You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
650996
2224004
2224004
650996
650996
2224004
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Core Races 1
Edicts: The cavalier must strive to protect his
community from rampaging monsters and fearsome
conquers alike. His first priority is to aid half ling
communities, but he also is sworn to protect those who
cannot protect themselves from such threats in the wild.
He must never take any action that would put a half ling
community or an innocent creature in jeopardy. An
order of the paw cavalier must take either a wolf or a dog
as his mount.
Challenge: Whenever an order of the paw cavalier issues
a challenge, his mount gains a +1 dodge bonus to AC as
long it is threatening the target of the cavalier’s challenge
and the cavalier is riding the mount. This bonus increases
by +1 for every four levels the cavalier possesses.
Skills: An order of the paw cavalier adds Knowledge
(nature) and Survival to his list of class skills. He can make
Knowledge (nature) checks untrained. Also, an order of the
paw cavalier is adept at following tracks while mounted,
using his mount’s speed rather than his own to determine
the penalty for tracking while moving, whether he is
mounted or not.
Order Abilities: A cavalier belonging to the order of the
paw gains the following abilities as he increases in level.
Danger Ward (Ex): At 2nd level, the cavalier can ready his
allies for impending danger. As a standard action, he can
ready all allies within 30 feet of the danger ahead, granting
a bonus on a single type of saving throw (Fortitude, Ref lex
or Will) that he chooses when he grants this boon. At any
point in the next minute, when these allies fail a saving
throw of that type, they can choose to reroll the saving
throw with a +4 competence bonus as an immediate action,
but must take the results of the reroll even if it is worse. He
can use this ability up to three times per day, once for each
type of saving throw.
Canine Ferocity (Ex): At 8th level, when the cavalier uses
his wolf or dog mount to perform a bull rush or overrun
maneuver, the mount is considered to be one size category
larger for the purposes of determining the size of creature
it is maneuvering against and the mount’s CMB. He also
receives a bonus feat, chosen from the following list:
Mounted Combat, Ride-By Attack, Skill Focus (Ride),
Spirited Charge, Trample, or Unseat. He must qualify for
the feat selected.
Giant Slayer (Ex): At 15th level, when the cavalier hits the
target of his challenge with a melee attack, and that target
is at least two size categories larger than the cavalier, he
gains a bonus on damage rolls equal to 1/2 his cavalier
level. This damage is multiplied on a critical hit.
Underfoot Adept (Monk)
An underfoot adept turns his diminutive stature
and unorthodox footwork into a powerful weapon.
Effortlessly moving across the battlefield, he ducks
under the legs of larger creatures and then topples them
with surprising attacks. An underfoot adept has the
following class features.
Underfoot Grace (Ex): At 1st level, an underfoot adept
uses his size and grace to avoid the attacks of those he
passes. When using the Acrobatics skill to avoid attacks of
opportunity by moving through a threatened area or an
enemy’s space, he only takes a –5 penalty when doing so at
full speed, instead of the normal –10 penalty. This ability
replaces the bonus feat gained at 1st level.
Underfoot Trip (Ex): At 1st level, an underfoot adept
learns a number of maneuvers and grabs that can cause
even the largest opponents to stumble and fall. He
gains Improved Trip as a bonus feat, even if he does
not meet the requirements. At 4th level, and every four
levels thereafter, he acts as if he is one size larger for the
purposes of determining the maximum size of creatures
he can trip and when determining his CMB and CMD for
purposes of a trip combat maneuver. This ability replaces
stunning fist.
Improved Underfoot Grace (Ex): At 5th level, an
underfoot adept’s ability to avoid attacks of opportunity
against those he passes improves. When using the
Acrobatics skill to avoid attacks of opportunity, while
moving through a threatened area or through an enemy’s
space, he takes no penalty when doing so at full speed.
This ability replaces high jump.
NEW RACIAL RULES
The following options are available to half lings. At the
GM’s discretion, other appropriate races may also make
use of some of these.
Halfling Equipment
Half lings have access to the following equipment.
Alchemical Preserves: Each small tin of this specially
treated jam contains just enough of the gooey stuff to
provide a half ling with a single serving of revitalizing
nourishment. While any creature can eat these preserves
as a standard action, it only affects half lings in a
beneficial way. Half lings who eat the preserves recover
from fatigue. Non-half lings who eat alchemical preserves
become sickened for 1 round.
Billow Cape: This silk cape is constructed of many
carefully arranged overlapping layers that are loosely
stitched together. When exposed to a sudden inf lux of
air, like that caused by falling, the cloak unfolds like a
crude parachute. When falling, a creature wearing a billow
cape is treated as if he had deliberately jumped from the
height (Core Rulebook 443). When worn in areas of strong
wind or greater (Core Rulebook 439), a billow cape hampers
movement. In such wind conditions, the wearer treats
all terrain as difficult terrain and takes a –4 penalty on
65
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012