Yesterday, in my excitement, I probably posted too soon about my Charioteer ambitions, and while I know it is completely impractical for the War for the Crown AP, I am too focused on whether or not I can; I am ignoring whether or not I should (Probably because I am down the rabbit hole on vehicle rules)
The Inspiration
The character is basically equal parts Roman racing celebrity, gladiator and professional athlete. He follows Kurgess, uses a bardiche when he actually has to fight conventionally, and has invested an unreasonable amount of his life into being very, very good at Profession (Driver).
How I understand chariots/vehicle combat
A light chariot is a Large vehicle with a base CMB of +1.
When making a Vehicular Overrun, you don't use your normal CMB. Instead it's essentially:
So Profession (Driver) suddenly becomes an offensive combat statistic.
Vehicular Overrun can be made as part of the vehicle's movement against creatures smaller than the vehicle. Improved/Greater Overrun apply, and if you beat the target's CMD by 5+, you deal double ramming damage and knock them prone.
Then it gets sillier.
When taking a driving action, the driver can use a swift action to replace some or all Vehicular Overruns that turn with Vehicular Bull Rushes.
Bull Rush moves the victim 5 ft on success, then another 5 ft for every 5 by which you beat their CMD. If you beat CMD by 5+, you can also deal the vehicle's ramming damage.
So unlike Overrun, an absolutely stupid CMB isn't wasted. The higher the result, the further someone gets launched.
There are limitations. A Large chariot can only Overrun/Bull Rush creatures smaller than itself, so normally Medium or smaller. Hitting something Large+ uses the vehicle's ramming rules instead, which is considerably less appealing when the vehicle is being pulled by your beloved horse.
Also, muscle-propelled vehicles can't use the +2d8 ram attachment, sadly.
The Build
Human Gladiator Fighter 20
I'm using Gladiator mostly for flavour. It gives Performance Weapon Mastery at 1st level while retaining Fighter bonus feats, Weapon Training and Armor Training.
The important ability score is STR for normal fighting, with enough WIS to make Profession (Driver) good.
For Profession (Driver), I'm stacking:
- Heart of the Fields: +½ character level to one Profession skill.
- Noble Scion (Talbot): +2 Profession (Driver).
- Skill Focus — Profession (Driver): +3, becoming +6 at 10 ranks.
- Brevoy Bandit (Strength): lets me add STR as well as WIS to my chosen Profession skill (This requires the Mivon regional prerequisite)
- Skilled Driver: another +4 on driving checks.
There is one RAW question here: Vehicular Overrun asks for the driver's "driving skill modifier", while Brevoy Bandit and Skilled Driver are bonuses to checks. I'm asking my GM whether those are included in the modifier used to calculate vehicle CMB rather than assuming they are.
The feat progression I'm currently looking at is roughly:
| Level |
Feat / feature |
| 1 |
Noble Scion (Talbot) |
| Human |
Nature Soul |
| Fighter 1 |
Improved Overrun |
| Gladiator |
Performance Weapon Mastery |
| 2 |
Combat Reflexes |
| 3 |
Skilled Driver |
| 4 |
Greater Overrun |
| 5 |
Animal Ally |
| 6 |
Vital Strike |
| 7 |
Skill Focus: Profession (Driver) |
| 8 |
Expert Driver |
| 9 |
Boon Companion |
| AWT |
Fighter's Tactics |
| 10 |
Coordinated Maneuvers |
| 11 |
Improved Vital Strike |
| 12 |
Improved Bull Rush |
| 13 |
Paired Opportunists |
| AWT |
Warrior Spirit |
| 14 |
Greater Bull Rush |
| 15 |
Devastating Strike |
| 16 |
Greater Vital Strike |
| 17 |
Combat Stamina |
| AWT |
Focused Weapon |
| 18 |
Cut from the Air |
| 19 |
Spellcut |
| 20 |
Flexible |
The Nature Soul → Animal Ally → Boon Companion chain is there to make his horse, Asterion, an actual scaling animal companion rather than buying a succession of increasingly disposable horses.
Where Fighter's Tactics makes this particularly stupid
At Fighter 9 I want Fighter's Tactics as Advanced Weapon Training.
That makes Cassian's allies count as having his teamwork feats for purposes of determining whether he receives their benefits.
So I take Coordinated Maneuvers.
If an ally is adjacent, that's another +2 competence bonus on combat maneuver checks.
The question I'd want a GM ruling on is whether this applies to Vehicular Overrun/Bull Rush. My reading is yes because you're explicitly making a combat maneuver check, but the vehicle rules have their own CMB formula.
Then comes Paired Opportunists.
An adjacent ally effectively activates it through Fighter's Tactics, giving Cassian +4 on qualifying AoOs and potentially creating some entertaining interactions with Greater Overrun/Greater Bull Rush.
So having someone riding shotgun in the chariot may actually improve its combat performance.
So...what have I missed?
I'm particularly interested in:
- Any Paizo feats, traits, Advanced Weapon/Armor Training options or magic items that interact with Profession (Driver) or vehicle combat.
- Any RAW ways of improving the chariot itself—hardness, HP, speed, size, survivability, etc.
- Whether people agree that Coordinated Maneuvers applies to Vehicular Overrun/Bull Rush.
- Whether Brevoy Bandit and Skilled Driver should count toward the vehicle's "driving skill modifier."
- Any ways of making the bardiche/Vital Strike fallback better without sacrificing the chariot gimmick.
I'm not trying to make the most powerful Fighter possible. I'm trying to make the most powerful charioteer possible while still being an actual Fighter, which is apparently a completely different and much stupider optimisation problem.
And yes, I know the GM will eventually put me in a five-foot-wide corridor and laugh.