The Cavalry Has Arrived:
Iluzry’s Guide to the Pathfinder 1e Cavalier/Samurai
Heyo Internet, my name is Ilzury or Polypan if you’ve seen me around! I am not what one would call a veteran, I don’t think, but I’ve been playing this game for a longer time! This guide, and the ones following it are all a part of my overall goal to give people more up to date content for pathfinder players to use, because I love the game and I want to help everyone become the ungodly kaiju monster of their DM’s dreams/nightmares.
To See My List of Guides, Go Here
I guess if I keep doing this I should get like a patreon or something. For now, I’m just a girl who likes making people feel strong. I’m new to this so if you are looking at this guide in the future, I hope it helps!! From one player to another. NOW onto the guide.
Melee Charger (Lance That Pierces The Heavens) [Str >>>> Con > Dex/Cha > Int/Wis]
Melee Support (#GangGang) [Cha > Str/Con/Dex > Int/Wis]
Melee Tank (Yama’s Guardog) [Con/Cha > Str/Dex > Int/Wis]
Ranged Weapon (Herald of Arrows) [Dex > Str/Con > Cha/Int/Wis]
(6/5) Extreme Stat Bonuses, and Multiple Powerful Abilities
(5/5) Bonus to Main Stat, Bonus to Secondary, and Powerful Race ability
(4/5) Races: Bonus to Main Stat, Bonus to Secondary or Powerful Race Ability.
(3/5) Races: Bonus to Main Stat
(2/5) Races: No bonus to Main Stat
(1/5) Races: Penalty to Main Stat
(4/5) Order of the Beast (ACG)
(2/5) Order of the Beast (ISC)
(2-3/5) Order of The Blue Rose
(3-4/5) Order of the Cockatrice
(3/5) Order of the Eastern Star
(2/5) Order of the Ennead Star
(3/5) {CAV} Order of Vengeance
(3-4/5) {SAM} Order of the Black Daimyo/Warrior
(3/5) Order of the Ronin/Knight Errant
(4/5) Daring Champion [Swashbuckler Cavalier]
(6.5/5) Daring General [Leadership x3: HOW TO HAVE AN ARMY???]
(5-6/5) Esquire [Leadership???]
(3-4/5) Ghost Rider [Haunted Horseman]
(3/5) Huntmaster [Pack Tactics]
(4/5) Luring Cavalier [Ranged Rider]
(4/5) Sister-in-Arms [Maximum Teamwork]
(4/5) Standard Bearer [Banner++]
(3-4/5) Verdivant [Flower Power]
(4/5) Brawling Blademaster [Unarmed TWF]
(5/5) Ironbound Sword [The One True Blade]
(1/5) Sword Saint [One Strike, No Kill]
(3/5)* Ward Speaker [Kami Magic]
(4/5) Warrior Poet [Spring Attack]
(5/5) Totem Spiritualist (1 Level Dip)
(4/5) Vivisectionist (1 Level Dip)
(4/5) Evangelist [Entry 5 or 7]:
(4/5) Battle Herald [Entry 5]:
(5/5) Mammoth Rider [Entry 9] (1 Level Dip):
(3/5) Golden Legionnaire [Entry 5]:
All Guides use the Color Rating System and honestly? It’s a good Idea.
So the cavalier and the samurai are both… underplayed classes. I think that's partly because they actually don’t have many guides, and partly because well...the way they work doesn’t match with the imagery people want. When people think, wizard, they think powerful spell weaver. When you think oracle, you think weird visions and odd curses. When you say cavalier...well first of all most people don’t even know that that is. Second, when you think samurai well...you probably think something much cooler than how they actually were. I hope you get the point. Still, these classes have a lot of tricks up their sleeves that I want to bring forth.
Now before we get into it, I’d like to say something very quickly. Yes I will be doing both classes in this one guide. Yes I realise this will make things weird. In order to make sure that you can search for the differences, I will mark things exclusive to the Cavalier as {CAV} and things for the Samurai as {SAM}. That way you know what is for what.
Now, it’s sort of hard to talk about what ability scores you need without talking about what roles the samurai/cavalier can take. So first, let’s cover the roles that they can take, and we’ll choose abilities based on that. Try to have a 16 in your main stat and a 14 in your secondary stat. All of the following reviews are for the Base Class, without any archetypes, multiclasses, or Prestige Classes which would augment their ability.
Special Note: So none of the cavalier or the cavalier’s class features directly depend on their charisma (besides whatever specific Order abilities). So really you can just build for what you want to do.
So here’s the thing about races. Besides ya know, flavor for your campaign and your character… they don’t actually… matter. They are balls of stats and abilities, which is good! If you want to play a human fighter, but you want the elf stat block, really there isn’t much reason to deny you because again...they are just stat balls. If your dm doesn’t let you split your flavor and your stats, that’s fine! Either way, I think it's more important to rate races on what they give you, rather than what they are. I won’t go into a lot of detail on any one race, but I’ll give you the gist of what is worth looking at.
ORDERS: The biggest choice your cavalier or samurai gets. This is your domain, arcane school, yadda yadda, that gives you a bunch of neat goodies. You only get to choose one so choose wisely
Special Note: Cavalier and Samurai Orders are interchangeable and either class can choose from both pools.
Cavalier Orders (Overall) | Order Basics | Order Abilities |
(5/5)* Order of the Asp
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| (2nd) Indiscriminate: SO you get a bonus to saves...IF you intimidate your allies. Pass. We want our team up and ready, BUT it does let you do dirty tricks without provoking, and dirty tricks are great. (8th) Command The Meek: So solo tactics if you demoralize your homie. This is really good...if you have sacrifices. Summons and the like. Do not do this to your party members. If you really wanna maximize the dickery, try Betrayal Feats. (15th) Better You Than Me: oh my...okay. As an immediate action, you can pull an adjacent ally who is shaken, or half your hit die in front of you to take an attack. They make a reflex save to deny you (which they can choose to fail). You get cover, and if the attack hits you still, you split the damage. This has no cooldown. |
(4/5) Order of the Beast (ACG)You CONTROL a beast. Very good abilities for animal companion lovers. If you wanna be a green knight? Here’s how. |
| 2nd Level: Wild Empathy. Look you can use this for your edict but like...i’ve never seen this be good. It’s not bad, i’ve just never seen it be good. 8th Level: ANIMAL WILD SHAPE!!!! You get to change your mount, get extra attacks, and get bonuses? Fuck. The hell. Yes. 15th Level: Ferocious charge! If you charge, attempt to intimidate as a free action and if it works, they are FRIGHTENED. Meaning that if it works, they immediately remove themselves from the battle. GREAT ability. |
(2/5) Order of the Beast (ISC)You ARE a beast. But like...everything is so disconnected, it can’t be used well. Damage bonus for cleave, but sunder? It’s just not a good look. Not horrible, but not great either...we can do better. |
| 2nd Level: Improved Sunder WITH +lvl/2 to damage rolls to damage objects AND if you break something you get +2 morale bonus to attack rolls until the end of next turn...so cut off their pants and go in. 8th Level: Trample is nice but overrun isn’t a great manuever type and if people can make your saves, you don’t deal the damage. Good against minions. 15th Level: The sorta stoppable ravager. So you don’t stop being able to do stuff at negative hitpoints and you can keep fighting for a bit...but you also can’t be magically healed so you are basically doomed. |
(3-4/5) Order of the BlossomSneaky sneak magical team. Very good for fey team, magic is sick and talent. Better for longer term campaigns or gestalts |
| 2nd Level: You get sneak attack. Yay! As always, stacks with all other sneak attack, and works like all other sneak attack. 8th Level: Spells????? HELLLL YEAHHHH. They arent super powerful spells, but they are helpful and have a pretty strong dc that will come in handy in a pinch. Also now your challenge works. 15th Level: Chaos aligned weapon? Meh. Crit confuse? Actually kinda neat. They have to be under an enchantment (but doesn’t specify anything besides the school) and could be really good tagging with your team caster. |
(2-3/5) Order of The Blue RoseGood for a VERY specific playstyle...and even then not the best. If, for some reason, you want to be doing nonlethal damage and reward for pacifist behavior, take the dip. Otherwise, probably not worth the time. |
| 2nd Level: Do nonlethal damage without penalty and with +2 to damage. At low levels, this is kinda lame, but if you want to be the nonlethal person, i mean this is integral. 8th Level: So...once per day you can avoid some damage for one attack. Not...it’s not horrible but not particularly useful. 15th Level: So less good Crane Style. Gives everyone +2 ac, but at this level, you need to be pulling out the big guns. This doesn’t cut it. |
(3-4/5) Order of the CockatriceSo this is pretty okay. Not amazing, not horrible. Has some neat stad out abilities and can do some serious damage. Good for shonen protags. |
| 2nd Level: Dazzling Display, +2 damage against demoralized targets. Should be a standard action but wording is dumb. 8th Level: Depends entirely on team composition. If no one is crit build this is garbage. If everyone can crit consistently, this is amazing. Usually? It’s meh. 15th Level: Once per day, for one round ADD CHARISMA TO EVERYTHING: Ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. |
(5/5) Order of the Dragon
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| 2nd Level: Whenever you use aid another, they ALSO get +3 to armor class, saving throws, or their next attack roll. With the helpful trait and swift aid feat, you can pass around some serious buffs...aND it gets better as you level. SCORE!!!! This goes down to blue-green if your DM interprets this to mean that it replaces the inherent aid another bonus. It’s not a reading I agree with based on the way other Aid another boosting abilities are worded, but if so, there ya go. 8th Level: Basically Banner-lite. Spend a standard action to give everyone different neat little buffs...but the kicker is that each buff is limited to once per character...per combat. Meaning this can get a LARGE variety of use, over and over. 15th Level: Duh duh DUHH. CHARGE! So you can basically get the wHOLE TEAM TO CHARGE as an immediate action. So coordinated charge lite. Also everyone gets a bonus +2 to attack. Also a little AC. Look action economy is action economy and if you have even ONE other charger, this can do some serious damage. Oh and it’s usable once...PER COMBAT. YEAAAH. |
(3/5) Order of the Eastern StarSo...if you want to make a build in light armor, and focus on fighting defensively...this is for you. It’s green for that specific build. Otherwise? You can probably skip |
| 2nd Level: Again, light armor. Okay so DR/- is good but you don’t get a lot of it but the bonus to saves is great. With combat expertise, and challenge you will have sO MUCH DODGE BONUS. 8th Level: Furious Focus, but for combat expertise/fighting defensively. I mean...it’s nice...I guess. 15th Level: Okay so now your mount gets the bonuses from your 2nd level ability. So that’s nice. |
(3/5) Order of the Eel
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| 2nd Level: Temporary alliance. While mechanically it’s cool, a +1 to attacks and saves isn’t really worth writing home for. Basically, pick your battle buddy for the day, set it and forget it. 8th Level: Okay so LITERALLY THE POWER OF DIVERSITY HOLY SHIT. Okay...okay sorry i just…Okay so this ability busted...if you have some sort of weird summoner or minion master. Getting up to charisma added to damage rolls is nice BUT requires some...planning? Help??? But this is sorta hard to rate because it relies on your party. But if you can get some help. It can be a strong team buff. 15th Level: AYE Taking one for the team. Now that’s TRUE allyship. Back a battle bond with your homie and both of you get your charisma as a deflection bonus to ac (hope you don’t have rings of protection). Also both of you split HP damage between the two of you. Tank for your wizard, or have your barbarian buddy tank for you!!! |
(2/5) Order of the Ennead StarLook if you want to be Judge Dread, and are in a campaign of like...sheriff vs outlaws? Or bounty hunting? This might be okay. For general play I’d probably avoid it. |
| 2nd Level: ARE YOU CHAOTIC??? Smack ARE YOU BUDDY? Meme’s aside, its meh, you learn if they are the chaos and if they are you get +1 to attack..that’s it. 8th Level: If you CRIT with a MELEE WEAPON against an INTELLIGENT CHAOTIC/CRIMINAL CREATURE...add charisma to that crit’s total damage...and if they die intimidate everyone...yeah uh...this is kinda lame. 15th Level: +2 to charge, ignore difficult terrain and if you demoralize someone they are slightly more shaken for CHARISMA rounds per combat. Not horrible but...at this level? We need something with a little bit more bang. |
(1/5) Order of the First LawSo here is the thing. This is entirely around beating Divine Spellcasters, but You are far more likely to have a divine casting ally than enemy so...yeah this just sucks. |
| 2nd Level: Get a +2 to one save so long as you haven’t had ANY divine magic cast on you...or just let the cleric buff you and become a god. Not worth it. 8th Level: If you are standing next to a divine caster, make it harder for them to do their jobs...but not like...impossibly hard. Too specific and weak. 15th Level: Add Charisma to Attack and Damage against challenged divine spellcaster. Okay this is actually good...it’s a shame that it HAS to be a divine spellcaster, because otherwise this would be godly. Well...I supposed we couldn’t have that. |
(3/5) Order of the FlameNot awful...but not great either. If you are consistently putting out good damage. This can be nice. Weirdly good for a two level dip, as your challenge mechanic does not scale with level. |
| 2nd Level: When you roll initiative, as an immediate action. GET UP IN THAT GRILL. You’ll have to get an 11 or higher, but with Noble Scion + Improved Initative, we can make this pretty easy and who doesn’t liek going first? 8th Level: Once per combat, if you crit, do dazzling display lite. Unless you are doing a crit intimidate build, this is eh. 15th Level: Once per combat you are slightly better for Charisma Mod number of rounds. +10 speed, +2 to charging and ignore difficult terrain. This is cute but at this level like...look you gotta turn into a T-REX dude or something. |
(2/5) Order of the GreenSo if you are in an anti-undead campaign this goes up to green. Otherwise, it’s uh...well it’s not really that good. I mean it sorta does its job well but you could also play a ranger, or better yet, a druid or a hunter. |
| (2nd) Favored Terrain: Favored Terrain is always Meh because while it gives cute bonuses, those bonuses are requisite on being in a specific type of place...meaning generally, outside of your control. (8th) Cut The Corruption: 1d6 damage...for one minute...once a day...only against aberrations or undead...pass. (15th) End of the Cycle: AND STAY DOWN. Killed by a death effect and sanctified. No one is getting up unless you say so. That said uh...you can probably just let the cleric handle this one...and ya know...better than you. |
(3-4/5) Order of the GuardWell it does what it says on the tin. It will never be outrageously powerful, but it works well if you want to build around Bodyguard or the like. |
| (2nd) Prepared for the Journey: Improved favored terrain. Wait I thought favored terrain was always meh? Normally yes, because its hard to control where a narrative will go. THIS however, allows you to adapt to the narrative...and honestly should be what the ranger has. (8th) Close At Hand: Get a small bonus to attack, damage and saves while within 30 feet of your ward. These bonuses are never going to be huge, but they are nice. Also, if someone steals your ward, you get some neat SLA’s to check on them. (15th) Quick Retort: This...can get silly. You attack my friend? I attack you. Get combat reflexes or something similar and have fun ending someone before they even get a chance to try. |
(4/5)* Order of the HammerOkay if for SOME REASON you looked at the cavalier or the samurai and thought “man I wish it could GRAPPLE” then look no further! If you aren’t grappling, please look further! |
| (2nd) Mighty Bash: You do monk damage with your unarmed attacks...so long as they are nonlethal. This DOES NOT count as Improved Unarmed Strike. (unarmed strike is a nonlethal weapon, so you dont take the penalty to attack.) So i mean...if you plan to do unarmed takedowns, this is pretty good! (8th) Crushing Grapple: You get the Chokehold feat for free AND don’t take the penalty for starting the chokehold. I mean, combined with your challenge, this can be devastating for an enemy spellcaster. (15th) Inspiring Flex: Weird Flex but okay. As a standard action give your team +4 to being fighty boi’s for half your level in rounds. Is this amazing? No. Is it more numbers? Hell yeah. |
(3/5) Order of the HeroSo long as you are playing a small race, this is pretty good. Not stellar in any way, but it’s a monster hunter. You wanna hunt monsters? This guy does it. |
| (2nd) Monster Expert: Add Charisma to Fort and Ref against Aoe attacks. Okay GREAT START. (8th) Resist Energy: Once per day, choose some elemental resistance for a minute. Now...this is never going to be as much as you need, but it’s not HORRIBLE because you get to pick what you want. So eh it is. (15th) Counterstriking Challenge: Once per day, as part of your challenge, upgrade it to a FUCK YOU challenge. If they use any ability based attack (not spells or sla’s) then it provokes AoO. If you hit, they have to make a will save or it fails to use it and loses its action. You can’t use it often, but when does it work? You’ll love it. |
(1/5) Order of the LandThis order has no idea what it’s doing. None of its abilities really work together and aren’t good enough on their own to stand out so...no yeah just no. |
| (2nd) Adaptive Strike: You get Catch Off Guard and once per combat, can make a guy flatfooted for a round against an improvised weapon. Uh...I guess? But...Why? (8th) Terrain Training: Favored Terrain, Mass. Why still meh, even with the higher bonuses? Can’t be used often and it still only works in certain settings. (15th) Wild Charge: Can charge despite dificult terrain and get a small bonus to some combat manuevers. On its own, not bad, at this level, sorta meh. |
(3/5) Order of the LionDo you wanna be a knight in shining armor? This is how you do it. It’s group buffs aren’t the best, but it’s very much for leading the charge. |
| (2nd) Lion’s Call: Your team gets charisma vs fear affects and a +1 to attack and damage. This uh...isn’t a lot. Let the bard do it. (8th) For the King: This gives a Charisma to ATTACK AND DAMAGE to ALL ALLIES within 30 feet for...1 round per combat….make it count I guess??? (15th) Shield of the Liege: Okay actually good tank abilities. As an immediate action (with no per day limit) if an attack were to be made against someone next to you, you can take it instead. Nice. |
(3/5) Order of the MonumentWHY SO MANY BONUSES TO SAVES??? So okay um this isn’t...great but man if you have saving throws, i guess pop off...or just play a paladin. |
| (2nd) Sworn Defender: Get a +1 to saves against creatures who are 2 steps from your alignment (so if you are Lawful evil, neutral good, true neutral and chaotic evil all count). +2 if three steps or more. This is small and lame. (8th) Protector of the People: For one round per day all homies from your city, or people with alignments within 1 step of your add your CHA mod to saves. If both, this doubles. Strong bonus, tiny duration. (15th) Bastion of the Monument: As a swift action, get a +4 to basically everything for up to half your level in rounds. |
(4/5) Order of the PawOkay well if you want to be a halfling on a dog, it’s pretty good. Not amazing by any mean, but it does its job. |
| (2nd) Danger Ward: Choose a save. For next minute, if a teammate fails that type of save, they can reroll it as an immediate action with a +4. Can do this once for each fight each day...so as long as you know what you are up against this can be a pretty devastating power. (8th) Canine Ferocity: Your dog is treated as one size bigger for bullrush and overrun and gets a free feat you should probably already have by now. (15th) Giant Slayer: Improved challenge! When you challenge something Large or bigger, add half your cavalier level for even more damage. |
(2/5) Order of the PenitentHard to upkeep, but possibly good dip. Still all over the place though and that hurts it a lot. |
| (2nd) Expert Captor: You can tie up any grappled opponent, so long as you have rope, and don’t take the massive penalty. Actually a great dip option for high level, because a tied up target is “helpless”. (8th) Adept Disarmer: You get Improved Disarm and if you have a hand free can just...take whatever they drop. I mean its good but sorta out there. (15th) Saving Grace: You can um...decide not to kill people when you would kill them...ooor just do nonlethal damage. |
(5/5) Order of the ReinsOkay hell yes. PACK MASTER ORDER. Super powerful, great action economy. The only issue is that you can’t buff all of these animals you have, or give them enhancement bonuses, but it’s great action economy and we love that. If you have a druid friend? This is horrifying. |
| (2nd Level) Control The Herd: As a move action, you can use the handle animal to perform a trick on up to cavalier’s level. If they dont know the trick you command them, it’s a full round action as you are pushing them. YOU WANNA BE THE PACK MASTER? THIS IS HOW YOU PACK MASTER. Let’s get to some silly action economy tricks. (8th Level) Teamwork Tricks: Control the herd? Free action now and friendly animals? Treated as knowing all the tricks your mount knows. You know? Your main animal that should know all the tricks. INSANELY POWERFUL packmaster shit. (15th) Stampede: Give a bunch of riderless animals half level to damage, the trample ability, and +4 to ac for 1 round...and there doesn’t seem to be a limit to the amount of times you can do this. |
(2/5) Order of the ScalesOkay so it really does capitalize on like making sure everyone keeps up their end of the deal. So if you aren’t tracking down dealbreakers often or facilitating deals often, this will uh fall behind. The abilities are strong but are limited by the premise. |
| (2nd) Mobile Wall: You get Step Up, can move your mount instead of yourself and get a scaling bonus to CMD for tumbling through threatened squares. Nice! (8th) Seek Retribution: Once per day, if the cops or someone as part of a deal asks you to track down the dealbreaker, you can add your charisma to attack and damage as well as opposed checks. Would be a lot better if the starting condition didn’t revolve around breaking promises. (15th) Sworn Oathkeeper: You can formally witness an oath, and if either party breaks it, you immediately get Seek Retribution and its active at all times. It only ends when their shit together. Again, this would be amazing if it were something that...is more commonly an issue? |
(2/5) Order of the SealYou are protecting a thing but aren’t...very good at it frankly. Play Order of the Guard instead. |
| (2nd) Keeper: So you either get +2 to attack...when defending that specific place directly or +2 to saves...to hide info about the place. Eh not gonna cut it. (8th) I Shall Not Be Moved: +2 dodge bonus to cmd to bull rush, overrup, reposition, and trip when you don’t take a 5 foot step...bruh at this level the Rein’s samurai is leading an army of ferrets and you are just slightly less moveable. Pass. (15th) Staggering Assault: As a full round action you bap someone and do a hopefully very silly bull rush as you add half your damage to the check...but this is bad like it’s a full round action for A bull rush, just kill it. |
(2-3/5) Order of the ShieldYa know im noticing a weird trend where an order may have a great challenge mechanic and skills and just awful order abilities...anyway, you could do better. |
| (2nd) Resolute: Turn 1 point of lethal damage into nonlethal every time you take damage….yep even if that grows, it’s pretty garbage. (8th) Stem the Tide: If a guy tries to run past you, bap them and force them to stop. It’s Senniteal for my 5e players out there. With good AoO’s and range, this can be useful, but rarely devastating, especially as movement evolves. (15th) Protect The Meek: As an immediate action (that leaves you staggered next round) move and bap the enemy. This CAN be good...can be. But stagger sucks...and you have a banner that does this better? |
(4/5)* Order of the ShroudFuck the undead. Are you playing a campaign with undead? This is the undead fighting order. Fuck dracula. All my homies hate castlevania. If you aren’t in an undead focused campaign, skip. |
| (2nd) Spiritual Shield: Once per day get Charisma to AC against one attack from an undead as an immediate action. Too few uses to be amazing but nice when you need it...I guess? (8th) Destroyer of the Undead: Weapons are aligned to your alignment for DR against undead. Challenged undead are denied ALL DR to you. Woo! (15th) Stand Against The Darkness: Challenged undead creature hit you or your friend nearby? That provokes! Well that sounds very strong so why is this...green? Well they have to be challenged...and doing melee attacks...and actually have to hit you for this to proc. It’s still really good but at this level, one wrong hit could hurt!!! |
(3/5) Order of the StaffIf you have a team with a lot of spell casters, this can be fun. It’s not amazing but it won’t be useless either. |
| (2nd) Spell Aid: When you do aid another, they can get a +2 to concentration, dispel checks, or caster level (which ever comes first). Okay so this isnt huge but at level 2, a +2 to caster level is really nice, and the dispel checks are nice later. (8th) Arcane Vessel: Whenever you get buffed, get temp hp equal to the spell level. Stacks but only to level. Honestly, could do much better. Also the worst. (15th) Synchronized Smash: If you are next to someone who gets hit with a spell, bap them. |
(4/5) Order of the StarPaladin Cavalier. If you wanna be a different type of holy figure, a full bab cleric esque character, this is a go to. Would HIGHLY suggest a two level dip into paladin for free saves, some smites and lay on hands. |
| (2nd) Calling: Get bonus equal to charisma mod to an ability check, attack roll, save or skill check. Can use it once for each option. Also as a footnote for some reason, add half your cavalier level to paladin or cleric for lay on hand or channel energy. Useful boost, crazy possible builds. (8th) For The Faith: once per day as a free action, get charisma to attack rolls for one round. Also if your teammates share your faith, they get half the bonus. It’s duration keeps it from being higher, but when you need it, it hits. (15th) Retribution: Once per round whenever anyone makes a successful melee attack on you, or your faith buddy beside you, they provoke an AoO. Strong ability for a melee mix up. |
(4/5) Order of the SwordCHARGE GOD. The 8th level ability is so good that the whole thing is basically worth it for that. This is your go to for Spirited Charge Builds and pretty good for anyone else who charges ever and well...that’s what these classes do!!! |
| (2nd) By My Honor: So long as you don’t change alignments, you get a +2 to one save. This isn’t a huge bonus but this is also a super easy thing so...yeah okay. (8th) Mounted Mastery: When charging get +4 dodge bonus to ac AND YOU CAN ADD YOUR MOUNTS STRENGTH TO YOUR OWN FOR THE DAMAGE. Jesus. Also here take a free feat. Become lord of the charge. (15th) Knight’s Challenge: Once per day do a SUPER challenge. Add charisma mod to all attack and damage. Also +4 to confirm crits. Sucks that you can only use it once but the damage is great. |
(3/5)* Order of the TomeSo okay this entire rating is based around the insane 8th level ability. If it’s a normal adventuring party, then it’s okay. If you have a dedicated crafter though...you can become a monster. Consider taking a level of wizard/arcanist and going into Cyphermage for a few levels. |
| (2nd) Specialized Knowledge: Pick Know Arcana or Know religion. Add half your level to that skill so long it pertains to something on paper. You will be using this too for… (8th) Powerful Knowledge: You can cast from ANY divine or arcane scroll, depending on your specialized knowledge, with Caster Level = Class Level -4. Also +1 to INT or WIS for every 5 levels, for the sake of seeing what spells you can cast. (15th) Defensive Knowledge: While adjacent, they get a +2 to saves against challenged target and INT or WIS times per day, as an immediate action, you can have said ally reroll a failed save. The adjacent part is kinda annoying but otherwise, can be very powerful, especially when save or dies are around. |
(2/5) Order of the WhipIt’s good, not amazing, and to use it you kinda have to be a bastard. It’s better in evil campaigns...but not my much. |
| (2nd) Whip Crack: You get whip proficiency and if you whip something that has less than half your HD, it’s shaken. If you like whips, yak now this is whips. (8th) Inspiring Pain: Once every five minutes you can...let your teammates do nonlethal damage? I...this doesnt even go with your thing. (15th) Asserting Authority: Melee attacks against you...or…*your slaves* provoke attacks of opportunity. Sigh. It’s good and has no limit it’s just...gross. |
(3/5) Order of the WavesAre you underwater? Yes? Then this is pretty good. If you aren’t underwater, skip skip skippity skip. |
| (2nd) Waverider: You get a swim speed. Niceuuuuu (8th) Current’s Rush: Bonus to attacks when charging with the current….uhhh (15th) Explore the Seas: Favored terrain underwater. |
(3/5) {CAV} Order of VengeanceSo it’s okay. Nothing about it works together really or stands out, so even if it has good features, they are all over the place. |
| (2nd) Air Grievances: Add half level to intimidate checks to demoralize and increase the penalties. Okay, this is good for intimidate builds! (8th) Eye for an Eye: Get Critical Focus and you can share critical feats instead of a teamwork feat for tactican (15th) Retribution: Once per round whenever anyone makes a successful melee attack on you, or your faith buddy beside you, they provoke an AoO. Strong ability for a melee mix up. |
Samurai Orders (Overall) | Order Basics | Order Abilities |
(2/5) Order of the EclipseSo honestly? I think this is an NPC order. This could work really cool for a bunch of bad guys but for PC’s? I wouldn’t unless you REALLY REALLY hate darkness or are in a campaign obsessed with it. |
| (2nd) Dark Rider: Share darkvisions, low light vision, and scent between you and your mount (no matter the source) while riding. You both get the best versions. The senses are helpful but not amazing. (8th) Eclipsing Blade: Once per day, you can cast darkness on your weapon. You and people of your order aren’t blinded but uh...everyone else is. This is cool...if you are with homies who can see. Otherwise kinda a dick move. (15th) See in Darkness: You can see in magical darkness. Woooo. |
(2/5) Order of the Songbird
Order of the shitty bard. Wait but none of the abilites are awful? Yeah sure but not really amazing either. If you want to do it, go for it but otherwise, just play a bard. They are better at this and actually get spells. |
| (2nd) Versatile Performance: It’s the same as the bard one. Replace certain skill checks with performance checks. (8th) Poetic Inspiration: Very short inspire courage. As a swift action give everyone Charisma mod to attack and damage for one round, once per combat. (15th) Beautiful Strike: Once per day, when you crit against a challenged target, you can convert the damage from lethal to nonlethal and instead force a will save. If it fails, it’s charmed as per CHARMED MONSTER. |
(3-4/5) {SAM} Order of the Black Daimyo/WarriorSo it’s not...bad but it is dreadfully boring. Like horrendously terribly boring. It’s order abilities go together sorta, but it’s the most basic of the basic samurai orders. |
| (2nd) Honor in All Things: You can call upon your honor (jesus christ) to get a +4 to a skill check or saving throw once per day for every 4 levels after level 2. This isn’t amazing but it’s nice when you have it. (8th) Way of the Samurai: As a standard action, can spend one resolve to activate the ultimate. Within the next minute, you can choose one attack roll, skill check or save, roll three times and take the best result. It’s only one roll, but when do you need it? You’ll love it. (15th) Strike True: Once per day, hit someone with your ultimate move. Make a normal attack. If it hits, it’s a critical threat. Also it deals max damage (though sneak attack and crit dice are rolled normally). Damage ignores all DR AND they are blinded, deafened, sickened or staggered, no save. God if there was anything worth using your 8th level ability on, its this Hit a dude and end his whole career. |
(3/5) Order of the Ronin/Knight ErrantSo the abilities are pretty good, very much focused around not failing your will save. I’d honestly consider this best as a dip for Self Reliant. |
| (2nd) Self Reliant: When rolling will save against an effect with a duration longer than a round, you can roll again the second round. This will be useful basically always so yeah take it. (8th) Without Master: Once per combat, get alternate resolve. As an immediate action, don’t die, reroll crit confirm, or take 10 on skill in combat. (15th) Chosen Destiny: Roll twice against charm and compulsion effects and take the better. Also once per day, pick one d20 roll to be a nat 20 |
I imagine you all are wondering what amazing insights I have about animal companions. Well fortunately for all of us, so many other people have written about them, I have decided to defer to their expertise, which is much better than mine.
Iluzry continues her horrid criminal streak, robbing so many content creators of their beautiful guides. Why? Because I am lazy, and honestly, these people put a lot of work into their stuff. Honestly? The only thing I’m going to do is pull out archetypes that are either classics or what I’d consider stand-outs. Not necessarily the BEST in all cases but the ones I think are worth looking at or I think are interesting.
Rating’s For All Cavalier Archetypes
(4/5) Daring Champion [Swashbuckler Cavalier] | |
What you gain | What you lose |
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Overview: So if you don’t want to charge and don’t want an animal companion, this is basically a BETTER swashbuckler. Challenge + Precise Strikes is twice your level to damage EVERY HIT, and you keep your order, your banner, and your Bonus feats, and tactician ability so while you are definitely losing something, you can still chunk really hard! Start with a 1 level dip into fighter to get Amatuer swashbuckler and Combat stamina, in order to get parry and riposte (as well as ya know enjoying combat stamina). So if you wanna focus on melee and display, and not so much on the mount stuff, this is actually great!!! |
(6.5/5) Daring General [Leadership x3: HOW TO HAVE AN ARMY???] | |
What you gain | What you lose |
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Overview: This….okay this okay...so leadership...THREE TIMES...in exchange for 3 feats and like two class features we can live without. Doesn’t get rid of expert trainer. Not mount. Not any order abilities, or challenge or any tactician abilities. Actually improves some of these things. So like...okay having only full bab classes and having them be 4 levels below you isn’t ideal...but you also get AN ENTIRE FUCKING ARMY. WITH GENERALS???? In exchange for like...NOTHING. Esquire at least, is a good tradeout and is just a better cavalier. This? This is like...a boss. I’m legitimately having a hard time rating this because it’s so ridiculous. |
(5-6/5) Esquire [Leadership???] | |
What you gain | What you lose |
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Overview: Trade your mount for a cohort and better abilities, this is an objective super upgrade. Getting a whole character on it’s own would be completely worth it, but with all of the extra abilities, you get a true unstoppable battle buddy. If allowed, this should be the default cavalier, but uh don’t bet on it. God why do the weakest classes get the silliest archetypes??? If you rule that this doesn't stack with leadership...then it might be okay. |
(3-4/5) Ghost Rider [Haunted Horseman] | |
What you gain | What you lose |
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Overview: So a phantom mount is really cool, and frightful gaze is really powerful when it works, but does that make up for losing banner and tactician? Hard to tell. If you want to make Nicolas Cage proud, this is a very fun archetype and can probably keep up as well as anything else. |
(2-3/5) Huntmaster [Pack Tactics] | |
What you gain | What you lose |
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Overview: Okay team, so I’m going to level with you. I have NO idea how to rate this. Like none, not even a little. Because like...animal companions have a hard enough time scaling as is, without being drugged. So like...if you wanted to have like a handful of little dudes, go off I guess. I can’t tell you if it’s particularly powerful or not but hey, if you want to be a melee beast master...this is an option. That said uh...better ways to do this...so...⅗ eh? |
(4/5) Luring Cavalier [Ranged Rider] | |
What you gain | What you lose |
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Overview: Do you intend to be a ranged cavalier, for some insane reason? This one gets you basically what you need. I wouldn’t suggest it but like hey if you wanna do it, here’s some free damage. Not doing ranged? Skip. Stack with Musketeer to be a cowboy because why the fuck not I guess. |
(4/5) Sister-in-Arms [Maximum Teamwork] | |
What you gain | What you lose |
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Overview: Did you want to play a team buffer and that’s all your cared about? This does that. You keep your banner and tactician and get frankly hilarious amounts of team play abilities...but may not multiclass well. |
(4/5) Standard Bearer [Banner++] | |
What you gain | What you lose |
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Overview: Not much to say here. Basically if you wanna focus more on being a support without giving away all of your stuff, this is just a straight upgrade to the base cavalier that basically gives up nothing so like...yeah pop off. Enjoy better banner! |
(3-4/5) Verdivant [Flower Power] | |
What you gain | What you lose |
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Overview: So this is harder to rate because losing your banner AND tactician is a lot, leaving only your Challenge, Mount and Order. That said...If didn’t want to sift through teamwork feats, I think this archetype is really cool, and the mount you get is AWESOME. Take Order of the Rein’s or Order of the Beast to have the druid eat their heart out. Basically falls into the same issues as Ghost Rider |
Rating’s For All Samurai Archetypes
(4/5) Brawling Blademaster [Unarmed TWF] | |
What you gain | What you lose |
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Overview: You take this, if for some reason, you just want to do silly damage with a strength based, unarmed TWF build with challenge. Honestly I’d say take 4 levels of this, and 1 level of unchained monk and try to get into Student of Perfection. I can’t say for sure that this is better than other unarmed TWF options, but it’s pretty good for what it is. For those who want to have a hilarious time with grapples, go Order of the Hammer, take one level of maneuver master monk and just GO TO TOWN. |
(5/5) Ironbound Sword [The One True Blade] | |
What you gain | What you lose |
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Overview: This is the best archetype, don’t ask questions, don’t look around just believe me. All Samurai should be ironbound and take their 5 levels in fighter to get all of their class features to level up with your samurai levels. It’s JUST broken enough to make the samurai cool as hell, without being ya know….leadership. Read this guide, and enjoy being the best martial in the game. |
(1/5) Sword Saint [One Strike, No Kill] | |
What you gain | What you lose |
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Overview: IAIJUTSU STRIKE STRIKE IS BAD. You are trading your mount for worse sneak attack and EVERYTHING revolves around this ability that is blatantly inferior to just fighting normally. Even at its strongest, this adds 60 damage (assuming all of the stars align) to a single attack...rather than full attacking which could potentially add hundreds of damage pretty consistently. I am a weeb. I want this to be cool. It is bad. Do not pick. |
(3/5)* Ward Speaker [Kami Magic] | |
What you gain | What you lose |
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Overview: So this archetype actually doesnt take that much from you and what you get in exchange is super interesting and can be really cool. I wish you didn’t need to spend one minute praying to get your fortunes back each time, like if you pray once per day its just kinda locked in and you can just keep using your ability. MOREOVER, unlike resolve, which can be regained through beating a challenged foe, there isn’t really a way to get back propitiation. This makes it hard to rate. At the end of things, all considered, I’d say it’s pretty good, with the knowledge that if you have constant access to your shrines it’s much better and if you don’t get ANY portable shrines it’s much worse. Assuming your DM let’s you stick with your current kami until you pray to a different one, so you don't have to spend time refreshing your abilities, then it can be amazing. |
(4/5) Warrior Poet [Spring Attack] | |
What you gain | What you lose |
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Overview: Look if you are playing a Warrior Poet, you are here to have a highly mobile, skirmishing spring attack/shot on the run build. That’s what you are here for. You are dex to attack and hopefully damage and are just...here to dance around. If you arent here for that, leave now. And if you are here for that, this is great! You get lots of speed, and lots of neat abilities. Is it better than just being ironbound? No. Objectively not. But if you can’t do that, this is a pretty fun archetype for what it does. |
(3/5) Yojimbo [Tank-urai] | |
What you gain | What you lose |
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Overview: So if for some reason you wanna play a tank, I won’t say this is the best way to do it but it is A way to do it. Use this with Order of the Guard and basically whoever you are protecting is untouchable. |
So as a Full Bab class, you actually have some options when it comes to multiclassing. See, your main core power is, and will always be the fact that you have more iterative attacks and a hit to-hit bonus. Unlike spellcasters who rely on caster level, this is a trait that stacks between classes, meaning that you can keep your advantage.
Now this isn’t to say you don’t have abilities that scale. As a Cavalier/Samurai, there is your Challenge, your Order, and Your Mount! That’s a lot! At least for your mount, we have some ways around it: Boon Companion or Horse Master.
Why do I bring this up? Well anything that you Multiclass into had better bring the hurt. The best levels to multiclass are 1, 2, 5, and 8.
Here’s the thing, while Prestige classing sHOULD be easier, as a martial, you still have to get something you care about and you are unfortunately a martial that actually has class features to progress so...uh if it doesn’t progress your mount or order, again, better have a damn good reason.
Feats are one of the most important parts of Pathfinder, and are your primary ways of augmenting your character outside of your class features.
SO reader I am going to level with you. I HATE EQUIPMENT SHOPPING. I hate it, I hate it I hate it. Least favorite part of character creation. There is too much equipment in the game, and too many ways it can be used, and it’s EXHAUSTED. So I refused to tell you all of the best things. Luckily, someone else has done all the work for me. So if you want to know what the best gear is, read The Armamentarium, a guide written by Allerseelen.
So as per usual, instead of getting into the gritty details, I’ll tell you about some standouts.