TEXT: The Natural 
  Orders I
  Terrain based Orders
  #80
  
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  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2010, Paizo Publishing, LLC; Author: Jason 
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  Player Paraphernalia #80 The Natural Orders I Terrain Based Orders © 2016, The Knotty-Works; 
  Author: John Buckley.
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  1
  Player Paraphernalia #80
  By The Knotty-Works
  Welcome to issue eighty of  the Player 
  Paraphernalia series, short supplements designed 
  to offer players new options for use with the 
  Pathfinder RolePlaying Game (©Paizo, Inc.).   This 
  issue introduces eight new Cavalier Orders based 
  on natural terrains ranging from the arctic to the 
  desert.  Although designed for a new class to be 
  featured in a upcoming Player Paraphernalia, these 
  orders may be used by any class that has access to 
  Orders associated with cavaliers.  Thanks to Adam 
  Matherly for the discussion that led to these orders.
  Natural Orders
  While people may tend to congregate 
  to specific areas to meet their societal, 
  economical, and protective needs, civilized 
  areas spring up in nearly any type of 
  environment.  Regardless of how hazardous 
  or sparse with apparent resources, people 
  find ways to thrive in nearly any type 
  of environment.  As civilization grows, 
  collectives have formed that have 
  specialized in the environment as well as 
  a sense of purpose to protect it and those 
  that live on the land.  
  While druids, rangers, and even barbarians 
  learn to coexist with the natural world 
  about them, more organized cabals have 
  formed over time with a more structured 
  framework and standardized process of 
  vetting members to work within the confines 
  of their order and the lands they inhabit.  
  Most of these orders are focused more on 
  the relationship between man and wild that 
  benefits mankind, though those of each 
  order will have provisions to ensure their 
  lands are not corrupted beyond use by 
  those that inhabit them.
  These orders generally remain secretive 
  to protect their own interests, but try to work 
  within the geopolitical structure that has 
  formed around them.  As a result, members 
  may join a second order, but only gain the 
  abilities, class skills, and challenge ability of 
  the natural order while they must maintain 
  the edicts of the other order to the best of 
  their ability to maintain their position and 
  role within the greater hegemony.
  Class Skills:  Members of all the eight natural 
  orders gain Knowledge (Geography), 
  Knowledge (Nature), and Survival as class 
  skills.
  Order of the Borealis
  The sharp pain of frosted breath, the 
  numbing bite of sub-arctic cold that saps 
  both life and soul.  Members of the Order 
  of the  Borealis not only suffer the effects of 
  the cold, but are molded by its very nature.  
  Seen by many as cruel and capricious in 
  nature, order members do provide services 
  to those unprepared for their world of frost 
  and ice, but at a cost.
  Edicts  Members of the Order of the Borealis 
  are obligated to assist others traveling 
  their great white wastelands that pose 
  no threat to the order or the environment 
  they travel.  However, the expectation of 
  recompense for the time and trouble is not 
  only expected, but may become a cause 
  of violent conflict if the order’s price is not 
  met.
  Challenge  The cavalier of the Order of 
  the Borealis is blessed with a cold aura.  
  The target of his challenge suffers an 
  
  2
  additional 1d4 points of cold damage when 
  successfully struck by the cavalier’s melee 
  attack, plus 1 point per four class levels 
  possessed by the cavalier.
  Skills  Members of the Order of the Borealis 
  add ½ their class level  to any Survival skill 
  checks to survive in the wilderness while 
  traveling in any natural arctic environment 
  with excessively cold temperatures and 
  sparse vegetation.  The same bonus applies 
  to keep from getting lost or avoiding natural 
  hazards in the same environment.
  Order Abilities
  Members belonging to the Order of the 
  Borealis gain the following abilities as they 
  increase in level.
  Icy Infusion (Ex):  At 2nd level, order 
  members add ½ their class level to any 
  Fortitude saving throws to avoid the effects 
  of cold including spells, spell-like abilities, 
  and weather or environmental related 
  conditions.
  Boreal Intuition (Ex):  Beginning at 8th level, 
  order members gain a +2 bonus on initiative 
  checks as well as Knowledge (nature), 
  Knowledge (geography), Perception, and 
  Stealth skill checks while in a natural cold 
  terrain (including tundras, ice or snow fields, 
  mountains covered with snow, etc.). These 
  bonuses apply to any animal companions 
  granted as a class feature (including the 
  cavalier’s mount).  This bonus increases to 
  +4 at 14th level and +6 at 20th level.
  Frost Touch (Su):  At 15th level, order 
  members cause and an additional 1d6 
  points of cold damage when making 
  a melee attack against the target of a 
  challenge.  This effect may be applied 
  to either a weapon, natural attack, or 
  unarmed attack, but it does not stack with 
  any other energy based damage that may 
  be granted from the weapon or natural 
  attack.
  Order members that do  not have the 
  challenge class feature, may use this ability 
  1 + their Charisma modifier (minimum of 0) 
  times per day for a number of rounds equal 
  to ½  their class level against one specified 
  foe.
  Order of Desolation
  Stark and barren, but hidden beneath 
  the heat, sand, and stone beats a life just 
  as unique as the landscape that hides 
  it.  Members of the Order of Desolation 
  have an air of sullen steadfastness and 
  stubbornness to match the lands they 
  inhabit and safeguard from those that 
  would impose their own will of creation.
  Edicts  Members of the Order of Desolation 
  must provide assistance to those they find 
  within the desolation that ask for aid and 
  pose no threat to the environment or the 
  order member.
  Challenge  The cavalier of the Order of 
  Desolation is blessed with a heat aura.  The 
  target of his challenge suffers an additional 
  1d4 points of fire damage when successfully 
  struck by the cavalier’s melee attack, plus 1 
  point per four class levels possessed by the 
  cavalier.
  Skills  Members of the Order of Desolation 
  add ½ their class level  to any Survival skill 
  checks to survive in the wilderness while 
  traveling in any natural desert environment 
  with excessively warm temperatures and 
  sparse vegetation.  The same bonus applies 
  to keep from getting lost or avoiding natural 
  hazards in the same environment.
  
  3
  Order Abilities
  Members belonging to the Order of 
  Desolation gain the following abilities as 
  they increase in level. 
  Heated Breath (Ex):  At 2nd level, order 
  members add ½ their class level to any 
  Fortitude saving throws to avoid the effects 
  of heat and flame including spells, spell-
  like abilities, and weather or environmental 
  related conditions.
  Badlands Wanderer (Ex):  Beginning at 
  8th level, order members gain a +2 bonus 
  on initiative checks as well as Knowledge 
  (nature), Knowledge (geography), 
  Perception, and Stealth skill checks while 
  in a natural desolate terrain (deserts, 
  badlands, wastelands, etc.). These bonuses 
  apply to any animal companions granted 
  as a class feature (including the cavalier’s 
  mount).  This bonus increases to +4 at 14th 
  level and +6 at 20th level.
  Burning Heart (Su):  At 15th level, order 
  members cause and an additional 1d6 
  points of fire damage when making a 
  melee attack against the target of a 
  challenge.  This effect may be applied 
  to either a weapon, natural attack, or 
  unarmed attack, but it does not stack with 
  any other energy based damage that may 
  be granted from the weapon or natural 
  attack.
  Order members that do  not have the 
  challenge class feature, may use this ability 
  1 + their Charisma modifier (minimum of 0) 
  times per day for a number of rounds equal 
  to ½  their class level against one specified 
  foe.
  Order of the Fen
  Transitions and the duality between land 
  and water, members of the Order of the 
  Fen embrace that duality in nearly every 
  aspect of their lives.  Order members thrive 
  in the unknown and hidden dangers of 
  their chosen environment, knowing that 
  life comes fast and ends just as quickly. 
  The swamp follows its own set of laws, 
  where those that are not careful are easily 
  consumed.  Order members follow suit, 
  believing those that are not strong enough 
  on their own are fair game while traveling 
  within the swamp.
  Edicts  Order members are pledged to 
  keep their environs unfouled from the 
  encroachments of man or worse.  Order 
  members may choose to assist those 
  traveling through their territory, but find 
  those unprepared to deal with the dangers 
  of the fen are just as easy prey.
  Challenge  The cavalier of the Order of 
  the Fen gains the benefits of flanking the 
  target of his challenge if at least one of his 
  allies is threatening the target, regardless 
  of their actual position.  If an ally is in a 
  flanking position with the target, the ally gets 
  an additional +1 circumstance bonus for 
  any melee attacks against the target.  This 
  bonus increases by 1 point for every four 
  levels possessed by the cavalier.
  Skills  Members of the Order of the Fen add 
  ½ their class level  to any Survival skill checks 
  to survive in the wilderness while traveling in 
  swamps, marches, or shallow waters.  The 
  same bonus applies to keep from getting 
  lost or avoiding natural hazards in the same 
  environment.
  Order Abilities
  Members belonging to the Order of the Fen 
  gain the following abilities as they increase 
  in level.
  Marsh Maneuverability (Ex):  At 2nd level, 
  order members may travel through shallow 
  bogs or light undergrowth in a swamp 
  terrain at their normal movement rate and 
  they may ignore DC increase for Acrobatics 
  skill checks are unaffected by the terrain.  
  At 6th level, order members may travel 
  through deep bogs and heavy undergrowth 
  in a swamp terrain at ½ their normal 
  movement rate.  Order members only 
  suffer an DC increase of 2 for Acrobatic 
  skill checks when traveling in heavy 
  undergrowth.  They may still attempt to 
  tumble in deep bogs, but suffer a DC 
  increase of 5 for any Acrobatics skill checks.
  
  4
  If 
  the order member has an animal 
  companion granted as a class feature, it 
  gains the same benefits of this ability while 
  the order member is adjacent to or astride 
  the animal.
  Ardor for the Bog (Ex):  Beginning at 8th level, 
  order members gain a +2 bonus on initiative 
  checks as well as Knowledge (nature), 
  Knowledge (geography), Perception, and 
  Stealth skill checks while in a natural swamp 
  terrain (moors, fens, bogs, etc.). These 
  bonuses apply to any animal companions 
  granted as a class feature (including the 
  cavalier’s mount).  This bonus increases to 
  +4 at 14th level and +6 at 20th level.
  Gator’s Grit (Ex):  At 15th level, order 
  members gain Improved Grapple as a 
  bonus feat, even if they do not meet the 
  prerequisites for the feat.  When grappling 
  in the swamp, order members suffer no 
  penalties while grappling under water and 
  they gain a +2 circumstance bonus to their 
  own CMD versus grapple or grab based 
  attacks.
  If the order member has an animal 
  companion granted by a class feature, 
  the animal companion also gains the 
  circumstance bonus to its CMD as long as 
  the order member is adjacent to or astride 
  the companion.
  Order of the Grotto
  When darkness prevails, one loses one’s self 
  to the world about them.  Members of the 
  Order of the Grotto understand that there 
  is a world beneath our very feet teeming 
  with life and vitality that relies on senses 
  other than sight.  Order members tend 
  to be much more secretive than others, 
  understanding the true means of strength 
  comes not from what you see, but what you 
  sense.
  Edicts  Members of the Order of the Grotto 
  are pledged with the keeping of secrets 
  and hidden knowledge of the realms of 
  the underworld.  Guarding the knowledge 
  of whole civilizations unknown by most, 
  both past and present, order members 
  are charged with ensuring access to the 
  underworld is limited to those worthy to walk 
  the dark and winding paths.
  Challenge  When the cavalier of the Order 
  of the Grotto successfully strikes his target 
  with a melee attack, the target must 
  make a Fortitude save or become blind or 
  deaf while the challenge is in effect.  The 
  DC is equal to 10 + ½ the cavalier’s class 
  level + his Charisma modifier.  If the target 
  successfully saves versus the effect, it is not 
  subject to this effect for the remainder of 
  the challenge from the save cavalier.
  The cavalier must choose the effect before 
  the attack is made and the target cannot 
  be subjected to both effects during a 
  single challenge.  If the cavalier challenges 
  another while a previous target is blinded or 
  deafened, the effect immediately ends.
  Skills  Members of the Order of the Grotto 
  add ½ their class level  to any Survival skill 
  checks to survive in the wilderness while 
  traveling in any natural underground 
  environment.  The same bonus applies to 
  keep from getting lost or avoiding natural 
  hazards in the same environment.
  Order Abilities
  Members belonging to the Order of the 
  Grotto gain the following abilities as they 
  increase in level.
  
  5
  Cavern Crawling (Ex):  At 2nd level, 
  order members may travel over natural 
  stone floors and dense rubble at their 
  normal movement rate while in a natural 
  underground terrain.  In addition, order 
  members ignore any increases to DCs 
  for Acrobatic skill checks when traveling 
  through light rubble or to Stealth checks 
  while moving through dense rubble.
  At 6th level, order members may run or 
  charge while moving on a natural stone 
  floor in an natural underground terrain 
  at ½ their normal movement rate.  Order 
  members only suffer a DC increase of +2 
  to Acrobatics skill checks while traversing 
  slippery floors, natural stone floors, and 
  dense rubble.
  If the order member has an animal 
  companion granted as a class feature, it 
  gains the same benefits of this ability while 
  the order member is adjacent to or astride 
  the animal.
  Sense of the Subterranean (Ex):  Beginning 
  at 8th level, order members gain a +2 bonus 
  on initiative checks as well as Knowledge 
  (nature), Knowledge (geography), 
  Perception, and Stealth skill checks while 
  in a natural underground terrain (caverns, 
  fissures, grottoes, etc.). These bonuses 
  apply to any animal companions granted 
  as a class feature (including the cavalier’s 
  mount).  This bonus increases to +4 at 14th 
  level and +6 at 20th level.
  Heart of the Earth (Ex):  At 15th level, order 
  members gain Blind-Fight as a bonus 
  feat.  While in a natural underground 
  environment, order members reduce the 
  miss chance for concealment and total 
  concealment by 10% if the opponent is in 
  physical contact with the ground.  
  If the opponent is the target of the 
  order member’s challenge, the order 
  member does not suffer a miss chance for 
  concealment, and total concealment only 
  has a 25% miss chance.
  Order of the Meadowland
  Wide open spaces not only offer freedom, 
  but the ability to soak in the vistas of the 
  land itself.  Members of the Order of the 
  Meadowland are borne of the beliefs that 
  only through openness and truth can one 
  find a true connection with the lands that 
  they cherish.  Of all of the orders of nature, 
  those of the Order of the Meadowland are 
  the most helpful for those that wish to live in 
  cooperation with the lands they inhabit.
  Edicts  Members of the Order of the 
  Meadowland must foster the cause of 
  renewal and revitalization of their beloved 
  plains when used by communities or 
  individuals that make their living off of the 
  land.  Order members beliefs tend to chafe 
  against the concept of property, seeing 
  their lands as belonging to no one and 
  everyone.  Order members may not own 
  land or titles to land.
  Challenge  When a cavalier belonging 
  to the Order of the Meadowland issues 
  a challenge, he increases the range 
  increment of any thrown or projectile 
  weapon by 10 feet when attacking the 
  target of his challenge.  This range increase 
  gains an additional 5 feet per four class 
  levels possessed by the cavalier.
  Skills  Members of the Order of the 
  Meadowland add ½ their class level  to 
  any Survival skill checks to survive in the 
  wilderness while traveling in grasslands, 
  plains, or veld.  The same bonus applies to 
  keep from getting lost or avoiding natural 
  hazards in the same environment.
  Order Abilities
  Members belonging to the Order of the 
  Meadowland gain the following abilities as 
  they increase in level.
  Gentle Breeze (Ex):  At 2nd level, the order 
  member may choose to not leave a trail 
  while traveling through any grassland type 
  terrain.  He may not be tracked by any 
  means unless he chooses to leave a trail to 
  follow.  If the order member has an animal 
  companion, the animal companion also 
  
  6
  gains the ability to leave an impossible trail 
  to follow.
  Plain Sense (Ex):  Beginning at 8th level, 
  order members gain a +2 bonus on initiative 
  checks as well as Knowledge (nature), 
  Knowledge (geography), Perception, 
  and Stealth skill checks while in a natural 
  plains terrain (including grasslands and 
  velds). These bonuses apply to any animal 
  companions granted as a class feature 
  (including the cavalier’s mount).  This bonus 
  increases to +4 at 14th level and +6 at 20th 
  level.
  Ride Free (Ex):  At 15th level, order members  
  add ½ their class level as a circumstance 
  bonus to any saving throws that would 
  involve entrapping or inhibiting movement 
  while in a natural grassland (such as 
  Entangle, Web, etc.) as well as their CMD 
  versus maneuvers to bull rush, grapple, 
  reposition, or trip.  
  If the order member has an animal 
  companion granted by a class feature, 
  the animal companion also gains the 
  circumstance bonus while the order 
  member is adjacent to or astride the animal 
  companion. 
  Order of the Open Expanse
  As the tides give and take, so to do the 
  attitudes and whims of the member of 
  the Order of the Open Expanse.  Seen as 
  the most capricious and flippant of all the 
  natural orders, order members are quick 
  to change their minds and actions when 
  presented with an opportunity as long 
  as it benefits them and the oceans and 
  waterways they are sworn to protect.
  Edicts  First and foremost, order members 
  are sworn to protect the integrity and 
  viability of any natural water way, ranging 
  from streams and pools to entire oceans.  
  Members may choose to assist those in 
  need of traveling in their chosen domain, 
  but they are not beholden to those they are 
  assisting, and many a member of the Order 
  of the Open Expanse has abandoned those 
  facing the terrors of the deep for their own 
  personal reasons.
  Challenge  When the cavalier belonging 
  to the Order of the Open Expanse issues 
  a challenge against a creature that 
  has to breathe, it immediately begins 
  suffocating unless it successfully makes a 
  Fortitude saving throw (DC equal to 10 + 
  ½ the cavalier’s class level + his Charisma 
  modifier).  If the target fails its saving 
  throw, it may hold its breath as listed in the 
  rules governing suffocation.  If the target 
  consumes the time allotted for holding its 
  breath, it must begin making Constitution 
  checks at the beginning of its turn to keep 
  from suffocating.   If the Constitution check 
  is failed, the target falls unconscious and 
  begins the suffocation process.
  If the target successfully succeeds with 
  its initial Fortitude saving throw, it cannot 
  be affected by this ability from the same 
  cavalier for a period of 24 hours.
  Skills  Members of the Order of the Open 
  Expanse add ½ their class level to all swim 
  skill checks.  For every four levels possessed 
  by the order member, he may ignore 1 
  point from any armor check penalties while 
  swimming.
  Order Abilities
  Members belonging to the Order of the 
  Open Expanse gain the following abilities as 
  they increase in level.
  
  7
  Natural Born Swimmer (Ex):  At 2nd level, 
  order members may hold their breath for 
  an additional number of rounds equal to ½ 
  their class level if they are under water.  If 
  wearing light or no armor, they may swim at 
  half their normal rate as a move action or 
  full movement rate as a full round action.
  At 6th level, order members may swim at 
  ½ their normal movement rate as a move 
  action or full movement rate as a full round 
  action while wearing medium or lighter 
  armor.
  And at 12th level, order members may swim 
  at ½ their normal movement rate as a move 
  action or full movement rate as a full round 
  action while wearing heavy or lighter armor.
  Surge of Breath (Ex):  At 8th level, order 
  members may hold their breath for a number 
  of minutes equal to twice their Constitution 
  score before the risk of drowning.  
  Order members are treated as having a 
  natural swim speed and gains a +8 racial 
  bonus to any swim checks and may take 
  10 on a swim check even if threatened or 
  distracted.  Order members may use the run 
  action while swimming, moving up to three 
  times their normal movement rate as long 
  as they are swimming in a straight line.  If 
  they hold their breath, using the run action 
  consumes 1 minute of their air capacity.
  Water Stride (Sp):  At 15th level, order 
  members gain the ability to walk on water 
  as if it was a solid surface.  If the water is 
  calm, order members move at their normal 
  movement rate.  If traversing rough water, 
  order members move at ½ their normal 
  movement rate and suffer an DC increase 
  of 2 to Acrobatics checks.  If traveling in 
  stormy waters, order members may only 
  move at ¼ their normal movement rate 
  and add 5 to the DC for any Acrobatics skill 
  checks.
  If the order member has an animal 
  companion granted by a class feature, the 
  animal companion also gains the benefit 
  of this ability as long as the order member is 
  adjacent to or astride the companion.
  Order of Prominence
  Towering heights, plummeting faults, built 
  from a strong foundation that reaches deep 
  into the earth.  Members of the Order of 
  Prominence appear as stoic and solid as 
  the terrain they venerate while emotions 
  rage within whose highs and lows can be 
  just as disparate.  Order members tend to 
  be temperamental and bull headed when 
  it comes to their beliefs and once they 
  have decided to take action, nothing can 
  prevent them from following through.
  Edicts  Members of the Order of Prominence 
  are expected to provide aid to travelers 
  within their lands as long as the traveler is 
  of no threat to the order member or the 
  hills and mountains they protect.  Order 
  members are expected to challenge 
  anyone or anything that threatens the 
  environs of their guardianship.
  Challenge  The cavalier of the Order of 
  Prominence gains a +1 natural armor 
  bonus when attacked by the target of the 
  challenge.  This bonus increases by +1 for 
  every four levels possessed by the cavalier. 
  Skills  Members of the Order of the 
  Prominence add ½ their class level  to 
  any Survival skill checks to survive in the 
  wilderness while traveling in mountains or 
  hilly regions.  The same bonus applies to 
  keep from getting lost or avoiding natural 
  hazards in the same environment.
  Order Abilities
  Members belonging to the Order of 
  Prominence gain the following abilities as 
  they increase in level.
  Solid as the Rock (Ex):  At 2nd level, order 
  members may travel up or down steep 
  slopes, light undergrowth, and dense 
  rubble at their normal movement rate 
  while traveling in a hilly or mountainous 
  terrain.  In addition, the DC Acrobatics 
  and Stealth checks while traveling through 
  light undergrowth or on steep slopes is not 
  increased for order members.
  At 6th level, order members do not have to 
  make an Acrobatics check when running 
  
  8
  or charging down a steep slope.  When 
  using Acrobatics while on scree on a steep 
  slope or moving through dense rubble, 
  order members only suffer a +2 increase to 
  the DC.
  If the order member has an animal 
  companion granted as a class feature, it 
  gains the same benefits of this ability while 
  the order member is adjacent to or astride 
  the animal.
  Peaked Perception (Ex):  Beginning at 8th 
  level, order members gain a +2 bonus on 
  initiative checks as well as Knowledge 
  (nature), Knowledge (geography), 
  Perception, and Stealth skill checks while 
  in a natural hilly or mountainous terrain 
  (mounds, buttes, mesas, etc.). These 
  bonuses apply to any animal companions 
  granted as a class feature (including the 
  cavalier’s mount).  This bonus increases to 
  +4 at 14th level and +6 at 20th level.
  Stance of Stone (Ex):  At 15th level, order 
  members may choose either Improved 
  Bull Rush or Improved Overrun as a bonus 
  feat and they do not have to meet the 
  prerequisites for the feat.  In addition, 
  they gain a +2 circumstance bonus when 
  performing either the bull rush or overrun 
  maneuver and a +4 to their CMD versus 
  the same maneuvers while standing on the 
  ground in a mountainous or hilly area.
  If the order member has an animal 
  companion granted by a class feature, 
  the animal companion also gains the 
  circumstance bonus to its CMD as long as 
  the order member is adjacent to or astride 
  the companion.
  Order of the Thicket
  Whether a small copse or verdant canopies 
  stretching miles in all directions, forests are 
  teeming with life and promise that must be 
  cherished and nurtured.  Of all of the natural 
  orders, the Order of the Thicket is the most 
  renowned for its members and their ties to 
  the forests they inhabit.  Many associate this 
  order with enigmatic elven clans or solitary 
  fey guardians whose zeal to protect their 
  charge can be both terrifying and awe 
  inspiring.
  Edicts  Members of the Order of the Thicket 
  are charged with the protection of forested 
  lands.  They are not opposed to using the 
  resources of the forest as long as those using 
  the forest for their own needs replenish the 
  resources used.  Anyone or thing responsible 
  for the wholesale razing of a forest will be 
  hunted down and dealt with in the harshest 
  way possible by members of this order.
  Challenge  When the cavalier of the 
  Order of the Thicket declares a challenge, 
  the area about him up to 10 feet distant 
  becomes choked with natural vegetation.  
  The area around the cavalier is treated as 
  difficult terrain, though the cavalier may 
  move with no penalties and the area moves 
  with him.
  If the target of his challenge enters the area 
  of effect, it must make a Reflex save or 
  become entangled with a DC equal to 10 
  + ½ the cavalier’s class level + his Charisma 
  modifier.  The target must make the same 
  saving throw at the beginning of its turn 
  while it remains in the area of effect from 
  the overgrowth.
  The vegetation immediately dissipates when 
  the challenge ends.
  Skills  Members of the Order of the Thicket 
  add ½ their class level  to any Survival skill 
  
  9
  checks to survive in the wilderness while 
  traveling in any heavily forested regions 
  including jungles.  The same bonus applies 
  to keep from getting lost or avoiding natural 
  hazards in the same environment.
  Order Abilities
  Members belonging to the Order of the 
  Thicket gain the following abilities as they 
  increase in level.
  Passing Whisper (Ex):  At 2nd level, order 
  members may travel through light 
  undergrowth while traveling through a 
  forested terrain at their normal movement 
  rate and ignore any natural hazards that 
  normally slow movement or cause damage 
  to the traveler.  In addition, the DC is not 
  increased for order members for Acrobatics 
  and Stealth skill checks while traveling 
  through light undergrowth.
  At 6th level, order members may travel 
  through heavy undergrowth at ½ their 
  normal movement rate and the DC for 
  Acrobatic skills checks 
  only increase by 2 for 
  order members.
  If the order member 
  has an animal 
  companion granted 
  as a class feature, 
  it gains the same 
  benefits of this ability 
  while the order 
  member is adjacent to 
  or astride the animal.
  Copse Sense  (Ex):  
  Beginning at 8th 
  level, order members 
  gain a +2 bonus on 
  initiative checks as 
  well as Knowledge 
  (nature), Knowledge 
  (geography), 
  Perception, and 
  Stealth skill checks 
  while in a natural 
  forested terrain 
  (temperate woods, 
  jungles, etc.). These 
  bonuses apply to any animal companions 
  granted as a class feature (including the 
  cavalier’s mount).  This bonus increases to 
  +4 at 14th level and +6 at 20th level. 
  Brachial Stride (Ex):  At 15th level, order 
  members may take 10 to climb trees, even 
  in dangerous conditions or while distracted.  
  Order members may climb at a ½ their 
  normal movement without suffering any 
  penalties, they may attempt to climb at 
  ¾ their normal movement rate with a -2 
  penalty, or their full movement rate with a 
  -5 penalty.  Order members do not lose their 
  Dexterity bonus to AC while climbing trees 
  or other large natural plants.
  If the order member does fall from a tree, 
  he may attempt to catch himself with a 
  10 point increase to the DC for climbing 
  the tree.  Even if the order member fails 
  to catch himself, the effective distance 
  fallen is treated as 20 feet less in regards to 
  determining the damage of the fall.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 80 - The Natural Orders I (Terrain Based Orders).pdf