.

Progression

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.

  1. Dodge
    Mobility (human)
    Improved Unarmed Strike (bonus)
    Tactician:
  2. Charging Stag Style
  3. Stag Horns
  4. Improved Grapple? Or wait and take Lunge later
    Tactician:
  5. Slayer: Studied Target
  6. Greater Grapple?
    Tactician:

Statistics

+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

Attacks

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.

Skills

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.

Appearance

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

Equipment

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

Shopping List

+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

Teamwork feats that could be nice

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.

Classes that gain the Tactician ability

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.