Order of the Flagon

Man is most happy and honest in the company of friends and drink. The order of the flagon cavalier aims to protect this most sacred institution. Unsurprisingly, he often does so with a drink in one hand.

On his downtime from adventuring, the order of the flagon cavalier is often found bar-tending or brewing a new flavor of drink. He loves pouring others a drink just as much as he loves filling up his own mug.

Edicts: The cavalier must not let a day pass without a drink. If he stays the night in a town, he must stay in the finest tavern.

Challenge: Whenever a cavalier of the flagon issues a challenge, he gains an immunity to fear.

Skills: An order of the flagon cavalier adds Acrobatics and Appraise to his list of class skills. When an order of the flagon makes a Bluff check to feint, he adds his cavalier level to the roll.

Order Abilities: A cavalier belonging to the order of the flagon gains the following abilities as he increases in level.

Drunken Finesse

At 2nd level, the cavalier of the flagon uses his Charisma instead of his Dexterity on Acrobatics checks. In addition, if he spends a move action to down a drink, he adds his Charisma bonus (minimum 1) on his next d20 roll.

Drunken Charge

At 8th level, the cavalier of the flagon does not need to charge in a straight line. He still needs line of sight to his opponent however.

Fiery Belch

At 15th level, the cavalier of the flagon can take a drink and expel a gout of alcohol-fueled fire in a 30-foot cone. Creatures within the cone take 1d6/ level of fire damage (max. 20d6). A successful Reflex saving throw (DC 10 + the cavalier’s level + the cavalier’s Cha modifier) halves the damage. Using this ability is a full-round action. The cavalier can use this ability a number of times per day equal to his Constitution bonus (minimum 1).
Section 15: Copyright Notice

Cavalier Orders © 2014, Flaming Crab Games; Authors: Tanner Wahlin and Alex Abel.

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