I have a 6th level, halfling cavalier, Emissary, Order of the Dragon in a pathfinder game. I wanted to see what kind of charging shenanigans I could pull off. below I breakdown my research.
I have been doing the math on some combat tactics. In my research I found the correct breakdown on the multiplier for charge attacks.
A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together.
A lance normally has a critical range of 20/x3. Because of the way multipliers work, a critical hit with a Spirited Charge/Lance gives you x5 total, or 5d8+(5 x damage mod).
Start with the base (x3) of the Lance.
Increase that by one (x4) for the Charge.
Increase that by one (x5) for Spirited Charge.
Attack would be:
+3 Strength bonus
+4 mounted cavaliers charge
+1 masterwork enhancement
-2 Power Attack
Damage would be:
1d6 small lance
+4 Strength bonus, two-handed
+6 Power Attack
1d6+10 add cavaliers challenge +16
Triple damage from the Spirited Charge feat
3d6+30 add cavaliers challenge +48
on critical hit
5d6+30 add cavaliers challenge +48
Using the lance in main hand and shield in off hand
3d6+27 add cavaliers challenge +45
AC=23 add mage armor AC=27
At 5th level an Emissary Cavalier get Battlefield Agility which give mobility as a bonus feat, that effects both myself and my mount.
(+4AC against attacks of opportunity)
leaving combat with mobility AC=27 add mage armor AC=31, crazy!
My new feat “Wheeling Charge” allows me to make up to a 90 degree turn while charging. It also allows me to charge through allies spaces.
So I’m going to try some new stuff with charges to see if it works out. It could be deviating to my foes.
Halfling cavalier (beast rider, emissary) 6
LN Small humanoid (halfling)
Init +2; Senses Perception +14
AC 25, touch 13, flat-footed 23 (+11 armor, +2 Dex, +1 natural, +1 size; +2 deflection vs. evil)
hp 72 (6d10+24)
Fort +9, Ref +5, Will +6; +2 vs. fear; +2 resistance vs. evil
Speed 20 ft.
Melee +1 vicious greatclub +9/+4 (1d8+17 plus 2d6) or
halfling sling staff +8/+3 (1d6+13/×3) or
lucerne hammer +8/+3 (1d10+16) or
mwk lance +9/+4 (1d6+16/×3) or
short sword +8/+3 (1d4+13/19-20) or
whip +8/+3 (1d2+13 nonlethal) or
training whip +8/+3 (1d2+13 nonlethal)
Space 5 ft.; Reach 5 ft. (15 ft. with whip, 10 ft. with masterwork lance, 10 ft. with lucerne hammer, 10 ft. with )
Special Attacks cavalier’s charge, challenge 2/day (+6 damage, allies gain +2 to hit)
Str 16, Dex 15, Con 17, Int 14, Wis 16, Cha 12
Base Atk +6; CMB +6; CMD 20
Feats Mobility, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Wheeling Charge
Traits hellknight aspirant (Order of the Scourge), savannah child
Skills Acrobatics -2 (-6 to jump), Bluff +8, Diplomacy +9, Handle Animal +10, Knowledge (planes) +8, Perception +14, Profession (stable master) +7, Ride +10, Sense Motive +8, Stealth +5, Survival +9 (+12 to provide food and water for allies or to protect allies from harsh weather); Racial Modifiers +2 Perception
Languages Common, Dwarven, Halfling, Orc
SQ aid allies, exotic mount (wolf named Animal Companion), order of the dragon
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds; Other Gear +1 chainmail, +1 shield spikes light steel shield, +1 vicious greatclub, halfling sling staff, lucerne hammerAPG, mwk lance, short sword, sling bullets (10), training whipARG, whip, amulet of natural armor +1, backpack, belt pouch, cart, feed (per day) (5), flint and steel, hemp rope (50 ft.), large cageAPG, manacles, pot, saddlebags, torch (10), trail rations (5), waterskin, 6,782 gp, 8 sp, 130 cp
Aid Allies +3 (Ex) Aid Another grants +3 bonus.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Cavalier’s Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Dragon’s Challenge +6 (2/day) (Ex) +6 to damage target, -2 AC vs. others when used, allies gain +2 to hit the target of your challenge.
Exotic Mount (Ex) gain access to new companion races and can increase their size.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move – attack – move when charging mounted.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Wheeling Charge When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet.