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Cavalier Orders



Order of the Blue Rose
The cavaliers of the order of the blue rose dedicate themselves to promoting peace in the lands they roam. Skilled warriors and adept diplomats, these cavaliers counsel wisdom, patience, and understanding, but are ever mindful of the need to take up arms to strike down aggressors, tyrants, or evil usurpers. Although they believe wholeheartedly in peace as an aim and a final goal, cavaliers of the blue rose are warriors first, and embrace their role as guardians of those who cannot or will not take up arms to defend themselves.

Edicts 
The cavalier must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conflict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be.

Challenge
Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).

Skills 
An order of the blue rose cavalier adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the blue rose cavalier uses Diplomacy to try to mediate a dispute between two parties that do not include him, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Signature Mount

White Horse
Starting Statistics
Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent, Diplomatic Mount

Diplomatic Mount (Ex)
While riding a white horse the rider gains +4 on all diplomacy checks and +2 on intimidate checks against evil creatures.

4th-Level Advancement
Ability Scores Str +2, Con +2; Special Qualities combat trained.

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

Flat of the Blade (Ex)

At 2nd level, the cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.

Inner Peace (Ex)

At 8th level, the cavalier has learned that while not all things in the world will go as he wishes, he must remain calm and centered. Once per day as an immediate action, the cavalier may ignore an amount of damage from a single source (one attack, spell, or effect) equal to his cavalier level plus his Charisma modifier. He can only ignore hit point damage in this fashion. The cavalier can use this ability one additional time per day at 12th level and every four levels thereafter (to a maximum of four times per day at 20th level).

Shield of Blades (Ex)

At 15th level, the cavalier gains an expert sense of impending violence around him. When taking the total defense action, the cavalier can extend his protection to those around him, granting a +2 circumstance bonus to AC to all adjacent allies. In addition, while taking the total defense action, as an immediate action, the cavaliercan attempt to deflect an attack by making an attack roll opposed by the attacker’s original attack roll. If successful, the attack is deflected and deals no damage.

Order of the Cockatrice
A cavalier who belongs to this order serves only himself, working to further his own aims and increase his own prestige. Cavaliers of this order tend to be selfish and concerned only with personal goals and objectives.

Edicts 
The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power.

Challenge
Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills 
An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature’s attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).

Signature Mount

War Bird
Starting Statistics
Size Large; Speed 50 ft.; AC +4 natural armor; Attack peck (1d4), 2 kicks (1d6); Ability Scores Str 14, Dex 18, Con 12, Int 2, Wis 12, Cha 5; Special Qualities: low-light vision, sprint

4th-Level Advancement
Ability Scores Str +2, Con +2; Special Qualities: Medium Armor Proficiency, Jumper

Sprint (Ex)
Once per hour, a war bird can move at 10 times its normal speed (500 feet) when it makes a charge.

Order Abilities
A cavalier that belongs to the order of the cockatrice gains the following abilities as he increases in level.

Braggart (Ex)

At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

Steal Glory (Ex)

At 8th level, the cavalier can steal the glory from another creature’s successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.

Moment of Triumph

At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The cavalier can use this ability once per day.

Order of the Dragon
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

Edicts 
The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge
Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonuson melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills 
An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1)

Signature Mount

Boga
Size Large; Speed 40 ft.; AC +4 natural armor; Attack bite (2d4); Ability Scores Str 14, Dex 16, Con 14, Int 2, Wis 14, Cha 7; Special Qualities expert climber, low-light vision.

Expert Climber (Ex) A boga's feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, geckos are treated as constantly being under a natural version of the spell spider climb.

4th-Level Advancement
Ability Scores Str +2, Con +2; Special Qualities: Jumper

Order Abilities
A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.

Aid Allies (Ex)

At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Strategy (Ex)

At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

Act as One (Ex)

At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.

Order of the Land
There are some cavaliers who dedicate themselves to the land and the people who inhabit the rural areas between urban centers. These cavaliers often lead untrained militias of revolutionaries in backwoods towns, fighting against oppressive governments or the savage elements that threaten citizens in their daily lives. Self-reliance and the ability to make do with sparse resources are hallmarks of a cavalier who follows the order of the land.

Edicts 
The cavalier must always strive to protect the common folk from the depredations of oppressive regimes. He must not decline any duty or mission because he is not properly equipped for it.

Challenge
Whenever an order of the land cavalier issues a challenge, he receives a +1 morale bonus on rangedattack rolls against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills 
An order of the land cavalier adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills. In addition, whenever an order of the land cavalier makes a Survival check to avoid getting lost, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Signature Mount

Gray Wolf
Starting Statistics
Size Large; Speed 50 ft.; AC +2 natural armor; Attack bite (1d8 plus trip); Ability Scores Str 16, Dex 14, Con 18, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

7th-Level Advancement
AC +4 natural armor; Ability Scores Str +2, Dex+2.

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

Adaptive Strike (Ex)

At 2nd level, the cavalier receives Catch Off-Guard as a bonus feat. As a swift action, he can cause an armed opponent to become flat-footed against any attacks he makes during that round with an improvised weapon. This ability can be used once per combat.

Terrain Training (Ex)

At 8th level, the cavalier may select a terrain type from the ranger Favored Terrains table. As a standard action, he can shout orders that grant all allies within 60 feet a competence bonus equal to his Charisma modifier oninitiative checks and Knowledge (geography), Perception, and Survival checks while they are in this terrain for a number of rounds equal to 1/2 his cavalier level. At 12th level and every four levels thereafter, the cavalier may select a new terrain type that this ability can affect.

Wild Charge (Ex)

At 15th level, the cavalier and his mount can ignore difficult terrain for the purpose of making a charge attack. In addition, if the charge attack is successful and both he and his opponent are occupying squares with difficult terrain, the cavalier gains a +2 competence bonus when using his mighty charge ability to make a bull rush,disarm, sunder, or trip combat maneuver.


Order of the Lion
A cavalier who belongs to this order has pledged himself to a sovereign; be it a king, queen, or even the local warlord. Cavaliers of this order are stalwart and dedicated to their cause, willing to go any length to ensure the safety of their lord and his domain.

Edicts 
The cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm.

Challenge
Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills 
An order of the lion cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.

Signature Mount

Lion
Starting Statistics
Size Large; Speed 40 ft.; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str 16, Dex 16, Con 14, Int 2, Wis 15, Cha 10; Special Attacks rake (1d6); Special Qualities low-light vision,scent.

7th-Level Advancement
AC +2 natural armor; Ability Scores Str +2, Con +2; Special Attacks grab, pounce

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

Lion’s Call (Ex)

At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened orpanicked, he can immediately make another saving throw to resist the effect (if allowed).

For the King (Ex)

At 8th level, an order of the lion cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack anddamage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.

Shield of the Liege (Ex)

At 15th level, an order of the lion cavalier can protect those around him. Allies that are adjacent to the cavalier receive a +2 shield bonus to their AC. In addition, as an immediate action, the cavalier can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the cavalier’s reach. This ability must be declared before the attack roll is made. The attack is made against the cavalier’s AC and defenses, even if the creature could not normally reach or attack the cavalier. The cavalier loses any cover orconcealment bonuses when subject to the redirected attack.

Order of the Paw
Cavaliers of the Order of the Paw pledge to defend halflings, halfling settlements, and other innocent folks by patrolling the wilderness and seeking out possible threats to both individuals and whole communities. These cavaliers hunt down potential danger with a ruthless efficiency and determination that non-halflings find surprising and even somewhat alarming.

Restriction
Only dog-riding halflings are eligible to join this order.

Edicts 
The cavalier must strive to protect his community from rampaging monsters and fearsome conquers alike. His first priority is to aid halfling communities, but he also is sworn to protect those who cannot protect themselves from such threats in the wild. He must never take any action that would put a halfling community or an innocent creature in jeopardy. An order of the paw cavalier must take either a wolf or a dog as his mount.

Challenge
Whenever an order of the paw cavalier issues a challenge, his mount gains a +1 dodge bonus to AC as long it is threatening the target of the cavalier's challenge and the cavalier is riding the mount. This bonus increases by +1 for every four levels the cavalier possesses.

Skills 
An order of the paw cavalier adds Knowledge (nature) and Survival to his list of class skills. He can make Knowledge (nature) checks untrained. Also, an order of the paw cavalier is adept at following tracks while mounted, using his mount's speed rather than his own to determine the penalty for tracking while moving, whether he is mounted or not.

Signature Mount

Wartrained Dog
Starting Statistics
Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 14, Dex 14, Con 16, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

4th-Level Advancement
AC +2 natural armor; Ability Scores Str +4, Dex +2, Con +4.

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

Danger Ward (Ex)

At 2nd level, the cavalier can ready his allies for impending danger. As a standard action, he can ready all allies within 30 feet of the danger ahead, granting a bonus on a single type of saving throw (Fortitude, Reflex or Will) that he chooses when he grants this boon. At any point in the next minute, when these allies fail a saving throw of that type, they can choose to reroll the saving throw with a +4 competence bonus as an immediate action, but must take the results of the reroll even if it is worse. He can use this ability up to three times per day, once for each type of saving throw.

Canine Ferocity (Ex)

At 8th level, when the cavalier uses his wolf or dog mount to perform a bull rush or overrun maneuver, the mount is considered to be one size category larger for the purposes of determining the size of creature it is maneuvering against and the mount's CMB. He also receives a bonus feat, chosen from the following list:Mounted Combat, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected.

Giant Slayer (Ex)

At 15th level, when the cavalier hits the target of his challenge with a melee attack, and that target is at least two size categories larger than the cavalier, he gains a bonus on damage rolls equal to 1/2 his cavalier level. This damage is multiplied on a critical hit.

Order of the Penitent
Not all knights begin their careers as nobles' children or as squires. Some start out as thieves, murderers, or cheats, and only after they see the suffering caused by their crimes do they dedicate themselves to honorable service. Cavaliers who follow this order seek to make up for the crimes they've committed in the past, and do whatever they can to restore their tainted honor.

Edicts 
The cavalier must be merciful to wrongdoers and show unfettered fairness whenever he passes judgment. He must assume that only the most heinous monsters are irrevocably evil, and must deliver all foes capable of fair trial to the appropriate local law enforcers.

Challenge
Whenever an order of the penitent cavalier issues a challenge, he receives a +1 morale bonus to his CMD against combat maneuvers made by the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills 
An order of the penitent cavalier adds Escape Artist (Dex) and Sense Motive (Wis) to his list of class skills. Whenever he makes an Escape Artist check, the cavalier may add his Strength bonus to the check in addition to hisDexterity modifier.

Signature Mount

White Wolf
Starting Statistics
Size Large; Speed 50 ft.; AC +2 natural armor; Attack bite (1d8 plus trip); Ability Scores Str 16, Dex 14, Con 18, Int 2, Wis 12, Cha 6; Special Qualities low-light visionscent.

7th-Level Advancement
AC +4 natural armor; Ability Scores Str +2, Dex+2.

Order Abilities
An order of the penitent cavalier gains the following abilities as he increases in level.

Expert Captor (Ex)

At 2nd level, as long as he has rope, the cavalier can tie up a grappled opponent, even if the opponent is not pinned, otherwise restrained, or unconscious, and he does not take the usual –10 penalty on his combat maneuver check to do so. When determining the DC to escape bonds secured by the cavalier, the cavalier's Combat Maneuver Bonus increases by 1/2 his cavalier level.

Adept Disarmer (Ex)

At 8th level, the cavalier gains Improved Disarm as a bonus feat. In addition, whenever he makes a successfuldisarm check, as long as he has at least one hand free and the dropped item can be held in one hand, he can automatically pick up the dropped item in his free hand.

Saving Grace (Ex)

At 15th level, whenever he would strike a creature with a melee attack that deals lethal damage and would bring the creature's hit points below 0, the cavalier can, as a free action, change the type of damage dealt to nonlethal damage. The cavalier can use this ability once per round.


Order of the Seal
Cavaliers of the order of the seal are a secretive order, each charged with the protection of a specific object (such as a dangerous magic item), place (a lost temple), or secret (that a certain peasant is actually the last descendant of the royal line). Such cavaliers are the defenders of ancient traditions or the servants of rulers with important secrets to hide, sometimes having to search out such secrets in order to properly protect and preserve them.

Edicts 
The cavalier must guard his sworn charge with all he has: his health, his honor, and his very life. If his charge is a place, he must keep intruders out. If it is a thing, he must keep it safe from thieves—and restore the item to its rightful place if taken.

Challenge
An order of the seal cavalier can make a free bull rush or trip combat maneuver anytime he takes the full-attack action against the target of his challenge. This free combat maneuver does not provoke an attack of opportunity.

Skills 
An order of the seal cavalier adds Disable Device (Dex) and Linguistics (Int) to his list of class skills. Whenever the cavalier uses Bluff to conceal information about his sworn charge, he receives a competence bonus equal to 1/2 his cavalier level (minimum +1).

Signature Mount

Warhorse
Starting Statistics
Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves (1d6); Ability Scores Str 18, Dex 16, Con 16, Int 2, Wis 12, Cha 6; Special Qualities low-light visionscent

4th-Level Advancement
Ability Scores Str +2, Con +2; Special Qualities combat trained.

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

Keeper (Ex)

At 2nd level, once per day the cavalier must select a location, or a secret that he has sworn to protect. If he chooses a location, he gains a +2 morale bonus on attack rolls when directly defending his charge. If he chooses a secret, he gains a +2 morale bonus on saving throws and opposed checks to resist revealing information about his charge. He gains these bonuses until he picks a new object, location, or secret to protect.

I Shall Not Be Moved (Ex)

At 8th level, the cavalier can draw on his dedication to overcome physical weakness. Whenever the cavalierdoes not move more than a 5-foot step, he receives a +2 dodge bonus to his CMD to resist bull rush, overrun,pull, push, and trip combat maneuvers until his next turn.

Staggering Assault (Ex)

At 15th level, the cavalier can drive opponents back without giving ground. As a full-round action, the cavaliercan make a single attack at his highest attack bonus. If the attack hits, the attack does damage as normal, and the cavalier may attempt a bull rush against the target. The cavalier gains a bonus on the bull rush combat maneuver check equal to half the amount of damage dealt on the initial attack.

Order of the Shield
Cavaliers who join the order of the shield devote their lives to protecting the common folk, from the simple farmer to the honest craftsman. These cavaliers stand before the tide, protecting the innocent from roving marauders and hungry monsters.

Edicts 
The cavalier must protect the lives and prosperity of the common folk, shielding them from the deprivations of those who would seek to cause them harm or exploit them. He must give charity when it is warranted and aid when needed. He must take no action that would cause harm or hardship to those who cannot defend themselves.

Challenge
Whenever an order of the shield cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses.

Skills 
An order of the shield cavalier adds Heal (Wis) and Knowledge (local) (Int) to his list of class skills. Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Signature Mount

Armored Bear
Starting Statistics
Size Large; Speed 40 ft.; AC +6 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 16, Dex 14, Con 18, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scentMedium Armor Proficiency

7th-Level Advancement
Ability Scores Dex +4, Con +2. Special Qualities Heavy Armor Proficiency

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

Resolute (Ex)

At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.

Stem the Tide (Ex)

At 8th level, the cavalier receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a cavalier with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the cavalier had made a successful combat maneuver check.

Protect the Meek (Ex)

At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount’s speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The cavalier must end his movement adjacent to an enemy. On his next turn, the cavalier is staggeredand cannot use this ability again for 1 round.

Order of the Staff
Cavaliers belonging to the order of the staff dedicate their lives to guarding and assisting spellcasters, especially wizards and druids, and to overcoming those who seek to destroy items and locations of magical import.

Edicts 
The cavalier cannot refuse a spellcaster's request for aid unless it will interfere with his existing duties, or he believes the spellcaster seeks to directly oppose the cavalier's aims and goals.

Challenge
Whenever an order of the staff cavalier issues a challenge, his target takes a –1 penalty on saving throws against spells and spell-like abilities for 1 round after the cavalier successfully damages the target. This penalty increases by 1 for every four levels the cavalier possesses.

Skills 
An order of the staff cavalier adds Knowledge (arcana) (Int) and Knowledge (nature) (Int) to his list of class skills. He may use Knowledge (arcana) to identify spells being cast by arcane spellcasters as if he were using Spellcraft, and may do the same with Knowledge (nature) for divine spellcasters. If the cavalier readies an action to strike a creature when it casts a spell, and identifies the spell to be cast with the appropriate Knowledge check, he gains a +1 bonus on the attack roll.

Signature Mount

Spectral Horse
This mount comes as a spell-like ability through an amulet given to every new member of this order. By speaking a secret command word the cavalier may summon forth a spectral horse who obeys only it's summoner. This ghostly horse can only be ridden by it's summoner, any other corporeal creature simply fall through it. This mount can not attack, it has 1d4 HP per level, moves at a speed of 60 ft, avoids all effects which would hinder movement (as feather step) and has the incorporeal features.

Order Abilities
A cavalier who belongs to the order of the staff gains the following abilities as he increases in level.

Spell Aid (Ex)

At 2nd level, whenever the cavalier uses the aid another action to assist one of his allies, the ally receives a +2competence bonus on the next concentration check, dispel check, or caster level check she makes (whichever comes first). At 8th level and every six levels thereafter, this bonus increases by an additional +1.

Arcane Vessel (Ex)

At 8th level, whenever the cavalier gains a bonus on attack rolls, saving throws, or damage rolls from a spell orspell-like ability cast by another creature, the cavalier also gains a number of temporary hit points equal to the level of the spell or spell-like ability.

Temporary hit points gained from this ability from different spells stack, but only to a maximum number oftemporary hit points equal to the cavalier's level. These temporary hit points last for 10 minutes.

Synchronized Smash (Ex)

At 15th level, the cavalier can utilize the power of his spellcasting allies to make devastating attacks against the allies' targets. If the cavalier is adjacent to an enemy affected by a targeted or area spell or spell-like ability cast by one of the cavalier's allies, he can make an immediate attack of opportunity against the affected creature. If the cavalier is also affected by the spell (such as by being caught in the area of the same fireball spell), during the rest of that round he automatically confirms any critical hits made against the affected creature while using this ability.

Order of the Star
Cavaliers who join the order of the star dedicate themselves to the protection and service of a faith and its members. Cavaliers belonging to this order tend to follow many of the tenets and guides of the religion that they serve.

When a cavalier joins this order, he should select a single religion to serve.

Edicts 
The cavalier must strive to protect the faith and all those who follow its teachings, from priest to common man. He must adhere to the strictures of the faith, promote its cause whenever possible, and serve the agents of the divine.

Challenge
Whenever an order of the star cavalier issues a challenge, he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills 
An order of the star cavalier adds Heal (Wis) and Knowledge (religion) (Int) to his list of class skills. An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith.

Signature Mount

Celestial Horse
Starting Statistics
Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities: darkvision 60 ft, scentspell resistance HD + 5

4th-Level Advancement
Ability Scores Str +2, Con +2; Special Qualities: Resist 5 acid, cold and electricity.

Order Abilities
An order of the star cavalier gains the following abilities as he increases in level.

Calling (Ex)

At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack rollsaving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.

For the Faith (Ex)

At 8th level, the cavalier can call upon his faith to bolster himself in combat. As a free action, the cavalier can call out the name of his deity, granting him a morale bonus on attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that share his faith also receive half this bonus (minimum +1). The cavalier can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter.

Retribution (Ex)

At 15th level, the cavalier can take retribution on those who dare to strike an agent of his faith. Whenever an enemy makes a successful melee attack against the cavalier or an adjacent ally devoted to the same faith as the cavalier, the enemy provokes an attack of opportunity from the cavalier. The cavalier receives a +2 morale bonus on the attack of opportunity. If the attack made by the enemy was a critical hit, the cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can use this ability once per round.

Order of the Sword
Cavaliers who join the order of the sword dedicate their lives to the code of chivalry, living a life of honor, valor, and fairness. Cavaliers of this order tend to swear service to a lord or a lady. Of all the orders, the order of the sword is perhaps the broadest in terms of its focus and ideals.

Edicts 
The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.

Challenge
Whenever an order of the sword cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.

Skills 
An order of the sword cavalier adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1).

Signature Mount

Armored Warhorse
Starting Statistics
Size Large; Speed 50 ft.; AC +6 natural armor; Attack bite (1d4), 2 hooves (1d6); Ability Scores Str 18, Dex 16, Con 16, Int 2, Wis 12, Cha 6; Special Qualities low-light visionscent, medium armor proficiency

7th-Level Advancement
Ability Scores Str +4, Con +2; Special Qualities combat trained, heavy armor proficiency

Order Abilities
An order of the sword cavalier receives the following abilities as he increases in level.

By My Honor (Ex)

At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice.

Mounted Mastery (Ex)

At 8th level, the cavalier ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature he is riding is his mount. Whenever he makes a charge attack while mounted, he receives a +4dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount’s Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected.

Knight’s Challenge (Ex)

At 15th level, the cavalier can make a knight’s challenge once per day. This functions like a normal challenge, but the cavalier adds his Charisma bonus on all attack rolls and damage roles made against the target of his challenge. In addition, he receives a +4 circumstance bonus on attack rolls made to confirm critical hits against the target of his knight’s challenge.

Order of the Tome
Knowledge is the stepping stone of both truth and power. The members of this order devote themselves to the preservation of knowledge. Most would protect written knowledge at all costs, but there are members that believe there is such thing as knowledge too dangerous to be allowed to exist, and seek to destroy it.

Edicts 
An order of the tome cavalier must protect written knowledge (or at least approved knowledge) at all costs. Some are also devoted to the destruction of proscribed knowledge and are equally zealous in the pursuit of its destruction. Most of these cavaliers believe that the preservation of a written work is more important than a single life, even their own, as it ensures future generations benefit from its wisdom.

Challenge
Whenever an order of the tome cavalier issues a challenge, he receives a +2 bonus on all saving throws against spells or spell-like abilities cast by the subject of his challenge and a +2 bonus on all Bluff and Sense motive checks involving the subject of his challenge.

Skills 
An order of the tome cavalier adds Knowledge (arcana), Knowledge (religion), and Linguistics to his list of class skills. Furthermore, he can use Linguistics untrained. If he has ranks in Linguistics, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Signature Mount

Elk
Starting Statistics
Size Large; Speed 50 ft.; AC +4 natural armor; Attack gore (1d8) or 2 hooves (1d4); Ability Scores Str 16, Dex 14, Con 16, Int 2, Wis 15, Cha 5; Special Qualities low-light vision.

7th-Level Advancement
Ability Scores Dex +2, Con +2.

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


Specialized Knowledge (Ex)

At 2nd level, an order of the tome cavalier chooses either Knowledge (arcana) or Knowledge (religion). He can make the chosen skill checks untrained. He cannot change his chosen skill later. If he has ranks in his chosen skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as that check involves a book, tome, scroll, or any other form of written knowledge.


Powerful Knowledge (Ex)

At 8th level, the cavalier gains the ability to read scrolls and cast arcane or divine spells from a scroll as if he had a caster level of his cavalier level –4. He can decipher all scrolls, using his Linguistics skill in place ofSpellcraft, and does not need to cast read magic in order to decipher a scroll. Which type of spell the cavaliercan cast is based on the Knowledge skill he chose for specialized knowledge. If he chose Knowledge (arcana), he can cast any arcane spells from a scroll. If he chose Knowledge (religion), he can cast any divine spells from ascroll. Furthermore, he gains a +1 bonus to an ability score for purposes of determining the level of spells he can cast from a scroll, and this bonus increases by +1 at 10th level and every 5 levels thereafter (to a maximum of +4 at 20th level). The ability score that gains the bonus is dependent on which skill the cavalier picked for his specialized knowledge ability. If the cavalier picked Knowledge (arcana), he gains the bonus to Intelligence. If he picked Knowledge (religion), he gains the bonus to Wisdom.


Defensive Knowledge (Ex)

At 15th level, an order of the tome cavalier can grant nearby allies some of the boons of his cavalier challenge. While allies are adjacent to the cavalier, they gain a +2 bonus on all saving throws against spells or spell-like abilities cast by the subject of the cavalier’s challenge. In addition, as an immediate action, a number of times per day equal to the cavalier’s Intelligence modifier (minimum 1) or Wisdom modifier (minimum 1), the cavaliercan allow an ally adjacent to him to reroll a single failed saving throw against a spell or spell-like ability from the target of his challenge. The ally must be able to see and hear the cavalier in order to gain this reroll. The ability score that determines how many times per day a cavalier can use this ability depends on which Knowledge skill the cavalier picked for specialized knowledge. If the cavalier picked Knowledge (arcana), the number of times per day this ability can be used is based on Intelligence. If he picked Knowledge (religion) it is based on Wisdom.