TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
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  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2 2
  Introduction
  The Pathfinder Roleplaying Game is full of combat and 
  bloodshed. They are, in many ways, the bulk of what the 
  game is, and what it is about. But there is a difference 
  between simply fighting, even fighting for one’s life, and 
  fighting in a war. Wars are chaotic and bloody things, and 
  a battlefield is not a single, neat, orderly conflict, but in 
  fact hundreds, perhaps thousands of small life-and-death 
  struggles, each of which impacts the others around it. It is 
  an order of magnitude larger than the standard battles of 
  an adventurer, and while many adventurers can certainly 
  contribute in a true battle between opposing armies, that’s 
  not the same as being specifically trained and equipped for 
  it. Each installment of Weekly Wonders: Archetypes of War 
  presents six new archetypes for military characters, focused 
  on a particular theme.
  For this book, we focus on archetypes relating to mounted 
  soldiers, the cavalry. There is a reason that the saying, “The 
  cavalry has arrived,” has taken up a meaning that the day is 
  saved: cavalry have long been a powerful force in warfare, 
  and while their roles may change, and the exact nature of the 
  mount may vary, they continue to be an important part of 
  any fighting force. Traditionally, cavalry is used in one of two 
  ways: taking advantage of their greater mobility to harass the 
  enemy’s flanks, or using the raw muscle and power of their 
  mounts to deliver devastating charges that destroy enemy 
  ranks. The archetypes in this book build on these themes, 
  delivering powerful and versatile mounted combatants.
  New Archetypes
  The following archetypes are presented in alphabetical order.
  Mounted Harrier (Cavalier)
  Terrors on the battlefield, mounted harriers dart across 
  the melee, harassing opposing forces and running down 
  vulnerable opponents. They make the most of the speed and 
  power of their mount, and are most feared for their ability to 
  cripple those trampled beneath their mount’s hooves.
  Charger (Ex): At 1st level, a mounted harrier gains Mounted 
  Combat as a bonus feat, even if he doesn’t meet the 
  prerequisites. Additionally, whenever he takes the charge 
  action while mounted, he can make up to one turn of up 
  to 90 degrees as part of his movement, at any point during 
  the charge. This is an exception to the normal rule that the 
  movement made as part of the charge must be in a straight 
  line.
  This ability replaces the tactician class feature.
  Galloping Strike (Ex): At 9th level, a mounted harrier gains 
  Ride-By Attack as a bonus feat, even if he doesn’t meet the 
  prerequisites. If he already had Ride-By Attack from another 
  source, he may instead gain a single combat feat of his choice 
  for which he qualifies as a bonus feat. Additionally, whenever 
  the mounted harrier uses the charge action while mounted, 
  he gains a bonus on the damage roll for the first attack made 
  as part of that charge. The bonus damage is equal to 1 per 10 
  feet that he moved as part of the charge, prior to making the 
  attack, to a maximum bonus of +5.
  This ability replaces the greater tactician class feature.
  Crippling Trample (Ex): At 17th level, a mounted harrier 
  gains Trample as a bonus feat, even if he doesn’t meet the 
  prerequisites. If he already had Trample from another source, 
  he may instead gain a single combat feat of his choice for 
  which he qualifies as a bonus feat. Additionally, whenever 
  the mounted harrier successfully overruns a creature while 
  mounted, his mount may make up to two hoof attacks 
  against the target, and gains a +5 circumstance bonus on its 
  attack rolls to do so. Further, each hoof attack that damages 
  the creature in this way also inflicts 1d3 points of Strength 
  and Dexterity damage, as the hooves break bones and crush 
  tendons.
  This ability replaces the master tactician class feature.
  Wild Knight (Druid)
  While many druids choose to take the forms of animals, some 
  instead are most comfortable fighting in tandem with them 
  as mount and rider. A wild knight’s mount is not a broken 
  and obedient servant, as the domesticated mounts of many 
  other cavalrymen, but a proud and noble beast that bears her 
  upon its back as a friend and ally, the two forming a fearsome 
  and deadly team on the battlefield.
  Rider’s Bond (Ex): At 1st level, a wild knight must select the 
  animal companion version of her nature’s bond class feature. 
  She is not restricted in what type of animal companion she 
  selects, but most wild knights select an animal companion 
  that will be large enough for them to ride by 4th level.
  This ability modifies the nature’s bond class feature.
  Natural Rider (Ex): At 1st level, a wild knight gains Mounted 
  Combat as a bonus feat. Additionally, she suffers no penalty 
  on Ride checks for riding without a saddle, and gains a bonus 
  equal to 1/2 her druid level (rounded down, minimum 1) on 
  Ride checks.
   
  This ability replaces the wild empathy class feature.
  Woodland Stride (Ex): At 2nd level, when the wild knight 
  would gain the woodland stride class feature, it applies to her 
  animal companion, instead.
  This ability modifies the woodland stride class feature.
  Trackless Step (Ex): At 3rd level, when the wild knight 
  would gain the trackless step class feature, it applies to her 
  animal companion, instead.
  This ability modifies the trackless step class feature.
  Mounted Fury (Ex): Beginning at 4th level, a wild knight 
  becomes particularly effective at battling from atop a mount. 
  She does not need to make concentration checks to cast 
  spells as a result of riding on a moving mount. Additionally, 
  she gains a +1 bonus on attack rolls and AC as long as she 
  
  3
  3
  is riding her animal companion. This bonus increases by 1 
  at 8th level and every four levels thereafter (to a maximum 
  bonus of +5 at 20th level).
  This ability replaces the wild shape class feature.
  Fleet Mount (Ex): At 6th level, as long as the wild knight is 
  riding her animal companion, her animal companion gains a 
  +10-ft. enhancement to its movement speed.
  Wild Charge (Ex): At 8th level, as long as she is riding her 
  animal companion, a wild knight can make a wild charge. 
  This functions as normal for the charge action, but her 
  animal companion can make a full-attack action as part of 
  the charge, rather than a single attack, and the penalty to AC 
  applied to both the wild knight and her mount as a result of 
  charging is increased to –6.
  Spirit Rider (Shaman)
  For many shamans, their spirit animal is a mentor and guide, 
  but for others, it also serves as a battle companion and even a 
  mount. Spirit riders are bonded with spirit animals that bear 
  them into battle, infused and invigorated by the strength of 
  the shaman’s spirit.
  True Spirit Animal (Ex): At 4th level, a spirit rider’s animal 
  is infused with additional spiritual energy, growing into its 
  true form. Rather than determine its statistics as though it 
  were a wizard familiar, its statistics are instead changed to 
  match those of a druid’s animal companion. All other aspects 
  of the spirit animal, including the fact that it serves as the 
  source of the spirit rider’s spells and the benefits it gains 
  from her chosen spirit, remain the same. Typically, the spirit 
  animal’s true form is that of an animal that is very similar to 
  its form as a familiar (a cat growing into a tiger, for example), 
  but sometimes this transformation results in a radical 
  change.
  This ability replaces the wandering spirit class feature.
  Spirit Boons (Su): At 6th level, a spirit rider’s spirit animal 
  is infused with further power from her chosen spirit, granting 
  it a lesser boon associated with that spirit. At 14th level, the 
  spirit animal gains a greater boon associated with the spirit 
  rider’s spirit, as well. For information on the boons offered by 
  individual spirits, see the Spirit Boons section at the end of 
  this archetype.
  This ability replaces the wandering hexes gained at 6th and 
  14th levels.
  Spirit Step (Sp): At 12th level, a spirit rider and her spirit 
  animal can step together into the spirit world. Activating 
  this ability is a standard action that the spirit rider can only 
  perform while mounted on her spirit animal. The spirit rider, 
  her spirit animal, and up to eight other willing creatures in 
  physical contact with the spirit animal are affected as though 
  by the spell ethereal jaunt. The spirit rider and her spirit 
  animal can remain ethereal in this way for a total number of 
  rounds per day equal to her shaman level, but these rounds 
  need not be used consecutively.
  This ability replaces the greater wandering spirit class feature.
  
  4 4
  Spirit Walker (Sp): At 20th level, the spirit rider and her 
  spirit animal companion are better able to pass to and from 
  the Ethereal Plane, and the amount of time per day that she 
  can be ethereal with her spirit step class feature increases to 1 
  minute per shaman level.
  This ability replaces the true wandering spirit class feature.
  Spirit Boons
  The following section outlines the boons granted by each 
  shaman spirit found in Pathfinder Roleplaying Game: 
  Advanced Class Guide.
  Battle
  Lesser Boon: The spirit animal is proficient with light and 
  medium armors.
  Greater Boon: The spirit animal gains a +2 morale bonus on 
  attack and damage rolls.
  Bones
  Lesser Boon: The spirit animal gains a +2 bonus on saving 
  throws made to resist ability damage, ability drain, disease, 
  energy drain, exhaustion, fatigue, mind-affecting effects, 
  paralysis, poison, sleep, and stun.
  Greater Boon: The spirit animal’s natural attacks are treated 
  as though they had the ghost touch magic weapon special 
  ability.
  Flame
  Lesser Boon: The spirit animal can breathe a gout of flame 
  three times per day, which takes the form of a 30-foot cone 
  and deals 1d6 points of fire damage per 2 shaman levels the 
  spirit rider possesses. A successful Reflex save (DC 10 + 1/2 the 
  spirit rider’s shaman level + the spirit animal’s Constitution 
  modifier) halves this damage.
  Greater Boon: The spirit animal’s natural attacks deal an 
  additional 1d6 points of fire damage.
  Heavens
  Lesser Boon: The spirit animal’s fly speed increases 
  to be equal to its base land speed, and it has perfect 
  maneuverability.
  Greater Boon: Three times per day, the spirit animal can 
  create a flash of brilliant light. This creates bright light in 
  a 120-foot-radius centered on the spirit animal, which lasts 
  for one round, and forces each creature within this radius to 
  succeed on a Fortitude save (DC = 10 + 1/2 the spirit rider’s 
  shaman level + the spirit animal’s Charisma modifier) or be 
  blinded for 1d4 rounds. The spirit rider is immune to this 
  effect, but other allies are not.
  Life
  Lesser Boon: Three times per day, the spirit animal’s touch 
  can heal wounds and restore damage. The spirit animal can 
  touch a living creature as a standard action to heal a number 
  of hit points equal to 1d6 per two shaman levels the spirit 
  rider possesses.
  Greater Boon: The spirit animals’ fast healing increases to 5.
  Lore
  Lesser Boon: The spirit animal’s Intelligence score increases 
  to 10, and it is treated as being trained on all Knowledge 
  checks. Further, it can speak all languages the spirit rider can 
  speak.
  Greater Boon: The spirit animal can cast augury as a spell-
  like ability at will, and can cast contact other plane as a spell-
  like ability once per day.
  Nature
  Lesser Boon: The spirit animal’s body is composed partially 
  of plant matter. It gains a +4 bonus on saving throws made to 
  resist mind-affecting effects, paralysis, poison, polymorph, 
  sleep, and stun.
  Greater Boon: The spirit animal’s body sprouts numerous 
  sharp thorns, and it is constantly affected as though by the 
  spell thorn body.
  Stone 
  Lesser Boon: The spirit animal is built incredibly solidly, 
  gaining a bonus to CMD equal to 1/2 the spirit rider’s shaman 
  level.
  Greater Boon: The spirit animal gains a burrow speed equal 
  to its base land speed, and the earth glide universal monster 
  ability.
  Waves
  Lesser Boon: The spirit animal gains a swim speed equal to 
  its base land speed. Additionally, it gains a +1 bonus on attack 
  and damage rolls if both it and the creature it is attacking are 
  in the water.
  Greater Boon: The spirit animal can transform into a water 
  elemental once per day. This functions as the spell elemental 
  body IV, with a caster level equal to the spirit rider’s shaman 
  level.
  Wind
  Lesser Boon: The spirit animal is constantly surrounded by 
  light winds that deflect incoming projectiles. It is constantly 
  affected as though with the spell fickle windsUM.
  
  5
  5
  Greater Boon: Three times per day, the spirit animal can 
  bellow forth a mighty blast of wind from its mouth in a 
  tornado roar. This functions as the spell gust of wind, except 
  that it takes the form of a 60-foot cone rather than a 60-foot 
  line.
  Pale Rider (Spiritualist)
  Said by some to be manifestations of death itself on the 
  battlefield, pale riders are spiritualists whose phantoms take 
  the form of terrifying steeds. A grim reminder of the costs of 
  war, they ride through battlefields spreading fear and terror 
  amongst their enemies.
  Phantom Steed: A pale rider’s phantom takes the form of 
  a pale warhorse, which she can ride into battle. This causes 
  the following changes to the phantom’s starting statistics: the 
  phantom is one size category larger than the spiritualist (to a 
  maximum size of Large), has a speed of 40 feet, and possesses 
  two hoof attacks, rather than slam attacks, which deal 1d4 
  points of damage on a successful hit (or 1d6 points of damage, 
  if the phantom is Large). The phantom’s starting Intelligence 
  score is only 5. The phantom steed has four legs (gaining the 
  appropriate bonus to CMD against trip attempts) and cannot 
  speak.
  This ability modifies the phantom class feature.
  Imposing Figure (Su): Beginning at 2nd level, as long as 
  a pale rider is riding her phantom, she gains a +4 bonus on 
  Intimidate checks, and is treated as though she were the same 
  size as her phantom for the purposes of determining whether 
  she is larger or smaller than any creature she is intimidating.
  This ability replaces the bonded senses class feature.
  Deathwatch (Sp): At 5th level, a pale rider’s connection to 
  death is strong enough that she can use deathwatch as a spell-
  like ability at will. Her caster level for this effect is equal to 
  her spiritualist level.
  This ability replaces the detect undead class feature.
  Conjure Phantom Steeds (Sp): At 6th level, a pale rider can 
  conjure spectral steeds for her allies to ride. This functions as 
  the spell communal phantom steedUC. The pale rider can use 
  this ability three times per day, and her caster level for this 
  effect is equal to her spiritualist level.
  This ability replaces the phantom recall class feature.
  Frightful Gaze (Su): At 7th level, a pale rider can direct 
  a frightful gaze at a single living creature within 60 feet. If 
  that creature has the same or fewer Hit Dice than the pale 
  rider’s spiritualist level, it must succeed on a Will save (DC 
  = 10 + 1/2 the pale rider’s spiritualist level + the pale rider’s 
  Wisdom modifier) or become shaken for as long as it can see 
  the pale rider, and for 1 minute thereafter. If the creature has 
  at least 5 fewer Hit Dice than the pale rider, it is frightened 
  for 1 minute, instead. The pale rider can use this ability once 
  per day. At 11th level, and every four levels thereafter, the 
  pale rider can use this ability an additional time per day (to a 
  maximum of 4 times per day at 19th level).
  This replaces the calm spirit class feature.
  Otherworld Cavalry (Summoner)
  Otherworld cavalry are summoners who fight from atop their 
  eidolons, unmistakable on the battlefield with their strange 
  and otherworldly steeds. These magical mounts provide even 
  greater mobility and flexibility than traditional cavalry, and 
  eventually, they are able to carry whole squads of soldiers 
  across the planes for extraplanar assaults.
  Eidolon Mount: At 1st level, when an otherworld cavalry 
  gains an eidolon, the eidolon’s base form must be either 
  quadruped or serpentine. It gains the Large and Mount 
  evolutions for free, but its evolution pool is 3 lower than it 
  otherwise would be (beginning with a pool of 0 at 1st level).
  Mounted Combatant (Ex): Beginning at 4th level, 
  whenever an otherworld cavalry is mounted on his eidolon, 
  both the summoner and the eidolon receive a +1 competence 
  bonus to attack rolls, damage rolls, AC, and saving throws. 
  This bonus does not apply if either the eidolon or the 
  otherworld cavalry is grappled, helpless, paralyzed, stunned, 
  or unconscious. At 12th level, this bonus increases to +2.
   
  This ability replaces the shield ally and greater shield ally 
  class features.
  Dimensional Step (Su): At 6th level, three times per day, 
  while the otherworld cavalry is mounted on his eidolon, he 
  can direct his eidolon to step briefly across dimensions in 
  a manner similar to teleportation. When the mount takes 
  the move, charge, run, or withdraw action, the otherworld 
  cavalry can direct it to take a dimensional step at any point 
  during this movement. This causes the otherworld cavalry 
  and his mount to teleport, in a manner similar to dimension 
  door, up to 60 feet from their current location. After arriving, 
  the mount can continue its movement or charge, taking any 
  other actions it has available normally. Using dimensional 
  step is a free action that can only be taken while performing 
  one of the listed actions.
  This ability replaces the maker’s call class feature.
  Mounted Caster (Su): At 8th level, an otherworld cavalry is 
  a master of casting spells while mounted on his eidolon. He 
  does not need to make concentration checks to cast his spells 
  as a result of riding his eidolon. 
  This ability replaces the transposition class feature.
  Plane Shift (Su): At 16th level, an otherworld cavalry’s 
  eidolon can carry him across the planes. The otherworld 
  cavalry’s eidolon can cast plane shift as a spell-like ability 
  three times per day, affecting itself and its rider. Up to eight 
  creatures can travel with the otherworld cavalry and his 
  eidolon by touching the eidolon as it uses the ability.
  This ability replaces the merge forms class feature.
  Superior Mount: At 20th level, an otherworld cavalry’s 
  eidolon becomes a paragon of its kind. Its Strength, 
  Dexterity, and Constitution scores each increase by +4, and it 
  gains 4 additional evolution points.
  
  6 6
  This ability replaces the twin eidolon class feature.
  Path of War Archetype
  No selection of war-themed archetypes would be complete 
  if they ignored the martial classes from Dreamscarred 
  Press’s Path of War. These classes, mechanically inspired 
  by The Book of Nine Swords, a 3.5 Dungeons and Dragons 
  sourcebook, use maneuvers and stances to unleash 
  devastating effects on the battlefield, with a dynamic and 
  exciting feel to combat. There are six main classes associated 
  with this content from Dreamscarred Press, and with the 
  exception of the first installment, each of the seven volumes 
  of Archetypes of War features a special bonus archetype for 
  one of these six classes. For more information on Path of War, 
  and the specific class that this archetype modifies, please visit 
  www.dreamscarred.com.
  Daring Rider (Warlord)
  Cutting a dashing figure atop a mighty steed, daring riders 
  are uncanny daredevils, performing incredible deeds of 
  mounted skill and daring as they flit across the battlefield, 
  striking down their foes.
  Mount (Ex): At 3rd level, a daring rider gains the service 
  of a loyal and trusty steed to carry him into battle. This 
  mount functions as a druid’s animal companion, using the 
  daring rider’s warlord level – 2 as his effective druid level. 
  The creature must be one that he is capable of riding and 
  is suitable as a mount. A Medium daring rider can select a 
  camel or a horse. A Small daring rider can select a pony or 
  wolf, but can also select a boar or dog if he is at least 7th level. 
  The GM might approve other animals as suitable mounts.
  A daring rider does not take an armor check penalty on 
  Ride checks while riding his mount. The mount is always 
  considered combat trained and begins play with Light Armor 
  Proficiency as a bonus feat. A daring rider’s mount does not 
  gain the share spells special ability.
  A daring rider’s bond with his mount is strong, with the pair 
  learning to anticipate each other’s moods and moves. Should 
  a daring rider’s mount die, the daring rider may find another 
  mount to serve him after 1 week of mourning. This new 
  mount does not gain the link, evasion, devotion, or improved 
  evasion special abilities until the next time the daring rider 
  gains a level.
  This ability replaces the warleader, improved warleader, and 
  master warleader class features.
  Two as One (Ex): Beginning at 3rd level, a daring rider 
  and his mount work so closely in tandem as a team that his 
  mount is able to benefit from his gambits. As long as the 
  daring rider is riding his mount, his mount gains all benefits 
  the daring rider gains from successfully completing one of his 
  gambits. At 8th level, the mount is also able to benefit from 
  the daring rider’s stances, and as long as the daring rider is 
  riding his mount, his mount gains all benefits the daring 
  rider gains from his stance.
  This ability replaces the force of personality and tactical 
  assistance class features.
  Mighty Charge (Ex): Beginning at 4th level, whenever 
  a daring rider uses the charge action while mounted, the 
  attack deals an additional amount of damage equal to 1/2 his 
  warlord level.
  This ability replaces the tactical flanker class feature.
  Battle Prowess (Ex): At 5th level, when the daring rider 
  gains battle prowess, instead of choosing a discipline, the 
  benefits apply any time he is riding his mount.
  This ability modifies the battle prowess class feature.
  
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  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
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  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Path of War - Expanded, © 2014, Dreamscarred Press. 
  Weekly Wonders: Archetypes of War Volume III - The Cavalry Copyright 2017, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  We Are Here to Save the Day!
   
  There is battle, and then there is warfare. Many adventurers are familiar with 
  wading into combat against monsters and small groups of enemies, but this is 
  nothing next to the glory and chaos and carnage that is true war. More than simply a 
  nothing next to the glory and chaos and carnage that is true war. More than simply a 
  change in scale, the difference between war and other combat can be profound. In a war, 
  the characters are part of something larger than themselves, contributing to the efforts 
  of their armies, or perhaps leading those armies themselves. The priorities of a soldier 
  are different from those of an adventurer, and often the challenges that they face are, as 
  well. While many characters can translate their talents as adventurers to the 
  battlefield, one who specifically focuses on warfare and battlefield tactics will have the 
  battlefield, one who specifically focuses on warfare and battlefield tactics will have the 
  edge on others when it comes to true war. Each installment of Weekly Wonders: 
  Archetypes of War provides six new war-themed archetypes for a variety of classes.
   
  For this book, we focus on cavalry, mounted soldiers whose power and speed make 
  them versatile and effective units in any military battle. Whether they are lightly-
  armored and trained for speed and maneuverability, harrying opposing forces on their 
  flanks and then retreating before they can retaliate, or whether they use the raw power 
  and momentum of their charging steeds to deliver devastating routs against enemies 
  who are trampled underfoot, this book provides archetypes that highlight the roles 
  of cavalry in warfare. This book contains the following archetypes.
  • The mounted harrier, a cavalier archetype that focuses on crushing foes underhoof 
  with devastating charges.
  • The wild knight, a druid archetype whose animal companion serves as a fearsome 
  mount, carrying her into battle with incredible ferocity.
  • The spirit rider, a shaman archetype that trades in a traditional familiar for a 
  • The spirit rider, a shaman archetype that trades in a traditional familiar for a 
  more powerful animal companion, which serves as a mount and carries its rider 
  through the spirit realm, as well as gaining special boons based on her spirit.
   
  Whether you're about to embark on a campaign 
  of military exploits (such as the official Paizo 
  adventure path dealing with invading forces), or you 
  just want to play a more military character, this 
  book has lots of tantalizing options to offer. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Archetypes of War Volume III - The Cavalry.pdf