Hello, and welcome to another From the Workshop. Today I've got three new cavalier orders for you. If that doesn't mean anything to you, you might want to check out the cavalier class, found in the Pathfinder Advanced Player's Guide.
Order of the Eternal Flame
A cavalier who belongs to this order believes in the importance of knowledge and lore, which they equate to a torch or flame which keeps the darkness of ignorance at bay.
Edicts: The cavalier must preserve knowledge, and do his best to make sure that it is available to any who want it. He cannot knowingly stand by while knowledge is destroyed or suppressed.
Challenge: Whenever an order of the eternal flame cavalier issues a challenge, he is wreathed in magical fires. Whenever the target of his challenge hits him with a melee attack, these flames deal an amount of fire damage to the target equal to the cavalier’s level.
Skills: An order of the eternal flame cavalier adds all Knowledge skills (taken separately) to his list of class skills. Additionally, he may make Linguistics checks untrained. If he has ranks in it, he gains a bonus to it equal to ½ his class level.
Order Abilities: An order of the eternal flame cavalier receives the following abilities as he increases in level.
Lore (Ex): Beginning at 2nd level, an order of the eternal flame cavalier gains a bonus equal to ½ his class level to any Knowledge check he makes, and may take 10 on such checks.
Moment of Prescience (Su): Beginning at 8th level, an order of the eternal flame cavalier can glimpse moments into the future, steeling himself against attacks and finding openings in his opponent’s defenses. As a swift action, he gains an insight bonus to AC and attack rolls equal to ½ his class level, and gains the improved uncanny dodge class feature. These benefits last until the end of his next turn. He can use this ability once per day, and gains an additional use each day when he reaches 16th level.
Spell Knowledge (Sp): Beginning at 15th level, an order of the eternal flame cavalier may choose a number of spells of 4th level or lower from the sorcerer/wizard spell list equal to his Intelligence modifier. He may cast each of these spells once per day as a spell-like ability. His caster level is equal to his class level, and he uses his Intelligence to determine the spell’s DC, if any.
Order of the Mighty Oak
A cavalier who belongs to this order is a stalwart defender of the natural world, standing tall and resolute in the face of the forces of change.
Edicts: The cavalier must always strive to protect nature and the natural order of things. Additionally, he must never waiver in anything, or change his position, but must carefully choose his stance and be resolute about it.
Challenge: Whenever an order of the mighty oak cavalier issues a challenge, as long as he remains in his square and doesn’t move, he gains a competence bonus to AC equal to his class level.
Skills: An order of the mighty oak cavalier adds Knowledge (nature) and Survival to his list of class skills. Additionally, he gains Self-Sufficient as a bonus feat.
Order Abilities: An order of the mighty oak cavalier receives the following abilities as he increases in level.
Endure (Ex): Beginning at 2nd level, an order of the mighty oak cavalier becomes more resilient to harmful effects. Once per day, when he fails a Fortitude or Will saving throw, he may immediately make a second saving throw. He must take the result of the second saving throw, even if it is worse than the original saving throw. At 6th level, and every 4 levels thereafter, he gains another use of this ability each day.
Defy Death (Ex): Beginning at 8th level, an order of the mighty oak cavalier becomes harder to kill. He gains the ferocity universal monster ability (see the Pathfinder Bestiary for more information on ferocity).
Final Stand (Ex): Beginning at 15th level, an order of the mighty oak cavalier’s ability to withstand death grows to epic proportions. Once per day, as an immediate action, he may become immune to death, whether from hit point loss or death effects. This ability lasts a number of rounds equal to his Constitution modifier, after which the cavalier dies if he has sustained enough damage to kill him.
Order of the Rod
A cavalier of this order believes that it is his divine right to rule over other living creatures. He considers this both a great honor and a great responsibility, and though he is harsh with those who he feels overstep their bounds, he considers himself responsible for the welfare of those who serve him.
Edicts: The cavalier must never allow himself to be subordinated by those below his station. He must also take every opportunity to claim leadership, and he must be true to the responsibilities that that leadership brings.
Challenge: Whenever an order of the rod cavalier issues a challenge, the target suffers a morale penalty to attack rolls, damage rolls, and saving throws equal to the cavalier's Charisma modifier for the duration of the challenge.
Skills: An order of the rod cavalier adds Knowledge (history), Knowledge (local), and Knowledge (nobility) to his list of class skills. Additionally, when the cavalier joins the order of the rod, he may choose either Bluff, Diplomacy, or Intimidate. When making a check with the chosen skill, he gains a bonus equal to ½ his class level.
Order Abilities: An order of the rod cavalier receives the following abilities as he increases in level:
Command (Ex): At 2nd level, the order of the rod cavalier gains a commanding presence, allowing him to give simple order which even his enemies are compelled to obey. This functions as the spell command, with the cavalier’s caster level equal to his class level, and his Charisma score determining the save DC. The cavalier can use this ability a number of times per day equal to1 + ¼ his class level.
Leadership (Ex): At 8th level, the order of the rod cavalier gains Leadership as a bonus feat. Additionally, he gains a bonus to his leadership score equal to 1/5 his class level.
Inspiring Rally (Ex): At 15th level, the order of the rod cavalier gains the ability to whip his followers into a frenzy. He may use this ability as a standard action once per day, and it grants all of the followers he has acquired with the Leadership feat the benefits of the greater heroism spell, except that it only lasts a number of rounds equal to his Charisma bonus, and cannot be dispelled.