When the clatter of mounted warriors has faded and the dust settles, the humble and oft overlooked infantry rise to the occasion, often led by stout dreadnaughts ready to strike fear into their enemies whether mounted or not. An able leader and commander, a dreadnaught is the epitome of the warband captain, leading by example, practised in teamwork and tactics and calling out deadly challenges to champions or pursuing vendettas against churls. His footman’s charge makes him nigh unstoppable on the field of battle. (Original Concept by Oceanshieldwolf)
Primary Class: Cavalier.
Secondary Class: Inquisitor.
Hit Dice: d10.
Bonus Skills and Ranks: The dreadnaught may select three inqisitor skills to add to his class skills in addition to the normal cavalier class skills. The dreadnaught gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The dreadnaught is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and with shields (except tower shields).
Order (Ex): The dreadnaught must select either the Order of the Dragon or Order of the Lion.
Soldier of Valor (Ex): At 1st level, a dreadnaught gains the inquisitor’s Valor inquisition, but uses his Charisma modifier instead of his Wisdom to determine the number of times per day his touch of resolve ability can be used. In addition, the dreadnaught gains a bonus equal to 1/2 his dreadnaught level whenever he uses Diplomacy or Intimidate to demoralize a target of his vendetta. This ability replaces mount.
Vendetta (Ex): This is exactly like the cavalier’s challenge ability. Alternatively, the dreadnaught may choose to pronounce a judgment instead of making a challenge, as the inquisitor’s judgment ability. The dreadnaught can only choose the Justice, Protection, Purity, Resiliency, Resistance, or Smiting judgments. When using vendetta to pronounce a judgment, he continues to add his challenge bonus from his Order and receive his –2 penalty to his Armor Class, except against attacks made by the target of his challenge. Regardless of whether the dreadnaught makes a challenge or pronounces a judgment, he expends one use of his vendetta ability.
Footman's Charge (Ex): At 3rd level, a dreadnaught learns to make more accurate charge attacks while on foot. The dreadnaught receives a +4 bonus on melee attack rolls on a charge (instead of the normal +2). However, he still suffers a –2 penalty to his AC after making a charge attack while on foot. This ability otherwise functions as and replaces cavalier's charge.
Warband Commander (Ex): At 4th level, the dreadnaught gains the inquisitor’s solo tactics ability. If the dreadnaught has granted a teamwork feat with his tactician ability, his allies receive the same bonuses as him until the effect ends. This ability replaces expert trainer.
Bonus Feat: This is exactly like the cavalier ability of the same name, except that the dreadnaught must select these bonus feats from those listed as combat feats or teamwork feats. In addition, as a standard action, the dreadnaught can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat he has already learned, whether it was gained from his tactician ability, bonus feats, or through normal advancement. In effect, the dreadnaught loses the bonus feat in exchange for the new one. He can only change the most recent teamwork feat gained. Whenever he gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. A dreadnaught can change his most recent teamwork feat a number of times per day equal to his Wisdom modifier.
Mighty Charge (Ex): At 11th level, a dreadnaught gains learns to make devastating charge attacks while on foot. Double the threat range of any weapons wielded during a charge while on foot. This increase does not stack with other effects that increase the threat range of the weapon. However, a dreadnaught can only make a free bull rush combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity. This ability otherwise functions as and replaces mighty charge.
Demanding Vendetta (Ex): This is exactly like demanding challenge, except that it applies to both the dreadnaught’s challenge or judgment when using his vendetta ability.
Supreme Charge (Ex): At 20th level, whenever the dreadnaught makes a charge attack while on foot, he deals double the normal amount of damage (took out the triple damage with lance here, leave that for mounted). In addition, if the dreadnaught confirms a critical hit on a charge attack while on foot, the target is staggered for 1d4 rounds. A Will save reduces this to shaken for 1d4 rounds. The DC is equal to 10 + the dreadnaught’s base attack bonus. This ability otherwise functions as and replaces supreme charge.