Jekyllian Knight (Cavalier Archetype)

Not every cavalier serves an order, and not every cavalier focuses solely on martial pursuit. Known as jekyllian knights, these warriors are able to go toe-to-toe with their enemies, aided by alchemical creations and their own sporadic genius.

Alchemical Savant (Su): At 1st level, the jekyllian knight chooses either bombs or mutagen. They gain that class feature as an alchemist of their level. Once chosen, this cannot be changed. Further, they must also choose a sporadic specialty, which can only be changed by spending eight hours looking over their own notes and revising previous ideas. The sporadic specialty determines what type of damage the jekyllian knight’s bombs do if they have bombs, what ability scores their mutagen affects if they can brew a mutagen, and gives a bonus ability at 2nd level.

This replaces mount, order, cavalier’s charge, expert trainer, mighty charge, and supreme charge.

Fueled Challenge (Ex): The jekyllian knight’s challenge ability is altered, based on whether they chose bombs or mutagens. If they chose bombs, they add their cavalier level to the damage their bombs deal on a direct hit, but not to splash damage or attacks that don’t use their bombs. If they chose mutagens, they can only use their challenge ability while benefiting from their mutagen, but have one more use per day of challenge than normal, plus one additional use at 10th and 19th levels.

This alters challenge.

Sporadic Specialties: A jekyllian knight who chose bombs must choose from the acid, cold, electric, and fire specialties. One who chose mutagens must choose from the strength, dexterity, and constitution specialties.

  • Acid: A jekyllian knight who chose the acid specialty deals acid damage with their bombs, and starting at 2nd level, a direct hit from their bomb causes the target to take the minimum damage for his bomb at the start of the target’s next turn.
  • Cold: A jekyllian knight who chose the cold specialty deals cold damage with their bombs, and starting at 2nd level, a direct hit from their bomb causes the target to have to make a Fortitude save (DC of 10 + half cavalier level + INT bonus) or be staggered for one round.
  • Electric: A jekyllian knight who chose the electric specialty deals electricity damage with their bombs, and starting at 2nd level, they gain +2 to their attack rolls with bombs against creatures made of metal, wearing metal armor, or wielding metal weapons.
  • Fire: A jekyllian knight who chose the fire specialty deals fire damage with their bombs, and starting at 2nd level, their bombs increase the radius that their splash damage affects by five feet. This does not increase the area that a direct hit affects.
  • Strength: A jekyllian knight who chose the strength specialty can only boost their Strength with their mutagens, and starting at 2nd level, they gain the Power Attack feat as a bonus feat while benefiting from their mutagen. If they already have the Power Attack feat or gain it later, they gain Cleave as a bonus feat while benefiting from their mutagen instead. They gain these feats even if they don’t meet the prerequisites.
  • Dexterity: A jekyllian knight who chose the dexterity specialty can only boost their Dexterity with their mutagens, and starting at 2nd level, they gain the Weapon Finesse feat as a bonus feat while benefiting from their mutagen. If they already have the Weapon Finesse feat or gain it later, they treat their finessable weapons as having the agile property.
  • Constitution: A jekyllian knight who chose the constitution specialty can only boost their Constitution with their mutagens, and starting at 2nd level, they gain the Toughness feat as a bonus feat while benefiting from their mutagen. If they already have the Toughness feat or gain it later, they gain Diehard as a bonus feat while benefiting from their mutagen instead. They gain these feats even if they don’t meet the prerequisites.

City of 7 Seraphs by Lost Spheres Publishing
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