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Holy Riders: The Cavalier's Guide (By Litigation)
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<blockquote data-quote="Veep" data-source="post: 6707851" data-attributes="member: 6793297"><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>Mind and Body for the Ride: Ability Scores</u></strong></p><p></span></p><p></p><p><span style="color: #ff9900"><strong>Strength</strong></span> is always the Cavalier's most important ability. He makes his most fundamental attacks with it. It should be your highest score and boosted every chance you get. (<strong>Recommended start: 16-18, before racial adjustments</strong>)</p><p></p><p><span style="color: #00ccff"><strong>Charisma</strong></span> is a close second in importance. It determines the power of your Righteous Radiance punishment, your Divine Sanction punishment if you choose to take such powers, how much damage you do with Holy Smite and most of your powers' secondary effects. Some of you may even want to poach O-Paladin powers that use Charisma as an attack stat, in which case you'll want it as high, or at worst one modfiier behind, your Strength at all times. (<strong>Recommended start: 14-16, before racial adjustments</strong>)</p><p></p><p><span style="color: #0000ff"><strong>Constitution</strong></span> is probably your third most important stat, although how important it is for you will vary. If you're trying to master the use of an axe or hammer you'll want to pay it some special attention. Others can get by with only moderate focus. Do note that to get the most out of your plate mail, you'll want to hit 15 in this score by Paragon Tier. (<strong>Recommended start: 12-14, before racial adjustments</strong>)</p><p></p><p><strong>Dexterity</strong> is a consideration for Cavaliers looking to specialize in the heavy blade. If you're looking to master the use of that weapon, you need some investment here (must hit 17 by Epic Tier). It also helps your Reflex defense and your initiative, which is always welcome on a defender. If you prefer an axe or hammer you can get away with just an average score here. (<strong>Recommended start: 10-14, before racial adjustments</strong>)</p><p></p><p><strong>Wisdom</strong> isn't really that vital for Cavaliers, which is a key difference from the O-Paladin. That said, a little bit of Wisdom can increase your survivability options. Even something as small as a +2 modifier on a feat like Virtuous Recovery can go a long way toward keeping you upright. Also, a few of your class skills use Wisdom, so you don't want to poo-poo it, entirely. (<strong>Recommended start: 10-14, before racial adjustments</strong>).</p><p></p><p><span style="color: #ff0000"><strong>Intelligence</strong></span> does nothing for you. You're still a Paladunce, when all is reckoned. Dump it, and dump it hard. (<strong>Recommended start: 8</strong>).</p><p></p><p> </p><p></p><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>Born to Ride: Races</u></strong></p><p></span></p><p></p><p>Races that can get a bonus to Strength are going to make the best Cavaliers. <strong>Dragonborn</strong> are really special, as they get a bonus to Strength and Charisma, the Cavalier's two most important stats. Some races that get a bonus to Charisma and either Constitution or Dexterity can still make decent or good Cavaliers, since they can afford to buy a natural 18 in Strength without having completely gimped secondary and tertiary stats.</p><p></p><p><strong>PHB</strong></p><p> </p><p><strong><span style="color: #00ccff">Dragonborn</span> (PHB/E:HFK)</strong>: The only race that can get bonuses to both Strength and Charisma, Dragonborn make arguably the best Cavaliers in the business. It's hands-down the best choice if you're looking to poach Charisma-based attack powers from the O-Paladin's arsenal. Even if you're not doing that, you get very nice things like CON-modifier bonus to your healing surge value (perfect for Val-Cavaliers) and bonus to attacks when you're bloodied. And to top it off, the racial feat Draconic Challenge makes your breath a mass-DS power.</p><p></p><p><strong><span style="color: #00ccff">Dwarf</span> (PHB/E:HFL)</strong>: You'll want some Strength to go along with your Constitution. With minor-action second wind, resistance to forced movement and a ton of amazing feat support, you're easily another top-tier Cavalier race.</p><p></p><p><strong><span style="color: #800080">Eladrin</span> (PHB/E:HFL)</strong>: Ehh, not really recommended. Although you can be charismatic, which helps some, your smarts do nothing for you. Meaning there's no way you'll have an 18 STR along with good enough supporting stats. At least you get Trance and Fey Step, though.</p><p></p><p><strong><span style="color: #ff0000">Elf</span> (PHB/E:HFL)</strong>: Bonuses to two marginally relevant stats, at best, make for a poor Cavalier. Yes, Elven Accuracy is great, but that's only once per encounter. Fights last longer than for the round you'll use that power.</p><p></p><p><strong><span style="color: #0000ff">Half-Elf</span> (PHB/E:HFK)</strong>: No Strength bonus, but bonuses to Charisma and Constitution are the next best thing and easily allow you to start with a natural 18 in Strength without really gimping yourself. Knack for Success is a neat Leader-esque racial power, but you'll probably prefer to take advantage of Dilletante, which lets you poach any other class' at-will power. In Paragon Tier the feat Versatile Master lets you use that power as a true at-will, making for some esoteric build possibilities.</p><p></p><p><strong>Recommended Dilletante powers</strong></p><p> </p><p><strong><span style="color: #00ccff">Howling Strike</span> (Barbarian) (PHB2)</strong>: If charging is your thing and you don't mind using a two-hander, this is the at-will you take to optimize damage done with charging.</p><p></p><p><strong><span style="color: #00ccff">Twin Strike</span> (Ranger) (PHB)</strong>: The standard-bearer in damage dealing if you dual-wield. What's really sexy about this one for a Cavalier, in particular, is the fact that Holy Smite works with it. At least one of those attacks is bound to hit ...</p><p> </p><p><strong>Halfling (PHB/E:HFL)</strong>: You can be quick and personable, which means you can make it work. Your racial power is a great defensive power, and you get some nice racial feats, too. Unfortunately, small size limits your weapon options.</p><p></p><p><strong><span style="color: #00ccff">Human</span> (PHB/E:HFL)</strong>: Just remember that your main attribute is Strength. Once that's taken care of, you'll find that you're one of the best Cavaliers. +1 to all NADs, bonus skill and bonus feat are all great. But best of all is the choice between a huge per-encounter attack or save boost, or possibly better yet, a bonus at-will power from the Paladin archetype, which opens up your build flexibility immensely.</p><p></p><p><strong><span style="color: #0000ff">Tiefling</span> (PHB/E:HFK)</strong>: Like the Half-Elf, you can go with Charisma and Constitution to make buying a natural 18 in Strength a realistic proposition. Once you do that, you'll find that this race has a lot going for it. Namely the excellent feat support such as Imperious Majesty and Dispater's Iron Discipline. Moreover, Wrath of the Crimson Legion gives you the option of an amazing mass-DS encounter power to take the place of Infernal Wrath.</p><p> </p><p></p><p><strong>PHB2</strong></p><p> </p><p><strong>Deva (PHB2)</strong>: A fair Cavalier if you plan on putting his inherent Wisdom bonus to use with feats like Virtuous Recovery, then choose to be charismatic (about freaking time) in addition. Memory of a Thousand Lifetimes is a terrific racial power, and free necrotic and radiant resistance and extra defense against bloodied creatures are also very nice. Remember to buy that natural 18 in Strength. Weapon mastery is pretty much out of the question, though.</p><p></p><p><strong><span style="color: #800080">Gnome</span> (PHB2)</strong>: Much like a charismatic Eladrin, the compulsory smarts really sink what hope you have to excel as a Cavalier. Plus being small doesn't help.</p><p></p><p><strong><span style="color: #00ccff">Goliath</span> (PHB2)</strong>: Strong by nature and hardy by choice, which are both wonderful things to be as a Cavalier. Stone's Endurance makes you even sturdier. Maybe not quite as amazing as a Dwarf, but not far enough behind to consider this anything less than a top-tier Cavalier race.</p><p></p><p><strong><span style="color: #00ccff">Half-Orc</span> (PHB2/E:HFK)</strong>: You'll want to be strong and quick, and from there it's all good. Hard-hitting and fast on a charge, and you'll find mastering the use of a heavy blade rather easy thanks to your Dexterity bonus. A great Cavalier option with some pretty nice feat support, too.</p><p></p><p><strong><span style="color: #0000ff">Shifter, Longtooth</span> (PHB2)</strong>: Strong and wise, and you have an excellent racial power. Very solid Cavalier.</p><p></p><p><strong><span style="color: #ff0000">Shifter, Razorclaw</span> (PHB2)</strong>: Marginal stat bonuses, at best, make this Shifter variant a no-go.</p><p> </p><p></p><p><strong>PHB3</strong></p><p> </p><p><strong><span style="color: #ff0000">Githzerai</span> (PHB3)</strong>: Bad for the same reason that the Elf is bad. Its racial power is a nice defensive power, but again, it hardly makes the race worth entering the path of the Cavalier.</p><p></p><p><strong><span style="color: #0000ff">Minotaur</span> (PHB3)</strong>: Go with Strength and Constitution. Feat support like Bloodied Ferocity is great, although this race does have its faults, such as a racial power that can't really hit anything. Can definitely be an effective Cavalier, but it's probably a step below the Dwarf and even the Goliath on the pecking order.</p><p></p><p><strong><span style="color: #800080">Shardmind</span> (PHB3)</strong>: Charisma bonus, good. Intelligence bonus, bad. Not really a good choice, although being a Living Construct is nice.</p><p></p><p><strong><span style="color: #800080">Wilden</span> (PHB3)</strong>: The best stat bonuses you can take are Constitution and Wisdom, but that only makes you slightly better than the lowest of the low candidates for Cavaliers. Nature's Aspect can be pretty nice, though.</p><p> </p><p></p><p><strong>Other rulebooks/Dragon</strong></p><p> </p><p><strong>Changeling/Doppelganger (EPG)</strong>: You'll want the quickness to go along with your natural appeal. An interesting choice if you're looking to take advantage of the Fickle Servant feat, which lets you pick any domain feats for your at-will powers that you want.</p><p></p><p><strong>Drow (FRPG/E:HFK)</strong>: Add some personality to your natural agility and you'll be a decent Cavalier (remember to buy the natural 18 in Strength). Darkvision and Trance are excellent adventuring benefits, and the Lolthtouched powers can come in quite handy.</p><p></p><p><strong><span style="color: #0000ff">Genasi</span> (FRPG)</strong>: Being strong is always good, although the smarts aren't much help. The racial powers and manifestations are nice benefits, though. Overall, you'll be solid.</p><p></p><p><strong><span style="color: #800080">Gnoll </span>(D 367)</strong>: Decent racial power, but CON and DEX aren't the best racial bonuses.</p><p></p><p><strong>Kalashtar (EPG)</strong>: Much like the Deva, choose to be both charismatic and wise and you'll be viable at this class. Bastion of Mental Clarity is a nice racial power, and saving against daze and dominate at the start of your turn is also great.</p><p></p><p><strong><span style="color: #00ccff">Mul</span> (DSCS)</strong>: Same stat options as a Dwarf, an option to poach the Dwarf's excellent feats and an excellent racial recovery power in Incredible Toughness. An amazing Cavalier option (assuming you're not in Dark Sun, of course).</p><p></p><p><span style="color: #800080">Revenant</span> (D 376): Good racial feats, but the stat bonuses aren't the best.</p><p></p><p><strong><span style="color: #ff0000">Shadar-Kai</span> (D 372)</strong>: Quick and smart, exactly what you didn't need to be. Shadow Jaunt is a solid encounter power, but that's not enough of a selling point to bring this race out of the cellar.</p><p></p><p><strong><span style="color: #ff0000">Shade</span> (HoS)</strong>: Losing a healing surge is an automatic disqualification from the Defender role (or hell, really anything for that matter). It's that bad. Then add a racial power that's utterly useless in combat to the mix and training in a skill that you'll never be good at, and you have a complete failure of a race. Oh, you have a Charisma bonus, you say? Sorry, you still fail.</p><p></p><p><strong><span style="color: #0000ff">Thri-Kreen</span> (DSCS)</strong>: Members of this race who wander outside the Dark Sun setting want to be strong to complement their natural quickness. They'll make solid Cavaliers who have an easy time mastering heavy blades. Having a minor-action racial attack power is quite nice.</p><p></p><p><strong><span style="color: #0000ff">Vryloka</span> (HoS)</strong>: The penalty to healing surge value when bloodied is pretty damn annoying <span style="color: #800080"><strong>early in Heroic</strong></span>, especially for a Defender, but in later levels it's almost inconsequential, making for a weird power curve. If you're starting a campaign <span style="color: #00ccff"><strong>past lower Heroic</strong></span>, you'll actually find a lot to like. You can have the Strength and Charisma bonuses to be a perfect match for the Cavalier, a la the Dragonborn. Your extra speed really helps you get into ideal defending positions, you have some sweet resistance to a common enemy damage type in necrotic, and you have a potent and versatile per-encounter racial utility that can give you an awesome free shift of up to your speed, a nice THP buffer or a bonus to your attacks as you see fit.</p><p></p><p><strong><span style="color: #00ccff">Warforged</span> (EPG)</strong>: Strong and sturdy like a Dwarf can be, backed up with nice things like Living Construct and the Trance-like ability in Unsleeping Watcher. Warforged Resilience means you're just not going to die very often. Nice feat support tops it off. A top-tier Cavalier.</p><p> </p><p></p><p><strong>Monsters (at DM discretion)</strong></p><p> </p><p><strong><span style="color: #ff0000">Bladeling</span> (MOTP)</strong>: DEX and WIS bonuses, and a racial power you won't put to very good use. No.</p><p></p><p><strong><span style="color: #0000ff">Bugbear</span> (MM)</strong>: Geared toward Cavaliers who might want to master use of a heavy blade. Use of oversized weapons is a big plus.</p><p></p><p><strong><span style="color: #ff0000">Bullywug</span> (MM2)</strong>: No.</p><p></p><p><strong><span style="color: Red">Duergar</span> (MM2)</strong>: Marginal stats and crappy racial power. Pass.</p><p></p><p><strong><span style="color: #ff0000">Githyanki</span> (MM)</strong>: Aaaaah, no.</p><p></p><p><strong>Goblin (MM)</strong>: Goblin Tactics is awesome, and you've also got some personality and quickness. You can do serviceably. Only small size really holds you back.</p><p></p><p><strong>Hobgoblin (MM)</strong>: Just like a Half-Elf and Tiefling, you can win friends and you're durable, the nest best thing to a Strength bonus. You don't have the racial feat support of either one of those, though.</p><p></p><p><strong><span style="color: #800080">Kenku</span> (MM2)</strong>: Charisma bonus, but little else.</p><p></p><p><strong><span style="color: #800080">Kobold</span> (MM)</strong>: At-will minor-action shifting is awesome. Small size and the racial bonuses (CON, DEX) aren't.</p><p></p><p><strong>Orc (MM)</strong>: You're not bad, but you're clearly Half-Orc-lite at this point.</p><p> </p><p> </p><p></p><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>Riding in Style: Weapon Groups</u></strong></p><p></span></p><p></p><p><strong><span style="color: DeepSkyBlue">Axe</span></strong>: The two-handed variety comes with the high crit property and does a lot of damage on hit. The one-handed variety can be given the high crit property eventually. Not the most accurate weapon, but of all the Cavalier's options, this is the easiest one for him to get mastery in (CON 17 by Epic Tier).</p><p></p><p><strong>Flail</strong>: The triple-headed flail and the spiked chain are the best of this bunch with a +3 proficiency bonus. Pretty much a niche choice, but it can work out.</p><p></p><p><strong><span style="color: Blue">Hammer</span></strong>: Requires more efforts toward CON than most Cavaliers would be comfortable paying, but it gets points for being the weapon that can open up some nice build options involving things like dazing at-will. And the hammer is also a common option for implement usage.</p><p></p><p><strong><span style="color: DeepSkyBlue">Heavy Blade</span></strong>: The +3 accuracy bonuses most weapons in this group carry make this arguably the most popular choice for Cavaliers. Cavaliers looking to use Paladin implement powers will also find that weapon/implement combos are common among this type. The only slight drawback is that mastery of this weapon requires some DEX investment.</p><p></p><p><strong><span style="color: Purple">Light Blade</span></strong>: Halflings will look at these. No one else really will. Mastery requires a 21 DEX, which is pretty much out of the question.</p><p></p><p>: You can use hammers. Why the hell would you use a mace?</p><p></p><p>: Not much support for this one.</p><p></p><p><strong><span style="color: #800080">Polearm</span></strong>: Cavaliers actually don't do so well with polearms. Defender Aura and its punishment only affects foes next to you, and Polearm Gamble, the feat that makes this option go in Paragon Tier, not only requires more investment in WIS than you'll probably be comfortable with, but also isn't really synergistic with your Aura.</p><p></p><p><strong>Spear</strong>: Javelins are your only reason for caring about this group.</p><p></p><p><strong><span style="color: Red">Staff</span></strong>: Put that stick down, please.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707851, member: 6793297"] [SIZE=6][CENTER][b][u]Mind and Body for the Ride: Ability Scores[/u][/b][/CENTER] [/SIZE] [COLOR=#ff9900][b]Strength[/b][/COLOR] is always the Cavalier's most important ability. He makes his most fundamental attacks with it. It should be your highest score and boosted every chance you get. ([b]Recommended start: 16-18, before racial adjustments[/b]) [COLOR=#00ccff][b]Charisma[/b][/COLOR] is a close second in importance. It determines the power of your Righteous Radiance punishment, your Divine Sanction punishment if you choose to take such powers, how much damage you do with Holy Smite and most of your powers' secondary effects. Some of you may even want to poach O-Paladin powers that use Charisma as an attack stat, in which case you'll want it as high, or at worst one modfiier behind, your Strength at all times. ([b]Recommended start: 14-16, before racial adjustments[/b]) [COLOR=#0000ff][b]Constitution[/b][/COLOR] is probably your third most important stat, although how important it is for you will vary. If you're trying to master the use of an axe or hammer you'll want to pay it some special attention. Others can get by with only moderate focus. Do note that to get the most out of your plate mail, you'll want to hit 15 in this score by Paragon Tier. ([b]Recommended start: 12-14, before racial adjustments[/b]) [b]Dexterity[/b] is a consideration for Cavaliers looking to specialize in the heavy blade. If you're looking to master the use of that weapon, you need some investment here (must hit 17 by Epic Tier). It also helps your Reflex defense and your initiative, which is always welcome on a defender. If you prefer an axe or hammer you can get away with just an average score here. ([b]Recommended start: 10-14, before racial adjustments[/b]) [b]Wisdom[/b] isn't really that vital for Cavaliers, which is a key difference from the O-Paladin. That said, a little bit of Wisdom can increase your survivability options. Even something as small as a +2 modifier on a feat like Virtuous Recovery can go a long way toward keeping you upright. Also, a few of your class skills use Wisdom, so you don't want to poo-poo it, entirely. ([b]Recommended start: 10-14, before racial adjustments[/b]). [COLOR=#ff0000][b]Intelligence[/b][/COLOR] does nothing for you. You're still a Paladunce, when all is reckoned. Dump it, and dump it hard. ([b]Recommended start: 8[/b]). [SIZE=6][CENTER][b][u]Born to Ride: Races[/u][/b][/CENTER] [/SIZE] Races that can get a bonus to Strength are going to make the best Cavaliers. [b]Dragonborn[/b] are really special, as they get a bonus to Strength and Charisma, the Cavalier's two most important stats. Some races that get a bonus to Charisma and either Constitution or Dexterity can still make decent or good Cavaliers, since they can afford to buy a natural 18 in Strength without having completely gimped secondary and tertiary stats. [b]PHB[/b] [b][COLOR=#00ccff]Dragonborn[/COLOR] (PHB/E:HFK)[/b]: The only race that can get bonuses to both Strength and Charisma, Dragonborn make arguably the best Cavaliers in the business. It's hands-down the best choice if you're looking to poach Charisma-based attack powers from the O-Paladin's arsenal. Even if you're not doing that, you get very nice things like CON-modifier bonus to your healing surge value (perfect for Val-Cavaliers) and bonus to attacks when you're bloodied. And to top it off, the racial feat Draconic Challenge makes your breath a mass-DS power. [b][COLOR=#00ccff]Dwarf[/COLOR] (PHB/E:HFL)[/b]: You'll want some Strength to go along with your Constitution. With minor-action second wind, resistance to forced movement and a ton of amazing feat support, you're easily another top-tier Cavalier race. [b][COLOR=#800080]Eladrin[/COLOR] (PHB/E:HFL)[/b]: Ehh, not really recommended. Although you can be charismatic, which helps some, your smarts do nothing for you. Meaning there's no way you'll have an 18 STR along with good enough supporting stats. At least you get Trance and Fey Step, though. [b][COLOR=#ff0000]Elf[/COLOR] (PHB/E:HFL)[/b]: Bonuses to two marginally relevant stats, at best, make for a poor Cavalier. Yes, Elven Accuracy is great, but that's only once per encounter. Fights last longer than for the round you'll use that power. [b][COLOR=#0000ff]Half-Elf[/COLOR] (PHB/E:HFK)[/b]: No Strength bonus, but bonuses to Charisma and Constitution are the next best thing and easily allow you to start with a natural 18 in Strength without really gimping yourself. Knack for Success is a neat Leader-esque racial power, but you'll probably prefer to take advantage of Dilletante, which lets you poach any other class' at-will power. In Paragon Tier the feat Versatile Master lets you use that power as a true at-will, making for some esoteric build possibilities. [b]Recommended Dilletante powers[/b] [b][COLOR=#00ccff]Howling Strike[/COLOR] (Barbarian) (PHB2)[/b]: If charging is your thing and you don't mind using a two-hander, this is the at-will you take to optimize damage done with charging. [b][COLOR=#00ccff]Twin Strike[/COLOR] (Ranger) (PHB)[/b]: The standard-bearer in damage dealing if you dual-wield. What's really sexy about this one for a Cavalier, in particular, is the fact that Holy Smite works with it. At least one of those attacks is bound to hit ... [b]Halfling (PHB/E:HFL)[/b]: You can be quick and personable, which means you can make it work. Your racial power is a great defensive power, and you get some nice racial feats, too. Unfortunately, small size limits your weapon options. [b][COLOR=#00ccff]Human[/COLOR] (PHB/E:HFL)[/b]: Just remember that your main attribute is Strength. Once that's taken care of, you'll find that you're one of the best Cavaliers. +1 to all NADs, bonus skill and bonus feat are all great. But best of all is the choice between a huge per-encounter attack or save boost, or possibly better yet, a bonus at-will power from the Paladin archetype, which opens up your build flexibility immensely. [b][COLOR=#0000ff]Tiefling[/COLOR] (PHB/E:HFK)[/b]: Like the Half-Elf, you can go with Charisma and Constitution to make buying a natural 18 in Strength a realistic proposition. Once you do that, you'll find that this race has a lot going for it. Namely the excellent feat support such as Imperious Majesty and Dispater's Iron Discipline. Moreover, Wrath of the Crimson Legion gives you the option of an amazing mass-DS encounter power to take the place of Infernal Wrath. [b]PHB2[/b] [b]Deva (PHB2)[/b]: A fair Cavalier if you plan on putting his inherent Wisdom bonus to use with feats like Virtuous Recovery, then choose to be charismatic (about freaking time) in addition. Memory of a Thousand Lifetimes is a terrific racial power, and free necrotic and radiant resistance and extra defense against bloodied creatures are also very nice. Remember to buy that natural 18 in Strength. Weapon mastery is pretty much out of the question, though. [b][COLOR=#800080]Gnome[/COLOR] (PHB2)[/b]: Much like a charismatic Eladrin, the compulsory smarts really sink what hope you have to excel as a Cavalier. Plus being small doesn't help. [b][COLOR=#00ccff]Goliath[/COLOR] (PHB2)[/b]: Strong by nature and hardy by choice, which are both wonderful things to be as a Cavalier. Stone's Endurance makes you even sturdier. Maybe not quite as amazing as a Dwarf, but not far enough behind to consider this anything less than a top-tier Cavalier race. [b][COLOR=#00ccff]Half-Orc[/COLOR] (PHB2/E:HFK)[/b]: You'll want to be strong and quick, and from there it's all good. Hard-hitting and fast on a charge, and you'll find mastering the use of a heavy blade rather easy thanks to your Dexterity bonus. A great Cavalier option with some pretty nice feat support, too. [b][COLOR=#0000ff]Shifter, Longtooth[/COLOR] (PHB2)[/b]: Strong and wise, and you have an excellent racial power. Very solid Cavalier. [b][COLOR=#ff0000]Shifter, Razorclaw[/COLOR] (PHB2)[/b]: Marginal stat bonuses, at best, make this Shifter variant a no-go. [b]PHB3[/b] [b][COLOR=#ff0000]Githzerai[/COLOR] (PHB3)[/b]: Bad for the same reason that the Elf is bad. Its racial power is a nice defensive power, but again, it hardly makes the race worth entering the path of the Cavalier. [b][COLOR=#0000ff]Minotaur[/COLOR] (PHB3)[/b]: Go with Strength and Constitution. Feat support like Bloodied Ferocity is great, although this race does have its faults, such as a racial power that can't really hit anything. Can definitely be an effective Cavalier, but it's probably a step below the Dwarf and even the Goliath on the pecking order. [b][COLOR=#800080]Shardmind[/COLOR] (PHB3)[/b]: Charisma bonus, good. Intelligence bonus, bad. Not really a good choice, although being a Living Construct is nice. [b][COLOR=#800080]Wilden[/COLOR] (PHB3)[/b]: The best stat bonuses you can take are Constitution and Wisdom, but that only makes you slightly better than the lowest of the low candidates for Cavaliers. Nature's Aspect can be pretty nice, though. [b]Other rulebooks/Dragon[/b] [b]Changeling/Doppelganger (EPG)[/b]: You'll want the quickness to go along with your natural appeal. An interesting choice if you're looking to take advantage of the Fickle Servant feat, which lets you pick any domain feats for your at-will powers that you want. [b]Drow (FRPG/E:HFK)[/b]: Add some personality to your natural agility and you'll be a decent Cavalier (remember to buy the natural 18 in Strength). Darkvision and Trance are excellent adventuring benefits, and the Lolthtouched powers can come in quite handy. [b][COLOR=#0000ff]Genasi[/COLOR] (FRPG)[/b]: Being strong is always good, although the smarts aren't much help. The racial powers and manifestations are nice benefits, though. Overall, you'll be solid. [b][COLOR=#800080]Gnoll [/COLOR](D 367)[/b]: Decent racial power, but CON and DEX aren't the best racial bonuses. [b]Kalashtar (EPG)[/b]: Much like the Deva, choose to be both charismatic and wise and you'll be viable at this class. Bastion of Mental Clarity is a nice racial power, and saving against daze and dominate at the start of your turn is also great. [b][COLOR=#00ccff]Mul[/COLOR] (DSCS)[/b]: Same stat options as a Dwarf, an option to poach the Dwarf's excellent feats and an excellent racial recovery power in Incredible Toughness. An amazing Cavalier option (assuming you're not in Dark Sun, of course). [COLOR=#800080]Revenant[/COLOR] (D 376): Good racial feats, but the stat bonuses aren't the best. [b][COLOR=#ff0000]Shadar-Kai[/COLOR] (D 372)[/b]: Quick and smart, exactly what you didn't need to be. Shadow Jaunt is a solid encounter power, but that's not enough of a selling point to bring this race out of the cellar. [b][COLOR=#ff0000]Shade[/COLOR] (HoS)[/b]: Losing a healing surge is an automatic disqualification from the Defender role (or hell, really anything for that matter). It's that bad. Then add a racial power that's utterly useless in combat to the mix and training in a skill that you'll never be good at, and you have a complete failure of a race. Oh, you have a Charisma bonus, you say? Sorry, you still fail. [b][COLOR=#0000ff]Thri-Kreen[/COLOR] (DSCS)[/b]: Members of this race who wander outside the Dark Sun setting want to be strong to complement their natural quickness. They'll make solid Cavaliers who have an easy time mastering heavy blades. Having a minor-action racial attack power is quite nice. [b][COLOR=#0000ff]Vryloka[/COLOR] (HoS)[/b]: The penalty to healing surge value when bloodied is pretty damn annoying [COLOR=#800080][b]early in Heroic[/b][/COLOR], especially for a Defender, but in later levels it's almost inconsequential, making for a weird power curve. If you're starting a campaign [COLOR=#00ccff][b]past lower Heroic[/b][/COLOR], you'll actually find a lot to like. You can have the Strength and Charisma bonuses to be a perfect match for the Cavalier, a la the Dragonborn. Your extra speed really helps you get into ideal defending positions, you have some sweet resistance to a common enemy damage type in necrotic, and you have a potent and versatile per-encounter racial utility that can give you an awesome free shift of up to your speed, a nice THP buffer or a bonus to your attacks as you see fit. [b][COLOR=#00ccff]Warforged[/COLOR] (EPG)[/b]: Strong and sturdy like a Dwarf can be, backed up with nice things like Living Construct and the Trance-like ability in Unsleeping Watcher. Warforged Resilience means you're just not going to die very often. Nice feat support tops it off. A top-tier Cavalier. [b]Monsters (at DM discretion)[/b] [b][COLOR=#ff0000]Bladeling[/COLOR] (MOTP)[/b]: DEX and WIS bonuses, and a racial power you won't put to very good use. No. [b][COLOR=#0000ff]Bugbear[/COLOR] (MM)[/b]: Geared toward Cavaliers who might want to master use of a heavy blade. Use of oversized weapons is a big plus. [b][COLOR=#ff0000]Bullywug[/COLOR] (MM2)[/b]: No. [b][COLOR=Red]Duergar[/COLOR] (MM2)[/b]: Marginal stats and crappy racial power. Pass. [b][COLOR=#ff0000]Githyanki[/COLOR] (MM)[/b]: Aaaaah, no. [b]Goblin (MM)[/b]: Goblin Tactics is awesome, and you've also got some personality and quickness. You can do serviceably. Only small size really holds you back. [b]Hobgoblin (MM)[/b]: Just like a Half-Elf and Tiefling, you can win friends and you're durable, the nest best thing to a Strength bonus. You don't have the racial feat support of either one of those, though. [b][COLOR=#800080]Kenku[/COLOR] (MM2)[/b]: Charisma bonus, but little else. [b][COLOR=#800080]Kobold[/COLOR] (MM)[/b]: At-will minor-action shifting is awesome. Small size and the racial bonuses (CON, DEX) aren't. [b]Orc (MM)[/b]: You're not bad, but you're clearly Half-Orc-lite at this point. [SIZE=6][CENTER][b][u]Riding in Style: Weapon Groups[/u][/b][/CENTER] [/SIZE] [b][COLOR=DeepSkyBlue]Axe[/COLOR][/b]: The two-handed variety comes with the high crit property and does a lot of damage on hit. The one-handed variety can be given the high crit property eventually. Not the most accurate weapon, but of all the Cavalier's options, this is the easiest one for him to get mastery in (CON 17 by Epic Tier). [b]Flail[/b]: The triple-headed flail and the spiked chain are the best of this bunch with a +3 proficiency bonus. Pretty much a niche choice, but it can work out. [b][COLOR=Blue]Hammer[/COLOR][/b]: Requires more efforts toward CON than most Cavaliers would be comfortable paying, but it gets points for being the weapon that can open up some nice build options involving things like dazing at-will. And the hammer is also a common option for implement usage. [b][COLOR=DeepSkyBlue]Heavy Blade[/COLOR][/b]: The +3 accuracy bonuses most weapons in this group carry make this arguably the most popular choice for Cavaliers. Cavaliers looking to use Paladin implement powers will also find that weapon/implement combos are common among this type. The only slight drawback is that mastery of this weapon requires some DEX investment. [b][COLOR=Purple]Light Blade[/COLOR][/b]: Halflings will look at these. No one else really will. Mastery requires a 21 DEX, which is pretty much out of the question. [b][/b]: You can use hammers. Why the hell would you use a mace? [b][/b]: Not much support for this one. [b][COLOR=#800080]Polearm[/COLOR][/b]: Cavaliers actually don't do so well with polearms. Defender Aura and its punishment only affects foes next to you, and Polearm Gamble, the feat that makes this option go in Paragon Tier, not only requires more investment in WIS than you'll probably be comfortable with, but also isn't really synergistic with your Aura. [b]Spear[/b]: Javelins are your only reason for caring about this group. [b][COLOR=Red]Staff[/COLOR][/b]: Put that stick down, please. [/QUOTE]
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Holy Riders: The Cavalier's Guide (By Litigation)
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