TEXT: INTO THE BREACH
  The Cavalier
  
  Knighthood lies above eternity;  
  it doesn’t live off fame,  
  but rather deeds.
  -Dejan Stojanovic,  
  The  Sun Watches the Sun
  
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  Credits
  Compatibility
  Into the Breach: The Cavalier
  Publisher: Frank Gori 
  Co-Owner: Jeff Harris 
  Editors: Taylor Hubler and Jason Linker 
  Lead Developer: Jeff Harris 
  Developers: Andrew Hoskins Kiel Howell, Taylor Hubler, Mikko 
  Kallio, Jason Linker, Richard Litzkow, Jacob W. Michaels, and Mark 
  Nordheim. 
  Layout: Chris Linker 
  Cover Artist: Anthony Butler 
  Interior Illustrations:
  Adapted under creative commons “Apocalypse_Rider” by Phil Wohr, 
  “Forest_King” by Mrbones, “forest_knight” by neylica-d72eyre, 
  “forest_knight” by sangrde, “skull-115824_640 “ by Anon, “Knight by 
  horrormove, Knight at the Crossroads” by Victor Vasnetsov, “knight_ 
  in_forest” by jhibbs, “Puerto_rican-Paso-Fino-Horse-chestnut-two” 
  by Anon and Sword and Shield original by angelfire7508 "Dwarf_5"" 
  by Anon
  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 Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are 
  used under the Pathfinder Roleplaying Game Compatibility License. 
  See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.
  This product is published by Flying Pincusion Games and is licensed 
  under the Open Game License version 1.0a and Create Commons 
  Attribution-ShareAlike.
  
  4   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Table of contents
  About Into the Breach
  About Into the Breach 
  4 
  New Archetypes 
  5 
  Airborne Knight  
  5 
  Briar Knight  
  6 
  Charioteer
  7 
  Clockwork Knight 
  8 
  Crudus Domitor  
  10 
  Formation Rider  
  12 
  Lord (or Lady) in Burlap 
  13 
  Mounted Brigand   
  14 
  Oath-Bound Protector 
  15 
  Spirit Rider 
  17 
  18 
  Alternate Base Class 
  19 
  Sword Sworn Troubadour 
  20 
  Prestige Classes 
  23 
  Fey Warden 
  23 
  Obsidian Knight 
  25 
  Rime Reaver 
  27 
  29 
  30 
  Orders
  Magic Item Properties 
  Mundane Gear 
  30
  Into the Breach is a series of crunch-focused books intended to expand the options available to the Base Classes (the alchemist, cavalier, gunslinger, 
  inquisitor, magus, oracle, summoner, and witch).
  For our fifth installment, we ride forth with the cavalier. With nearly a dozen new archetypes, three prestige classes, and a new alternate class, 
  you’re sure to find new ways to ride to war or trample your players. We also present a new order, and more, all cavalier friendly.
  Steadfast Challenger
  
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  The thrilling feeling of  flying is known to only a few, and fewer still master 
  combat in the sky. The airborne knight has not only great skill in aerial 
  combat, but the ability to lead others from the clouds.
  An airborne knight has the following class features.
  Armor Proficiency: An airborne knight is proficient with light 
  armor and with shields (except for tower shields.)
  Airborne Mount (Ex) 
  At 1st level, the airborne knight gains the companionship of a 
  flying steed that allows him to ride it as a mount. This mount 
  functions as a druid’s animal companion, using the airborne 
  knight’s level as his effective druid level. The animal chosen 
  as a mount must be large enough to carry the airborne knight 
  (Medium or Large for a Small character; Large or Huge for a 
  Medium character). The airborne knight 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 Endurance as a bonus feat. An airborne knight’s mount 
  does not gain the share spells special ability. 
  The available mounts are hippogriff, giant wasp*, griffon, 
  pegasus, pteranodon*, roc*, and wyvern. 
  An airborne knight’s bond with his mount is strong, with the 
  pair learning to anticipate each other’s moods and moves. 
  Should an airborne knight’s mount die, he 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 airborne knight 
  gains a level.
  This ability replaces mount, tactician, greater tactician, and 
  master tactician.
  Hippogriff 
  Starting Statistics 
  Size Large; Speed 40 ft., fly 50 ft. (average); AC +2 natural 
  armor; Attack bite 1d6, 2 claws 1d4; Ability Scores Str 15, 
  Dex 15, Con 14, Int 2, Wis 12, Cha 9; Special Qualities 
  darkvision 60 ft., low-light vision, scent.
  New Archetypes
  Airborne Knight 
  4th-Level Advancement 
  Speed fly 100 ft. (average); Attack bite 1d6, 2 claws1d4; 
  Ability Scores Dex +2, Con +2.
  Griffon 
  Starting Statistics 
  Size Large; Speed 40 ft., fly 50 ft. (average); AC +2 natural 
  armor; Attack bite 1d6, 2 claws 1d4; Ability Scores Str 14, 
  Dex 15, Con 14, Int 4, Wis 13, Cha 8; Special Qualities 
  darkvision 60 ft., low-light vision, scent.
  4th-Level Advancement 
  Speed fly 80 ft. (average); Attack bite 1d6, 2 claws 1d4; Ability 
  Scores Str +2, Con +2. Special Qualities pounce
  Wyvern 
  Starting Statistics 
  Size Medium; Speed 20 ft., fly 50 ft. (average); AC +2 natural 
  armor; Attack bite 1d6; Ability Scores Str 16, Dex 12, Con 15, 
  Int 4, Wis 12, Cha 9; Special Qualities darkvision 60 ft., low-
  light vision, scent.
  7th-Level Advancement 
  Size Large Speed fly 60 ft. (poor); Attack bite 1d6, sting 
  1d4 plus poison; Ability Scores Str +2, Con +2.
  Poison (Ex) 
  Sting—injury; save DC 15; frequency 1/round for 3 rounds; effect   
  1 Constitution damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Pegasus 
  Starting Statistics 
  Size Large; Speed 30 ft., fly 60 ft. (average); AC +1 natural 
  armor; Attack 2 hooves 1d6; Ability Scores Str 16, Dex 15, 
  Con 15, Int 4, Wis 13, Cha 13; Special Qualities darkvision 60 
  ft., low-light vision, scent.
  4th-Level Advancement 
  Speed 60 ft., fly 120 ft. (average); Attack bite 1d4, 2 hooves 
  1d6; Ability Scores Str +2, Con +2.
  *Statistics for giant wasp see Pathfinder Ultimate Magic, see
  Pathfinder Beastiary 1 for the petranodon and roc.
  
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  Briar Knight 
  A wise knight knows that strength is not just holding firm like an oak, it 
  also means bending like a willow. Briar knights follow the natural order 
  and partner with a plant companion rather than a noble steed.
  A briar knight has the following class features.
  Briar-bound (Ex) 
  At 1st level, a briar knight forms a bond with a crawling vine 
  plant companion that he wears as armor. At first level this 
  armor grants a +5 armor bonus to AC, which increases by 
  an additional +2 for every three cavalier levels.  The vine 
  can move independent of the briar knight and does not 
  encumber him in any way.
  Unlike normal armor, the briar armor has the statistics of 
  the plant companion crawling vine using the briar knight’s 
  level as his effective druid level. If, for any reason, the 
  briar knight is not wearing the briar armor, it can move 
  independently and advances like any other companion, 
  keeping its normal natural armor bonus to AC when 
  independent of the briar knight. 
  When serving as armor, the briar armor may take one action 
  during its master’s turn as long as the master is engaged in 
  melee. It may make a single attack, a disarm attempt, or 
  grapple attempt against a foe within 5 feet of the wearer. 
  When grappling, it leaves the master and he loses the benefits 
  of the armor.
  If the briar armor is killed while worn by the briar knight, the 
  briar armor acts as wooden armor and confers only half the 
  AC it would normally based on level and the wearer 
  becomes vulnerable to fire. This wooden armor rots away after 
  a week. If the briar armor is slain while separated from its 
  master it cannot be worn as armor. The briar knight must 
  spend a week growing new armor in terrain that supports plant 
  life to replace lost or deceased briar armor..
  For the purpose of being targeted by spells, the briar armor 
  is treated as armor when worn, or as an independent creature 
  when separated from its host. The briar armor cannot be 
  permanently enchanted like normal armor though it can have 
  permanent enchantments via permanency.  Crawling vine 
  statistics may be found in the Pathfinder Advanced Race 
  Guide.
  This ability replaces mount.
  Tanglevine Strike (Su) 
  At 3rd level, a briar knight may, as a standard action, extend 
  a15 foot vine from the briar armor and make a single disarm 
  or trip combat maneuver. If the briar-bound knight is outside 
  the target’s reach while making a trip attack with tanglevine 
  strike, he is not knocked prone even if the trip attempt fails 
  by 10 or more. He adds his briar armor’s base attack bonus to 
  his normal CMB for a tanglevine strike.  
  This ability replaces mounted charge.
  Thorn Burst (Su) 
  At 4th level, as a swift action you can cause sharp thorns to 
  explode outward from your armor. These splinters deal 1d6 
  points of piercing damage per two briar knight levels 
  (minimum 1d6) to all creatures within a 10-foot burst. A 
  successful Reflex save halves this damage. The Reflex save DC 
  is 10 + 1/2 the briar knight's class level + his Charisma 
  Modifier. In addition, the sharp splinters count as caltrops in 
  the area until the briar knight’s next turn. Usabable once per 
  day, plus an additional use per day for every four class levels.
  This ability replaces expert trainer.
  Photosynthetic Healing (Ex)  
  At 9th level, a briar knight feeds upon nature’s raw essence. 
  His need to eat and sleep is reduced as if wearing a ring of 
  sustenance, and he and his briar armor gain fast healing 1 when 
  in daylight. At 14th level, this increases to fast healing 3.
  This ability replaces greater tactician and greater banner.
  Rooting (Su) 
  At 11th level, a briar knight can, as a move action, extend 
  roots into the ground. The briar knight’s speed is reduced to 
  5 feet, but he gain a +10 bonus to CMD against bull rush, 
  
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  overrun, reposition, and trip maneuvers. He also gains 
  tremorsense with a range of 30 feet. He can use this power 
  for a number of minutes per day equal to his briar knight 
  level. This duration need not be consecutive, but it must be 
  used in one minute increments.
  This ability replaces mighty charge.
  Oaken Heart (Su) 
  At 20th level, the briar knight gains a +4 bonus to his 
  Strength and Constitution and the Plant subtype.
  This ability replaces supreme charge.
  Charioteer
  While stories abound of famous knights riding into battle on mighty steeds, 
  charioteers worldwide have since time immemorial waged war from their 
  mobile fighting platforms, killing enemies with blade and arrow and 
  crushing their bodies beneath their wheels.
  A charioteer has the following class features.
  Class Skills: A charioteer adds Knowledge 
  (engineering) and removes Ride from his list of class 
  skills.
  Chariot (Ex) 
  At 1st level, a charioteer receives a light chariot and light 
  combat trained horse. The charioteer has no special bond with 
  either and may replace them at any time.
  Driving Stunts (Ex) 
  As a charioteer gains experience, he improves his ability to 
  drive chariots, learning how to coax his vehicle to do things 
  beyond the ability of other drivers. He knows one driving stunt 
  at 1st level, and may select an additional one at every level. 
  These stunts can be applied to any chariot but only when the 
  charioteer is driving it.
  Catapult: A charioteer learns to fling himself or an ally from 
  his vehicle into an enemy, using his velocity to add power to 
  the attack. Each round, he or a single passenger can leap 
  from the vehicle, using the normal rules for getting off a 
  vehicle in combat. If he succeeds at his Acrobatics check, he 
  can add +1 to a single attack and its damage roll for every 10 
  feet of vehicle speed. If he fails his Acrobatics check, he 
  falls, as normal. Regardless of whether he succeeds or fails at
  his Acrobatics check, he takes a penalty equal to one-half 
  that bonus to his AC for one round. Taking this stunt 
  multiple times allows the charioteer to fling an additional 
  ally from  his chariot.
  Collide: A charioteer is skilled at forcing the creature(s) 
  providing his vehicle’s propulsion to do things they might 
  otherwise avoid. He gets +1 to any check to force a creature 
  providing propulsion to make a ramming maneuver.
  Dash/Brake: A charioteer smoothly speeds and slows his 
  vehicle. He can increase his chariot’s acceleration by 5 for a 
  number of rounds equal to his level per day. Taking this stunt 
  multiple times allows him to increase its acceleration for an 
  additional number of rounds per day equal to his level.
  Hard Hit: A charioteer gets the most force out of impacts. 
  He adds a +1 competence bonus to his ramming damage.
  Jump: A charioteer can coax the creature(s) providing his 
  propulsion into a jump, using their Acrobatics check with no 
  penalty for hauling the chariot. However, if they don’t clear an 
  obstacle by at least the length of the chariot, the vehicle hits or 
  falls into the obstacle.
  Jury Rig: A charioteer studies how to maintain his vehicle. He 
  can repair 1d4 hit points of damage to a chariot, as the spell 
  mending, once per day.
  Race: A charioteer knows how to coax a burst of speed out 
  of his vehicle. He can increase his chariot’s maximum speed 
  by 10 for a number of rounds equal to his level per day. 
  Taking this stunt multiple times allows him to increase its 
  maximum speed for an additional number of rounds per day 
  equal to his level.
  Safe On/Off: A charioteer learns to get himself or a passenger 
  on or off his vehicle safely. He can reduce the Acrobatics 
  check for jumping onto or off a moving vehicle he is driving 
  by 5.
  Sky Chariot*: A charioteer can set up his chariot to work 
  normally in the air if it’s pulled by an animal that can fly.
  Swerve:  A charioteer learns to avoid attacks. Once per 
  round when his chariot or creature used for propulsion is hit 
  in combat, a charioteer can make a driving check as an 
  immediate action. The hit is negated if the driving check 
  result is greater than the opponent’s attack roll.
  
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  Veer: A charioteer masters the art of changing directions 
  at high speeds. His current speed is considered 10 less for 
  purposes of determining the DC of driving checks to make 
  a turn action.
  Water Chariot*: A charioteer can set up his chariot to work 
  normally on or below water if it’s pulled by an animal with 
  a swim speed. This does not provide any ability for the 
  charioteer or passengers to breathe underwater.
  Weave: A charioteer nimbly steers around dangers. He gains 
  a +1 competence bonus to his chariot’s base saving throws.
  * Stunts with an asterisk may only be taken once.
  This ability replaces mount.
  Improved Overrun (Ex) 
  At 3rd level, a charioteer receives Improved Overrun as a 
  bonus feat even if he does not meet the prerequisites for it. 
  This ability replaces cavalier’s charge.
  Mechanic (Ex) 
  At 4th level, a charioteer learns how to make quick fixes to 
  his chariot. Once per day, he can repair 4d6 hp on a chariot, 
  as the spell make whole. 
  This ability replaces expert trainer.
  Two Wheels Down (Ex) 
  At 11th level, a charioteer can maintain his vehicle’s balance 
  even in extreme circumstances. His chariot and propulsion 
  are never knocked prone as a result of a vehicular combat 
  maneuver as long as they have 1 or more hit points. 
  This ability replaces mighty charge.
  Chariot Supremacy (Su) 
  At 20th level, a charioteer can use his vehicle to deadly effect. 
  Whenever a charioteer makes a vehicular combat maneuver, he 
  doubles the damage his vehicle does.
  This ability replaces supreme charge.
  Clockwork Knight
  With a whir and clank, the wood and metal monstrosity of the clockwork 
  knight rattles down the path. These rare knights are masters of engineering 
  and technology, using their prodigious talents to build wondrous conveyances.
  A clockwork knight has the following class features.
  Class Skills: A clockwork knight adds Knowledge (arcane) 
  and Knowledge (engineering) to his list of class skills and 
  removes Diplomacy and Handle Animal.
  Weapon and Armor Proficiencies: A clockwork knight 
  gains proficieny with all crossbows and siege engines.  He is 
  not proficient with heavy armor.
  Engineering Prodigy (Ex) 
  At 1st level, clockwork knight is a master of mechanics and 
  mathematics. He gains Skill Focus: Craft (clockwork) as a 
  bonus feat, and can use his knowledge of clockwork constructs 
  to make repairs to them. He may spend an hour of work to 
  repair a clockwork construct. At the end of that hour he makes 
  a DC 20 Craft (clockwork) check and repairs 10 hit points to 
  the construct. For every point he exceeds the check, he repairs 
  an additional point of damage.
  This ability replaces mount.
  Clockwork Mount (Ex) 
  At 4th level, a clockwork knight builds his own 
  clockwork mount. This functions as the standard cavalier 
  mount class feature with the following changes: 
  
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  The clockwork knight’s effective druid level is his class level 
  -3. A clockwork mount must be chosen from the same list of 
  mount options, but loses the animal type and gains the 
  construct type with the clockwork subtype.   
  The clockwork mount loses Light Armor Proficiency, link, 
  share spells, devotion, and it does not gain a 4th-Level 
  Advancement nor a 7th-Level Advancement. The mount 
  cannot wear any type of armor, but gains DR 5/adamantine.  
  It has a -8 penalty to Stealth from the banging and whirring of 
  machine parts, but does not suffer this penalty against creatures 
  that cannot hear.
  As a construct, it does not have an intelligence score, and 
  does not gain skills, feats, or tricks, but follows commands 
  from the clockwork knight in a single language of his 
  choosing. The clockwork knight must be able to speak this 
  language. 
  Should the clockwork mount die, the clockwork knight may 
  build another mount by spending one week gathering 
  materials and constructing a new mount. This new mount 
  follows the schematics of the old mount and has all the 
  same upgrades  and abilities.
  This ability replaces expert trainer.
  Upgrade Mount (Ex) 
  At 6th level, the clockwork knight upgrades his mount. He 
  may choose from one of the following upgrades:
  Spark of Intelligence:  The clockwork mount gains an 
  Intelligence score of 1, and access to feats and skills 
  appropriate for an animal of its original type and current 
  HD. It still has no class skills, like most constructs.
  Darkwood Body: The clockwork mount's frame and 
  supports are constructed from darkwood. Its DR increases 
  to 10/adamantine. It loses weakness to electricity, but 
  gains weakness to fire.
  Movement Mode: Integration of a new movement system 
  gives your clockwork mount a climb, fly (clumsy), or swim 
  speed equal to its base speed. You may choose this option 
  multiple times, each time your clockwork mount gains a new 
  form of movement.
  Injectors: Choose one of your clockwork mount’s natural 
  attacks that does piercing damage. That natural attack is now
  connected to a reservoir that may contain 3 doses of an injury 
  poison, acid, or other alchemical substance. When dealing 
  damage with the chosen natural attack, your clockwork 
  mount releases one dose of this substance automatically. 
  Refilling the reservoir takes 5 rounds and provokes attacks of 
  opportunity.
  Massive Mount: Your clockwork mount becomes one size 
  category larger; it gains a +8 size bonus to Strength, a +2 
  bonus to natural armor, and a -2 size penalty to Dexterity. 
  Creatures two sizes smaller than the clockwork mount may 
  ride inside the creature, but only one creature at a time may 
  do so; this does not count against the limit of creatures that 
  can ride on top of the mount. When riding inside the 
  mount, that creature gains improved cover from creatures 
  outside of the mount. This upgrade may be taken multiple 
  times; the effects stack.
  Weapon Turret: By integrating a turret, you may equip 
  a Small, Medium or Large sized clockwork mount with an 
  appropriately sized crossbow of any type. Huge clockwork 
  mounts may equip a ballista or light catapult, and Gargantuan 
  clockwork mounts may equip a ballista or heavy catapult. 
  While the mount is automatically proficient with the 
  equipped weapon and can fire it on its initiative, it cannot 
  reload ammunition. Reloading the weapon must be 
  performed by one or more creatures, as appropriate for the 
  weapon.
  Silent Running: The clockwork mount no longer takes the 
  -8 penalty to Stealth.
  At 12th level, the clockwork knight further improves his design 
  and may choose from a level 6 upgrade, or any of the 
  following:
  Mithral Body: By using a mithral frame and plating, your 
  clockwork mount’s DR increases to 15/adamantine and 
  gains a +10 to base movement. If it can fly, its 
  maneuverability increases by one level. All natural attacks 
  made by your mount count as silver for the purpose of 
  bypassing damage reduction.
  Sentient Companion: By tapping into the secrets of arcane 
  intelligence, your clockwork mount’s Intelligence score 
  increases to 10; it can take all feats for which it meets the 
  prerequisites. You must have applied the spark of intelligence 
  upgrade before selecting this upgrade.
  
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  Elemental Assault: You’ve improved one of the natural 
  attacks of your clockwork mount. Choose one natural 
  attack; that attack now functions as if it had corrosive burst, 
  flaming burst, icy burst, or shocking burst magical weapon 
  quality.
  At 18th level, the clockwork knight perfects his design and  
  may choose from any of the 6th or 12th level upgrades, plus 
  the following:
  Adamantine Body: With a sturdy adamantine frame and 
  plating, you increase your mount’s DR to 20/adamantine. 
  All natural attacks made by your mount count as 
  adamantine for the purpose of bypassing hardness and 
  damage reduction.
  Awakened Machine: You’ve unlocked the secrets of 
  artificial intelligence; your clockwork mount’s mental scores 
  permanently increase by 6 points each. As a standard action, 
  it may attempt to gain control of other constructs. This 
  functions as suggestion except only contructs can be affected.  
  The clockwork mount's caster level for this ability is equal to 
  its hit die and it may be used three times per day.
  Arcane Ammunition: By installing a powerful arcane power 
  source, your mount’s ranged weapon attacks now deal 
  force damage. The weapon automatically reloads with force 
  ammunition at the beginning of the clockwork mount’s turn.
  The clockwork mount may only have one Body upgrade 
  at a time, if the clockwork knight chooses a new Body 
  upgrade, he may replace the old Body upgrade with an 
  equal level upgrade.
  This ability replaces the bonus feats at levels 6, 12, and 18.
  Crudus Domitor 
  What is honor when compared to the lust of battle and the heady wine of 
  rape and pillage? There are dark cravings that only fear and bloodshed can 
  sate, and it is the way of things that the meek offer both in abundance. 
  Only the weak and timid shy from true and total war. If victory falls 
  to only the strongest then limiting oneself with civilized battle is folly. 
  Those who follow this vile path are known as crudus domitors, merciless 
  conquerors, and the name is apt, for slavery and death follow in their wake. 
  
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  A crudus domitor has the following class features.
  Alignment Restrictions: Must be evil.
  Frightening Presence (Ex) 
  At 1st level, the savage and brutal nature of the crudus domitor 
  instills fear into those he faces in battle, particularly those 
  weaker than himself. He gains Dazzling Display and 
  Demoralizing Lash as bonus feats even if he does not meet the 
  prerequisites for them. Additionally Demoralizing Lash may be 
  used with any weapon the crudus domitor is proficient with, 
  not just a whip.
  This ability replaces challenge.
  Blood Pact Mount (Ex) 
  At 1st level, the crudus domitor gains a mount of any type 
  normally available to him. However a blood sacrifice must  
  be made to the mount in which it consumes a creature of its 
  own kind killed for this express purpose by the crudus 
  domitor.
  A blood pact mount gains none of the special abilities of an 
  animal companion (Evasion, Link, etc.) nor Str/Dex bonuses. 
  Instead a blood pact mount gains the Terror Creature 
  template at 1st level, and gains additional templates as the 
  crudus domitor gains levels. Slain mounts may be replaced by 
  repeating the ritual, however the new mount does not receive 
  the Shadow Creature or Juju Zombie templates from level 
  advancement by the crudus domitor until he gains a new level.  
  At 15th level, a blood pact mount gains the Juju 
  Zombie template.
  This ability modifies mount.
  Fear Scent (Ex) 
  At 1st level, a crudus domitor gains the scent ability, but only 
  in regards to fear. Any creature that has the cowering, 
  frightened, panicked, or shaken condition can be tracked as  
  per normal for a creature with the scent ability.  Only removal 
  of the condition negates this effect.
  This ability replaces tactician.
  Nourishing Terror (Su)  
  At 4th level, a crudus domitor may use the fear he so often 
  causes to strengthen his own battle lust and physical power. 
  Each time a crudus domitor causes an opponent to gain a fear-
  based condition for the first time, whether through the 
  Intimidate skill or other means, he gains a +2 profane bonus 
  to his Strength score for a number of rounds equal to his class 
  level.  The crudus domitor’s weapon also gains the ominous 
  magic weapon property for the same duration as the Strength 
  bonus.
  Causing a creature already under a fear based condition to gain 
  a worse condition provides no effect, nor does affecting the 
  same creature with multiple fear effects.  There is no limit to 
  how often this eability can be used. However the target 
  creature must have an Intelligence score of at least 3 and once 
  a creature triggers this effect, it can never do so again.
  Additionally, a crudus domitor gains immunity to fear based 
  effects.
  This ability replaces expert trainer.
  Savage Trample (Ex) 
  At 3rd level, a crudus domitor gains the Trample feat even if 
  he does not meet the prerequisites for it. Also, whenever the 
  crudus domitor successfully overruns a target while mounted, 
  that target takes 2d6 damage (1d10 for a medium mount) + the 
  mount’s Strength modifier. This damage is of the same type as 
  the mount's natural attack and also bludgeoning damage if the 
  mount does not normally deal such with its limbs.
  No Escape (Ex) 
  At 9th level, a crudus domitor gains a +2 to hit and damage 
  and +10 feet to his base land speed while chasing down a  
  target under a fear effect that forces them to actively flee. If  
  the crudus domitor is mounted, his mount gains +20 feet to its 
  base land speed if actively being used to chase down such a 
  target. Additionally, the mount adds 1-1/2 times its Strength 
  modifier to damage when using savage trample while 
  overrunning such a target.
  This ability replaces greater tactician.
  Wall of the Fallen (Ex) 
  At 11th level, a crudus domitor is able to use the foes he slays 
  to enhance his own defenses. Each time a crudus domitor 
  slays an opponent of at least equal his hit die, as long as he 
  remains within 5 feet of the fallen creature he gains a +1 
  bonus to his Armor Class. The crudus domitor may receive 
  At 10th level, a blood pact mount gains the Shadow 
  Creature template.
  This ability replaces cavalier's charge. 
  At 5th level, a blood pact mount gains the 
  Advanced Simple template.
  
  12   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  a maximum AC bonus in this way equal to his Strength 
  modifier. If the crudus domitor moves more than 5 feet 
  from a foe he slays, he loses the bonus to his AC; he does 
  not regain it even if he moves to within 5 feet.  Foes must 
  be size Small or larger.
  This ability replaces mighty charge.
  Horrors of War (Su) 
  At 14th level, a crudus domitor gains a cruelly elegant control 
  over the fear he propagates. Whenever crudus domitor 
  successfully attacks a creature suffering from a fear-based 
  condition, the fear effect is worsened by one step unless the 
  target succeeds on a Will save. The DC is equal to 10 + 1/2 
  the crudus domitor’s class level + his Strength modifier. A 
  crudus domitor may only worsen a fear effect by one step. 
  Additional successful hits do not continue to worsen a fear 
  effect after the first successful hit.
  This ability replaces greater banner.
  Lord of Slaughter (Ex) 
  At 17th level, the crudus domitor is a master of unrestrained 
  war, and as such gains a +2 profane bonus to hit and damage. 
  Additionally he causes a creature to become panicked with a 
  successful critical hit. This effect can be negated by a Will save 
  DC 10 + 1/2 the crudus domitor’s class level + his Strength 
  modifier. The panicked condition lasts for a number of rounds 
  equal to the crudus domitor’s Strength modifier.
  This ability replaces master tactician.
  Formation Rider 
  Thundering hooves and a tight formation can ruin an enemy's morale 
  while breaking its ranks. The formation rider is a master at leading 
  formation charges, bringing swift death to his enemies.
  A formation rider has the following class features.
  Formation (Ex) 
  At 1st level, the formation rider knows how to lead formations 
  of mounted soldiers. When the formation rider and his allies are 
  riding in a line the formation rider can use a full-round action to 
  lead a charge. He and all allies in the line may immediately move 
  and attack as if with a standard charge and then move again 
  (continuing the straight line of the charge). The total movement 
  for the charge can’t exceed double their mounted speed. The 
  formation rider, his mount, and his allies do not provoke an 
  attack of opportunity from the opponent that they attack. Each 
  ally may choose to attack the same target as the formation rider 
  or a different one but everyone must end their charge in a line 
  with all allies in the formation. The formation rider can use this 
  ability once per day.
  This ability replaces tactician.
  Improved Formation (Ex) 
  Starting at 9th level, when the formation rider uses his 
  formation ability he and his allies may use a standard action 
  at the end of the charge instead of the normal attack. 
  Additionally, the allies in the formation do not need to end 
  their movement in a line, but still must be within 10 feet of 
  another ally.
  This ability replaces greater tactician.
  Greater Formation (Ex) 
  At 17th level, when the formation ability is used, attacks in the 
  charge made by the formation rider and his allies are considered 
  critical threats.
  This ability replaces master tactician.
  
  13   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Lord (or Lady) in Burlap
  Not all who dedicate themselves to a cause ride forth astride war trained 
  destriers and girded in gleaming plate.  Some wear homespun under leather 
  or understated and intentionally concealed mail. But that which binds ladies 
  and lords in burlap is no matter what threatens honest common folk they 
  answer the call regardless the odds, field dirt still on their boots.
  A lord in burlap has the following class features.
  Alignment Restrictions: A lord in burlap holds himself to an 
  ethically demanding code that includes avoiding the perils of 
  greed and the addictions of power. Thus a lord in burlap must 
  be Lawful Good, Neutral Good, or Lawful Neutral in 
  alignment.
  Skills: A lord in burlap adds Knowledge (local), Perception, 
  and Survival to his list of class skills.  Additionally a lord in 
  burlap gains a +2 bonus to any Craft or Profession skills for 
  which he has at least one rank.
  Armor Proficiencies: A lord in burlap is not proficient with 
  heavy armor.
  Humble Weapons (Ex) 
  At 1st level, a lord in burlap may use any sturdy tool or farm 
  implement as an improvised weapon without penalty to attack 
  rolls.  Additionally a lord in burlap gains a +1 bonus to hit and 
  damage when using a tool, farm implement, or simple weapon 
  in combat.  This bonus increases to +2 at 5th level and every 
  five levels thereafter to a maximum of +5 at 20th level.
  This ability replaces tactician.
  Working Animal Companion (Ex) 
  At 1st level, a lord in burlap shares a strong bond with an 
  animal, often one common to the farm or camp.  A lord in 
  burlap may chose from the following list: giant ferret, goat 
  (ram), pig (boar), dog, or owl. This animal companion 
  functions using the lord in burlap’s class level as his 
  effective druid level.
  This ability replaces mount. 
  Watch Where You Point That (Ex)             
  At 3rd level, a lord in burlap gains Improved Disarm as a bonus 
  feat even if he does not meet the prerequisites for it.  Any 
  opponent the lord in burlap disarms must make a Reflex save 
  DC 10 + 1/2 the lord in burlap’s class level + the lord in 
  burlap’s Strength modifier or have their weapon stuck fast 
  where it lands.  A successful Strength check with a DC equal  
  to 10 +1/2 the lord in burlap’s class level + his Strength 
  modifier is required to free the weapon..    
  This ability replaces cavalier’s charge.
  Fight Me Fair (Ex) 
  At 4th level, a lord in burlap gains Unseat as a bonus feat 
  even if he does not meet the prerequisites for it.  However 
  the lord in burlap must use a two-handed simple weapon in 
  order to use this feat, but does not have to be mounted to 
  dismount a mounted foe.
  This ability replaces expert trainer.
  Armor Training (Ex) 
  At 5th level, the lord in burlap gains the armor training ability, 
  reducing the armor check penalty of any armor worn by 1 
  and increasing the maximum Dexterity bonus of the armor 
  by 1.  Every five levels after 5th these bonuses increase by 
  +1 to a maximum of +4 at 20th level.  Additionally a lord in 
  burlap may move his full speed while wearing medium 
  armor.
  This ability replaces banner.
  Down a Notch (Ex) 
  At 9th level, a lord in burlap gains Improved Trip and 
  Tripping Staff as bonus feats even if he does not meet the 
  prerequisites for them.
  This ability replaces greater tactician.
  Best of What You Have (Ex) 
  At 11th level, a lord in burlap gains the benefits of the 
  Improved Critical feat whenever he wields a simple weapon, 
  tool, or farm implement in combat.
  This ability replaces mighty charge.
  Tag Team Disarm (Ex) 
  At 14th level, whenever a lord in burlap and his animal 
  companion attack the same target in a round both may make a 
  free disarm attempt against that opponent.  The lord in burlap’s 
  animal companion gains the effects of the Improved Disarm 
  feat for this attack.
  
  14   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  This ability replaces greater banner.
  Unflinching Bulwark (Ex) 
  At 17th level, a lord in burlap stands firm against any opponent, 
  even against the thunderous charge of cavalry.  Whenever a 
  lord in burlap uses a readied action to attack an opponent that 
  moves toward him, he gains +2 to his attack roll. A lord in 
  burlap using a one-handed simple weapon applies 1-1/2 his 
  Strength bonus to damage rolls; using a two-handed simple 
  weapon he applies 2 times his Strength bonus to damage rolls.  
  If the weapon used has the brace ability then the attack deals 
  triple damage if readied vs. charge. Additionally a lord in burlap 
  may consider a quarterstaff to have the brace ability when 
  using this ability. 
  This ability replaces master tactician.
  Stand of the Valiant (Ex) 
  At 20th level, a lord in burlap extols all that is noble and 
  honorable in the common man. He gains DR 5/- when wearing 
  light or medium armor.  A lord in burlap also gains Tripping 
  Twirl as a bonus feat even if he doesn’t meet the prerequisites 
  for it.  Also, such is his skill with simple weapons that their base 
  damage is determined as if the weapon were one size category 
  larger than it actually is. The weapon must still be of an 
  appropriate size for the lord in burlap and the damage change 
  functions only for the lord in burlap.
  This ability replaces supreme charge.
  Mounted Brigand  
  In wild borderlands, the distinction between an honorable knight and a 
  dastardly thug is often a matter of  perspective and circumstance. Many 
  cavaliers play at knighthood while raiding and pillaging with little regard 
  for honor. These mounted brigands make quick, devastating strikes and 
  stealthily fade into the wilderness.
  A Mounted Brigand has the following class features.
  Class Skills: The mounted brigand adds Perception and 
  Stealth to his list of class skills.
  Armor Proficiency: A mounted brigand is proficient with light 
  and medium armor, and with shields (with the exception of 
  tower shields).
  Sneak Attack 
  At 1st level, the mounted brigand gains sneak attack. This 
  functions exactly like the rogue ability of the same name. This 
  extra damage increases by +1d6 every four levels (5th, 9th, 13th, 
  and 17th). If a mounted brigand gains a sneak attack bonus 
  from another source, the bonuses to damage stack. 
  This ability replaces tactician, banner, greater tactician, greater 
  banner, and master tactician.
  Brigand’s Edict 
  A mounted brigand robs and pillages, but maintains at least a 
  pretense of greater purpose. A mounted brigand may select 
  any order available to cavaliers, but he modifies the edicts of 
  his order. The brigand must live off the land, or off things he 
  can take through raiding and pillaging. He must seek wealth 
  and power. He must follow any edicts of his order that are 
  consistent with this lifestyle, but only needs to maintain an 
  appearance of following any conflicting edicts. For example, 
  a mounted brigand in the Order of the Lion might rob in the 
  name of a local lord and take most of the wealth for himself.  
  Because he is less rigid in his devotion to his order than 
  other cavaliers, he gains only the order’s skill bonus at 1st 
  level. All other order abilities are delayed by two levels (the 
  order’s challenge ability is gained at 3rd level, the 2nd-level 
  order ability at 4th level, the 8th-level order ability at 10th 
  level, and the 15th-level order ability at 17th level).
  This ability modifies and replaces order.
  Brigand’s Charge (Ex) 
  At 3rd level, whenever the brigand makes a charge against the 
  target of his challenge while mounted, his attack deals sneak 
  attack damage as if the target were flat-footed. If the mounted 
  brigand makes more than one attack in a turn, this ability only 
  applies to the first attack. Foes with uncanny dodge are 
  immune to this ability.
  This ability replaces cavalier’s charge.
  Stealthy Rider (Ex) 
  At 4th level, whenever the mounted brigand makes a Stealth 
  check while mounted, his check result applies to both the 
  mount and the rider, concealing both equally from detection.
  This ability replaces expert trainer.
  Rogue Talents 
  At 6th level and every six levels thereafter, the mounted brigand 
  may select a rogue talent. This functions as the rogue ability of 
  
  15   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  the same name. A mounted brigand does not gain access to 
  advanced talents.
  This ability replaces the bonus feats gained at 6th, 12th, and 
  18th levels.
  Expert Rider (Ex) 
  At 11th level, the mounted brigand’s riding skills become so 
  strong that he can direct his mount to perform feats of agility 
  that are beyond its ability. He may substitute his Ride modifier 
  for his mount’s Acrobatics modifier whenever the mount 
  performs any function of that skill while he is mounted.
  This ability replaces mighty charge.
  Devastating Charge (Ex) 
  At 20th level, the mounted brigand can add his sneak attack 
  bonus to the damage of any mounted charge attack, even if he 
  did not challenge the target. In addition, whenever the mounted 
  brigand successfully delivers sneak attack damage using this 
  ability, the target of the attack is also dazed for one round. A 
  successful Fortitude save with a DC equal to 10 + the mounted 
  brigand’s base attack bonus + his Charisma bonus negates the 
  dazing effect.
  This ability replaces supreme charge.
  Oath-Bound Protector
  There are combatants addicted to the thrill of battle, while others use their 
  martial prowess to protect rather than to harm. These are bastions of peace, 
  choosing to defend the weak, though others care only for their masters and 
  act as top-rate bodyguards.
  Skills: An oath-bound protector adds Perception to his list 
  of class skills.
  Oath (Ex) 
  Once per day, a cavalier can swear to protect a single living 
  creature. As a swift action, the oath-bound protector chooses 
  one living creature within sight to become his ward. So long 
  as the oath-bound protector is adjacent to his ward, the ward 
  gains a +1 morale bonus to Armor Class and saving throws. 
  This bonus increases by +1 for every four levels the oath-
  bound protector possesses. He may use this ability once per 
  day at 1st level, plus one additional time per day for every three 
  levels beyond 1st, to a maximum of seven times per day at 
  19th level.
  While protecting a ward, the oath-bound protector takes a -2 
  penalty to his own Armor Class, as he is focusing more of 
  his attention on his ward’s safety.  The oath remains in effect 
  until the ward is dead or until the combat ends. 
  This ability replaces challenge.
  Order (Ex) 
  Whenever an oath-bound protector claims a ward, he gains an 
  additional benefit based on his order:
  Order of the Blue Rose: The oath-bound protector and his 
  ward gain the benefits of the sanctuary spell with a DC equal 
  to 10 plus the oath-bound protector’s class level. If the effect 
  is lifted or bypassed for either of them, then it is lifted or 
  bypassed for both of them.
  Order of the Bow: The oath-bound protector and his ward 
  gain a +1 dodge bonus to AC against ranged attacks. This 
  bonus increases by +1 for every four levels the oath-bound 
  protector possesses.
  Order of the Cockatrice: The oath-bound protector only 
  takes a -1 penalty to his AC. For every failed attack against his 
  ward, he gains a cumulative +1 morale bonus to his next attack 
  as long as the attack is made before the end of his next turn. If 
  his ward takes damage or fails a saving throw, all morale 
  bonuses on the oath-bound protector end immediately.
  Order of the Dragon: The ward gains a +1 morale bonus on 
  attack rolls as long as the oath lasts and the oath-bound 
  protector is adjacent. This bonus increases by +1 for every 
  four levels the oath-bound protector possesses.
  Order of the First Law: The ward gains temporary hit  
  points equal to double the oath-bound protector’s level.  
  These hit points are gained once per oath and fade when the 
  oath is fulfilled.  Additionally, at 15th level, the Order of the 
  First Law’s Godslayer ability affects all targets within 10 feet 
  of his ward.
  Order of the Land: The oath-bound protector and his ward 
  gain use of the Nimble Moves feat so long as their movement 
  starts or ends adjacent to each other.
  Order of the Lion: The oath-bound protector gains use 
  of the Deflect Arrows feat for attacks against himself or 
  his ward, as long as he is adjacent to the ward.
  An Oath-Bound Protector has the following class features.
  
  16   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Order of the Scales: The oath-bound protector may make a 
  5-ft step when his ward does, so long as he is adjacent to his 
  ward after his movement.  This does not count against the 
  oath-bound protector's normal movement.
  Order of the Seal: Whenever the oath-bound protector's 
  ward is attacked, and the attacker is within the oath-bound 
  protector’s reach, he may immediately make a bull rush or 
  trip combat maneuver as an attack of opportunity which 
  is resolved before the triggering attack.
  Order of the Shield: The oath-bound protector gains use of 
  the Bodyguard feat, but only to protect his ward. If he already 
  has the Bodyguard feat, he gains use of In Harms Way instead.
  Order of the Staff: The ward gains a +1 morale bonus to 
  concentration checks as long as the oath-bound protector  
  is adjacent. This bonus increases by +1 for every four levels 
  the oath-bound protector possesses.
  Order of the Star: Whenever an order oath-bound protector 
  claims a ward of the same faith, the ward receives double the 
  morale bonuses from the oath ability.
  Order of the Sword: The oath-bound protector gains use of 
  the Spring Attack feat, but the oath-bound protector must 
  end his movement adjacent to his ward.
  Order of the Tome: The ward gains SR equal to 5 plus the 
  oath-bound protector’s class level. If a spell caster fails a 
  caster level check to overcome this spell resistance, then  
  the spell is redirected to the oath-bound protector and he 
  becomes the target of the spell, but he gains a +2 bonus  
  on his saving throw, if any. If the redirected spell originally 
  included both the  oath-bound protector and the ward, the 
  oath-bound protector must save twice and take the worse 
  result, but he still gains the +2 bonus.
  Order of the Warrior: The ward gains DR 1/-. 
  This DR increases by +1 for every four levels the 
  oath-bound protector possesses.
  Ronin/Knight Errant: Whenever a ward is targeted by an 
  attack of a harmful spell, the oath-bound protector may 
  make an Intimidate check to demoralize the attacker as an 
  attack of opportunity. The target of the demoralize must be 
  within 30 feet of the oath-bound protector, as normal.
  This ability replaces the cavalier’s order’s challenge ability; all 
  other order abilities are unaffected.
  On the Move (Ex)
  At 12th level, an oath-bound protector and his ward may 
  both ride on his bonded mount without penalty. Both the 
  oath-bound protector and the ward must each be at least one 
  size category smaller than the mount. While riding in this 
  fashion, the ward may use his own Ride skill bonus or the 
  oath-bound protector’s, whichever is higher.
  This ability replaces demanding challenge.
  Shieldmaiden 
  The common wisdom is that offense is the best defense and that it is weak to 
  yield. Like the Valkyries they emulate, shieldmaidens stand in defiance of 
  the mightiest foe ready to ward away the best blows a foe has to offer.
  Valkyrie’s Gaze (Sp) 
  At 1st level, a shieldmaiden can use a swift action to cast 
  deathwatch.  A shieldmaiden may use this ability a number 
  of times per day equal to her Charisma modifier.
  This ability replaces Tactician.
  Shield of Resolution (Ex) 
  At 1st level, a shieldmaiden gains Shield Focus and   
  can apply her shield's base AC bonus to all saves. In 
  addition, the shield maiden’s class levels count as fighter 
  levels for any feat that involves the use of a shield.
  This ability replaces mount.
  Order of the Paw: The oath-bound protector’s size 
  penalties are reduced by 1. Additionally, he and his ward 
  are treated as one size larger for attacks that that rely on 
  creature size.
  Order of the Penitent: The oath-bound protector’s 
  weapon attacks cause a Strength and Dexterity penalty to a 
  single target within 10 feet of his ward. The penalty is equal 
  to 1d4 and increases by an additional 1d4 for every eight 
  levels the oath-bound protector possesses to a maximum  
  of of 3d4 at 17th level. This penalty lasts for a number of 
  rounds equal to the oath-bound protector’s class level. 
  Multiple applications do not stack. If an oath-bound 
  protector uses this ability on a new target, it is immediately 
  ends on the previous target.
  A shieldmaiden has the following class features. 
  Restrictions: Must be female to take this archetype.
  
  17   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Tactician (Su) 
  At 3rd level a shieldmaiden gains a teamwork feat and the ability 
  to share it exactly like the tactician ability gained by a regular 
  cavalier.
  This ability replaces cavalier's charge.
  Jarring Riposte (Ex) 
  At 4th level whenever a shieldmaiden is missed by a 
  melee attack by the value of her shield's base AC bonus 
  she may counter attack as an immediate action with a 
  shield bash.
  This ability replaces expert trainer.
  My Shield is my Banner (Ex) 
  At 5th level, the shieldmaiden gains the banner ability. 
  Her shield, when wielded, counts as her banner.
  This ability modifies banner.
  Uncanny Shield (Ex) 
  At 9th level, a shieldmaiden gains the uncanny dodge 
  class feature but only when she is wielding her shield.
  This ability delays greater tactician to 11th level and replaces 
  mighty charge.
  Indomitable Shield 
  At 20th level, once per round the shieldmaiden can simply 
  block the first melee or ranged attack that would normally hit 
  her, negating the damage. She also gains the effects of greater 
  uncanny dodge as long as she is wielding her shield.
  This ability replaces supreme charge.
  Spirit Rider
  The spirit rider and his ghostly steed hunt blasphemous undead and even 
  worse abominations. With his close connection to the spirit world, he is a 
  force to be reckoned with.
  A spirit rider has the following class features.
  Armor Proficiency: A spirit rider is proficient with light 
  and medium armor, and with shields (with the exception of 
  tower shields).
  Ethereal Mount (Su) 
  At 1st level, the spirit rider is able to summon his ethereal 
  mount as a full-round action. The ethereal mount appears as 
  merely a hazy outline of a horse if the spirit rider is Medium or 
  a pony if the spirit rider is Small. It is not quite invisible but it is 
  totally intangible to anyone or anything but its spirit rider who 
  can ride it and count as being mounted for the purpose of feats 
  and abilities. It cannot make attacks or be attacked. It has no 
  scent, takes up no space, and its hooves make no sound.
  The ethereal mount has a speed of 50 feet like a normal horse. 
  At 4th level, its speed increases to 60 feet. At 6th level, it may 
  move across difficult terrain without penalty. At 8th level, the 
  mount can use water walk at will (as the spell, no action required 
  to activate this ability). At 10th level, the mount can use air walk 
  at will (as the spell, no action required to activate this ability). At 
  12th level, the mount can fly at its speed with a bonus on Fly 
  skill checks equal to the spirit rider's level.
  This ability replaces mount, order, 
  and expert trainer.
  Spirit Weapon (Su) 
  At 5th level, the spirit rider may call upon a helpful spirit 
  a number of times per day equal to his Charisma modifier 
  (minimum 1). The helpful spirit grants his melee weapon the 
  ghost touch weapon quality and a +1 enhancement bonus for 
  
  18   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  1 minute. For every four levels beyond 5th, the weapon gains 
  another +1 enhancement bonus, to a maximum of +4 at 17th 
  level. These bonuses can be added to the weapon, stacking with 
  existing weapon enhancement to a maximum of +5. Multiple 
  uses of this ability do not stack with themselves.
  At 9th level, these bonuses can be used to add any of the 
  following weapon properties: dancing, disruption (even if not a 
  bludgeoning weapon), flaming, flaming burst, keen, speed, or 
  undead bane. Adding these properties consumes an amount of 
  bonus equal to the property’s base price modifier. These 
  properties are added to any the weapon already has, but 
  duplicates do not stack. If the weapon is not magical, at least 
  a +1 enhancement bonus must be added before any other 
  properties can be added. These bonuses and properties are 
  decided when the ability  is activated and cannot be changed 
  until the next time the spirit rider uses this ability. These 
  bonuses do not function if the weapon is wielded by anyone 
  other than the spirit rider. Dropped weapons must be picked 
  up within one round or these effects are lost.
  A spirit rider can only enhance one weapon in this way at one 
  time. If he uses this ability again, the first use immediately ends.
  This ability replaces banner, greater tactician, 
  greater banner, and master tactician.
  The steadfast challenger eschews battlefield tactics in favor of relentlessly 
  attacking the enemies’ leader to gain personal glory or to end the conflict 
  quickly. These cavaliers deftly weave across the battlefield, avoiding 
  attacks while pursuing their target.
  Steadfast challengers have the following class features.
  Confident Stride (Ex)  
  At 1st level, a steadfast challenger’s defensive guard and 
  menacing demeanor allow him to forestall his enemies’ attacks. 
  He can substitute his Combat Maneuver Bonus for his or his 
  mount’s Acrobatics skill checks to move through a threatened 
  area or an enemy’s space without provoking attacks of 
  opportunity. He can use this ability even if his or his mount’s 
  speed is reduced by armor or encumbrance.
  This ability replaces tactician.
  Relentless Challenge (Ex)  
  At 3rd level, the target of a steadfast challenger’s challenge 
  provokes an attack of opportunity when moving out of a 
  square threatened by the steadfast challenger even when taking 
  a 5-foot step or using the withdraw action. 
  This ability replaces cavalier’s charge.
  Effortless Stride (Ex)  
  At 9th level, a steadfast challenger can move at his normal 
  speed while wearing medium or heavy armor. If his speed is 
  not modified by armor or encumbrance, he instead gains a  
  +10 foot bonus to his land speed. This bonus stacks with any 
  other bonuses to his land speed. When mounted, he can apply 
  this benefit to his mount.
  This ability replaces greater tactician.
  Forestalling Challenge (Ex) 
  At 11th level, whenever a steadfast challenger issues a challenge, 
  he can can almost instinctively attack anyone trying to stop him 
  from pursuing the target. An enemy that moves into a square 
  threatened by the steadfast challenger provokes an attack of 
  opportunity from him just as though the enemy was moving out 
  of a threatened square. The target of the steadfast challenger’s 
  challenge is not subject to this effect.
  This ability replaces mighty charge.
  Determined Stride (Ex) 
  At 17th level, whenever a steadfast challenger uses the 
  confident stride ability, he or his mount can move at full 
  speed without an increase to the DC to avoid attacks of 
  opportunity.
  This ability replaces master tactician.
  Overwhelming Challenge (Ex) 
  At 20th level, when a steadfast challenger makes a full-attack 
  action, he may make one extra melee attack against the target 
  of his challenge at his full base attack bonus. This benefit is 
  cumulative with similar effects, such as the haste spell or a  
  speed weapon.
  Furthermore, whenever the steadfast challenger issues a 
  challenge, only the attacks of opportunity that miss the target 
  count against the number of attacks of opportunity he can 
  make in a round.
  This ability replaces supreme charge.
  Steadfast Challenger
  _____________________________
  
  19   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Alternate Base Class
  
  20   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +1
  +0
  +2
  +2
  Battle hymn 1/day, instrument, two hands
  2nd
  +2
  +0
  +3
  +3
  3rd
  +3
  +1
  +3
  +3
  4th
  +4
  +1
  +4
  +4
  5th
  +5
  +1
  +4
  +4
  6th
  +6/+1
  +2
  +5
  +5
  7th
  +7/+2
  +2
  +5
  +5
  8th
  +8/+3
  +2
  +6
  +6
  9th
  +9/+4
  +3
  +6
  +6
  10th
  +10/+5
  +3
  +7
  +7
  11th
  +11/+6/+1
  +3
  +7
  +7
  12th
  +12/+7/+2
  +4
  +8
  +8
  13th
  +13/+8/+3
  +4
  +8
  +8
  14th
  +14/+9/+4
  +4
  +9
  +9
  15th
  +15/+10/+5
  +5
  +9
  +9
  16th
  +16/+11/+6/+1
  +5
  +10
  +10
  17th
  +17/+12/+7/+2
  +5
  +10
  +10
  18th
  +18/+13/+8/+3
  +6
  +11
  +11
  19th
  +19/+14/+9/+4
  +6
  +11
  +11
  20th
  +20/+15/+10/+5
  +6
  +12
  +12
  Bonus feat
  Battle hymn 2/day
  Bonus teamwork feat 
  Battle hymn 3/day
  Bonus Feat
  Battle hymn 4/day
  Bonus teamwork feat 
  Battle hymn 5/day
  Bonus feat
  Battle hymn 6/day
  Bonus teamwork feat 
  Battle hymn 7/day
  Bonus feat
  Battle hymn 8/day
  Bonus teamwork feat 
  Battle hymn 9/day
  Bonus feat
  Battle hymn 10/day
  Once More Into the Breach
  Role: Sword sworn troubadours are musicians hardened 
  to battle. The piercing registers or pounding beat of their 
  instruments can give sweeping waves of courage to allies or 
  tides of terror to foes. His instrument is also used to relate 
  commands on the battlefield. Fiercely brave himself, the 
  sword sworn troubadour is equally adept at combat and art. 
  Alignmnet: Any  
  Hit Dice: d10 
  Starting Wealth: 5d6 x 10 gp (average 175 gp)
  In addition, each character begins with a uniform worth 10 
  gp or less, and the sword sworn troubadour begins play with 
  bagpipes, a bugle, a small brass drum, or turned wooden 
  flute. 
  Class Skills: The sword sworn troubadour’s class skills are 
  Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), 
  Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive 
  (Wis), and Sleight of Hand (Dex).
  Sword Sworn Troubadour
  Skill Ranks per Level: 4 + Int modifier
  
  21   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Class Features
  Weapon and Armor Proficiency 
  Sword sworn troubadours are proficient with all martial 
  and simple weapons and with light armor.
  Instrument: At 1st level, sword sworn troubadour gains 
  bagpipes, a bugle, a small brass drum, or a turned wooden 
  flute. This allows the sword sworn troubadour to play 
  battlefield music that both inspires and terrifies. A sword 
  sworn troubadour’s instrument can be heard up to 100 feet 
  away, provided the region is above ground and is not 
  overwhelmed by natural terrain such as a waterfall.
  Battle Hymn (Ex) 
  Once per day, a sword sworn troubadour can rouse his allies to 
  greatness, direct the flow of battle, communicate with allies, or 
  strike fear into the hearts of his enemies with the songs he 
  plays. Any creature affected must be able to hear the sword 
  sworn troubadour’s battle hymn. Any battle hymn having a 
  range of 30 feet or less requires the creature(s) affected to be 
  able to see and hear the sword sworn troubadour.  
  Any creature may attempt to decipher the battle hymn’s purpose 
  on a successful Linguistics check with a DC equal to  10 + the 
  sword sworn troubadour’s level + his Charisma bonus.   A 
  successful check results in the creature understanding which 
  battle hymn is being used, what its effects are, and gains the 
  benefits of those effects that affect the sword sworn 
  troubadour’s allies.
  Cannonade Relay: The sword sworn troubadour may 
  communicate enemy positions he can see to all allied siege 
  engines within 100 feet. This reduces how many full-round 
  actions it takes to aim a siege weapon by 1 for the next 
  attack. Siege weapons that have 0 full-round actions to aim 
  instead reduces any penalties due to range by 1/2 on the 
  next attack.
  For Glory: When charging, the sword sworn troubadour and 
  all allies within 100 feet may choose to double the  bonus to 
  attack gained from charging. If they do so they also double 
  the penalties to AC gained from charging, if they would 
  normally suffer no penalty they instead suffer the normal 
  penalty for charging
  Hold the Line: All allies within 30 feet, including the 
  sword sworn troubadour, gain a +4 morale bonus to 
  their AC for 3 rounds.
  Mage’s Dirge: Any enemy arcane spellcaster within 30 feet 
  and hears this must succeed at a Will save with a DC equal to 
  10 + the sword sworn troubadour’s level + his Charisma 
  bonus. A failed save results in the spellcaster being forced to 
  succeed at a caster level check with a DC equal to 10 + the 
  sword sworn troubadour’s level + his Charisma bonus when 
  casting a spell within 30 feet of the sword sworn troubadour 
  or lose the spell. This effect lasts for 3 rounds.
  Mage’s Relay: A sword sworn troubadour pinpoints where 
  enemy targets lie. Any allied spellcaster within 100 feet may 
  double the range for the next area-of-effect spell in 
  exchange for doubling the casting time.  
  Keep it Together: All allies within 30 feet, including the 
  sword sworn troubadour, gain a +4 morale bonus to their 
  Will save for 1 minute.
  Starting at 1st level, a sword sworn troubadour can startle 
  any creature that can hear within 30 feet by making a 
  Perform check with their instrument versus that creature’s 
  Will save. If the Perform check meets or exceeds the 
  opposed Will save, then the affected creature is considered 
  to be flat-footed for 1 round. The sword sworn troubadour 
  may do this a number of times per day equal to 3 + his 
  Charisma bonus. The distance this can affect a creature 
  increases by 10 feet for every 5 levels to a maximum of 60 
  feet at 16th level. Whether or not the save is successful, a 
  creature cannot be the target of this ability again for 1 day.
  Attack the Line: Any allies, including the sword sworn 
  troubadour, up to 100 feet away do not suffer a penalty 
  to armor class while charging. This ability lasts for 1 
  minute.
  Starting at 3rd level and every two levels thereafter, a sword 
  sworn troubadour gains one additional use per day of this 
  ability. As a full-round action, the sword sworn troubadour 
  can begin playing a battle hymn to grant one of the following 
  effects:
  Announcing Our Presence: Any enemies within    
  100 feet must succeed at a Will save with a DC equal  
  to 10 + the sword sworn troubadour’s level + his 
  Charisma bonus or suffer a -2 morale penalty to their 
  AC for 1 minute.
  
  22   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Two Hands (Ex)  
  At 1st level, a sword sworn troubadour is trained to hold their 
  instrument and weapon in either hand without suffering a 
  penalty on attack rolls with their weapon. Whichever hand a 
  weapon is held in is never considered off-hand as long as he is 
  holding his instrument in the other.
  Bonus Feat  
  Starting at 2nd level and every 4 levels thereafter, a sword 
  sworn troubadour gains a bonus feat. Only combat feats  
  may be selected. The sword sworn troubadour must meet 
  the prerequisites of these bonus feats.
  Bonus Teamwork Feat  
  Starting at 4th level and every 4 levels thereafter, a sword sworn 
  troubadour gains a bonus teamwork feat.
  Once More On To the Breach (Ex)  
  At 20th level, a sword sworn troubadour may apply any two of 
  his battle hymns each time he activates his battle hymn ability. 
  Doing so consumes two uses of his battle hymn ability.
  You May Flee: Any enemy within 30 feet that hears this 
  must succeed at a Will save with a DC equal to 10 + the 
  sword sworn troubadour’s level + his Charisma bonus or 
  flee from the sword sworn troubadour as though it were 
  under the effects of the frightened condition. The enemy 
  does not take a penalty to their attack rolls, saving throws, 
  skill checks, or ability checks.
  Timing Tempo: The sword sworn troubadour may 
  unleash a driving tempo that cues allies on when to attack. 
  Any ally within 60 feet hearing this song and delaying 
  action until the end of the round gains a +2 morale bonus 
  on attack rolls until the beginning of their next turn.
  Quick Time:  All allies within 30 feet, including the 
  sword sworn troubadour, double their movement speed 
  for 1 round.
  Relay that Message: The sword sworn troubadour can 
  relay a short message, as the spell message, to all within 1 
  mile. The sword sworn troubadour is not able to receive 
  replies.
  
  23   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Whether born with a natural affinity for the wilds or drawn there by the 
  fey powers, some warriors seek to protect the fey realms with their lives. As 
  they interact with fey powers, they find themselves growing more and more 
  like them, and are able to mimic their powers. For those that are completely 
  drawn into the realm of  the fey, they may find they can never escape its lure.
  Hit Die: d8
  Requirements 
  To qualify to become a fey warden, a character must fulfill all of 
  the following criteria 
  Alignment: Any non-lawful. 
  Feats: Skill Focus: Knowledge (nature). 
  Skills: Handle Animal 4 ranks, Knowledge (nature) 4 ranks. 
  Special: Animal companion class feature with an effective 
  druid level of 4th or mount class feature that progresses as an 
  animal companion with an effective druid level of 4th, Order 
  class feature, wild empathy class feature. Furthermore, to 
  become a fey warden, the character must renounce his old order 
  and swear fealty to a fey queen or noble of the fey court. 
  Spells: Able to cast 2nd level divine spells.
  Class Skills:  A fey warden’s class skills (and the key ability 
  for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), 
  Disguise (Cha), Fly (Dex), Handle Animal (Cha), Knowledge 
  (nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), 
  and Swim (Str). 
  Skill Ranks per Level:  4 +Int modifier.
  Prestige Classes
  Fey Warden
  Level
  Base 
  Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  Spells
  1st
  +0
  +1
  +0
  +1
  Animal companion, 
  order of the fey
  -
  2nd
  +1
  +1
  +1
  +1
  Fey magic, 
  nature’s protection
  3rd
  +2
  +2
  +1
  +2
  Fey empathy +2
  4th
  +3
  +2
  +1
  +2
  Unearthly grace
  5th
  +3
  +3
  +2
  +3
  Fey defenses
  6th
  +4
  +3
  +2
  +3
  Fey empathy +4, 
  fey magic
  7th
  +5
  +4
  +2
  +4
  Fairy wings
  8th
  +6
  +4
  +3
  +4
  Fairy size
  9th
  +6
  +5
  +3
  +5
  Fey empathy +6
  10th
  +7
  +5
  +3
  +5
  Stolen child
  +1 level of spellcasting class
  +1 level of spellcasting class
  +1 level of spellcasting class
  +1 level of spellcasting class
  +1 level of spellcasting class
  +1 level of spellcasting class
  +1 level of spellcasting class
  +1 level of spellcasting class
  +1 level of spellcasting class
  Class Features 
  The following are class features of the fey warden prestige 
  class.
  Weapon and Armor Proficiency 
  A fey warden gains no additional weapon or armor 
  proficiencies.
  Animal Companion (Ex) 
  A fey warden nurtures the bond with their animal 
  companion. He may combine all class levels in classes that 
  give a loyal mount or animal companion, including levels in 
  fey warden, for the purposes of determining his effective 
  druid level.
  
  24   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Order of the Fey (Ex) 
  A fey warden must dedicate himself to the protection of 
  nature and the wilds, but primarily to the creatures of the fey 
  realms. He keeps the peace between different factions of fey, 
  and often acts as a link between the denizens of nature and 
  the mortal realms. Levels in fey warden stack with cavalier 
  levels to determine the effects of order abilities. 
  Edicts: The fey warden must guard against all undue harm to 
  plants, animals, and the fey to which he is bound. He must 
  justly punish any who trespass in the realm of the fey, follow 
  all commands given to him by his sworn fey queen or noble, 
  and defend the fey against the encroachment of civilization.
  Challenge: Whenever a fey warden issues a challenge, he 
  receives a +1 luck bonus to his attack rolls made against the 
  target of his challenge. This bonus increases by +1 for every 
  attack that fails to do damage against the target of his 
  challenge, but the additional bonus is lost when the cavalier 
  successfully deals damage. If the cavalier rolls a natural 1 on 
  an attack roll, his challenge ends immediately.
  Skills: Whenever a fey warden uses Stealth in a natural 
  environment, he adds 1/2 his effective cavalier level 
  (minimum +1) to the result.
  Order Abilities: A fey warden belongs to the order of the fey, 
  he gains the following abilities as he increases in level.
  Weapons of Nature (Ex):  At 2nd level, he may use any 
  naturally occurring object of appropriate size as an 
  improvised weapon without an attack penalty.
  Language of the Wild (Ex and Sp): At 8th level, he 
  gains Sylvan as a bonus language. Additionally, he may 
  choose to gain either speak with animals or speak with plants 
  as a constant spell-like ability.
  Nature’s Fury (Su): At 15th level, after successfully hitting 
  a creature with a melee weapon, he may call down a single 
  bolt of lightning as a free action against his melee target. 
  The bolt acts as the call lightning spell with a caster level 
  equal to the fey warden’s hit dice targeted directly on the 
  melee target’s square. This ability can only be used once per 
  round, up to a maximum number of times per day equal to 
  3 + the fey wardens Charisma modifier.
  Fey Magic (Sp) 
  At 2nd level, a fey warden learns some of the fey’s magic. 
  He may choose one spell from the following list to cast as a 
  spell-like ability once per day with a caster level equal to his hit 
  dice: charm person, color spray, entangle, fog cloud, invisibility (self 
  only), or minor image.
  At 6th level, he may choose an additional spell-like ability to 
  cast once per day, or he may cast the spell previously 
  chosen 3 times per day.  Once the fey warden chooses a 
  spell-like ability, this choice cannot be changed.
  Nature’s Protection (Sp) 
  At 2nd level, once per day as a full-round action, a fey warden 
  may summon rocks, plant matter and even the ground he walks 
  on to fly to him and form a suit of armor. To use this ability, he 
  must be in a natural environment, and he may replicate any type 
  of armor he is proficient with. The armor has a hardness and hit 
  points as if it were made of wood, and may be dismissed with a 
  standard action or it dissipates after 1 hour per fey warden level. 
  Fey Empathy (Su) 
  At 3rd level, a fey warden learns the wily ways of the fey; he 
  gains a +2 bonus to wild empathy checks and can use wild 
  empathy on fey creatures. The fey warden's effective level is 
  equal to total class level for determining his total modifier to 
  the check.  This bonus increases to +4 at level 6 and +6 at  
  level 9.
  Unearthly Grace (Su) 
  At 4th level, a fey warden adds his Charisma modifier as a luck 
  bonus on all his saving throws, and as a deflection bonus to 
  his Armor Class.
  Fey Defenses (Su) 
  At 5th level, a fey warden becomes more infused with the 
  power of the fey and it bolsters his resilience; he gains DR 
  5/cold iron.
  Fairy Wings (Su) 
  At 7th level, a fey warden can sprout insect or butterfly wings 
  as a standard action. The wings give him a flight speed of 60 
  feet. (good). He can use them for 10 minutes per fey warden 
  class level per day in 10 minute increments; the durations need 
  not be consecutive.
  Fairy Size (Sp) 
  At 8th level, a fey warden can change his size at a moment’s 
  notice. He may spend a full-round action 
  
  25   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  to reduce his size by one size category, but no lower than 
  Diminutive size. the fey warden remains at his new size until 
  he spends another full-round action to increase his size by 
  one size category to a maximum of his natural size. This 
  ability functions in all other ways as reduce person.
  Stolen Child (Su) 
  At 10th level, the fey warden embraces fully the fey realms. 
  His damage reduction increases to DR 10/cold iron, any 
  natural attacks he possesses count as magic for the purpose  
  of by passing damage reduction, and he gains the fey subtype 
  in additional to his original subtype. His age is restored to the 
  minimum age of adulthood for his original race; he no longer 
  ages nor can he be magically aged. 
  Part cleric, part knight, obsidian knights are most commonly found among 
  Dwarf  and Oread cavaliers who seek to channel their affinity for earth and 
  stone with their command over the battlefield. Master tacticians, the obsidian 
  knight disrupts combat and changes the terrain to best suit his allies.
  Because the path to becoming an obsidian knight requires both 
  martial skill and divine power, obsidian knights almost always 
  begin their paths as multi-classed characters, such as cavalier/
  clerics or even cavalier/druids. They may be found among the 
  many strongholds of the dwarf and oread races, striking out for 
  order and duty to the land and their people.
  Role: Obsidian knights are potent combatants, challenging 
  single targets to duel while locking down the battlefield  
  and shaping the area to better aid allies and hinder opponents. 
  Obsidian Knight
  Level
  Base 
  Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  Spells
  1st
  +1
  +1
  +0
  +1
  -
  2nd
  +2
  +1
  +1
  +1
  +1 of existing divine class
  3rd
  +3
  +2
  +1
  +2
  +1 of existing divine class
  4th
  +4
  +2
  +1
  +2
  +1 of existing divine class
  5th
  +5
  +3
  +2
  +3
  -
  6th
  +6
  +3
  +2
  +3
  +1 of existing divine class
  7th
  +7
  +4
  +2
  +4
  +1 of existing divine class
  8th
  +8
  +4
  +3
  +4
  -
  9th
  +9
  +5
  +3
  +5
  +1 of existing divine class
  10th
  +10
  +5
  +3
  +5
  Obsidian weapon
  Rupture ground 1/day
  Field of onyx 1/day
  Rupture ground 2/day
  Field of onyx 2/day
  Crystalline shield, upture ground 3/day
  +1 of existing divine class
  Table: Obsidian Knight
  Channel elements, strike down, weight of stone 
  Earthen bulwark
  
  26   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Alignment: Like the earth and stone in their namesake an 
  obsidian knight is largely neutral as regards good and evil, but 
  tend more toward law than chaos though they may swear to  
  any order and serve many purposes. 
  Hit Dice: d10
  Requirements 
  To qualify to become an obsidian knight, a character must fulfill 
  all the following criteria. 
  BAB: +5 
  Feature: Cavalier order class feature. 
  Spells: Able to cast 2nd-level divine spells.
  Class Skills: The obsidian knight’s class skills (and key ability 
  for each skill) are Appraise (Int), Climb (Str), Craft (Int), 
  Knowledge (geography) (Int), Knowledge (engineering) (Int), 
  Perception (Wis), Profession (Wis), Survival (Wis).
  Skill Ranks per Level:  2 +Int modifier.
  Class Features 
  The following are class features of the obsidian knight prestige 
  class.
  Weapon and Armor Proficiency: Obsidian knights gain no 
  proficiency with any weapon or armor.
  Channel Elements 
  An obsidian knight gains Elemental Channel as a 
  bonus feat but affecting all elemental subtypes, this 
  ability heals or harms Elementals for 1d6 points of 
  damage, plus 1d6 points of damage for every two caster 
  levels beyond first (2d6 at 3rd, 3d6 at 5th, and so on). 
  He may use this ability a number of times per day equal 
  to 3 + his Charisma modifier.
  Strike Down 
  At 1st level, an obsidian knight gains Mighty Blow as a 
  bonus feat even if he does not meet the prerequisites. 
  Weight of Stone (Su) 
  At 1st level, the obsidian knight may expend a use of his 
  elemental channel as a standard action to affect all creatures 
  within a 20-foot radius. The effect is channeled through the 
  obsidian knight’s banner. Non-allied creatures wearing metal 
  armor must make a fort save DC 10 + ½ total level + the 
  obsidian knight’s wisdom modifier or suffer heavy 
  encumbrance as the metal on them grows heavy and bears 
  them toward the ground. Removing the armor or other 
  weighty metal objects ends the effect early. This effect lasts 
  for a number of minutes equal to the obsidian knight’s 
  Charisma bonus.
  Earthen Bulwark (Su)                
  At 3rd level, as a standard action the obsidian knight may call 
  forth the earth and stone itself to rise, shielding allies adjacent 
  to him. The obsidian knight determines which edge of an allies 
  space the bulwark rises from and the end result is treated as a 
  solid wall that extends 10-feet high and 5-feet wide. The wall is 
  of negligible thickness so does not move adjacent creatures 
  from their square. This functions exactly like a set tower shield 
  and forms except that it does not require training and remains 
  stationary. While the effect is permanent the earthen and stone 
  shield has hardness 3 and 25 hp. This ability costs a use of 
  elemental channel.
  The obsidian knight and his allies must be on solid ground for 
  this ability to function.
  Obsidian Weapon (Su)                 
  At 5th level, as a swift action the obsidian knight may expend 
  a use of his elemental channel to coat his weapon in a layer of 
  crystalline obsidian. The weapon gains a +1 circumstance 
  bonus on attack and damage that lasts for 1 minute and stacks 
  with any other enhancement bonuses. Additionally, when the 
  weapon or the obsidian knight is the target of a spell with an 
  elemental descriptor the weapon gains a weapon property 
  appropriate to the spell's element. The properties granted are 
  corrosive, flaming, frost, and shock. Weapon properties 
  gained this way last only as long as the +1 enhancement 
  bonus gained by this ability.
  Rupture Ground (Su)             
  At 6th level, once per day as a standard action the obsidian 
  knight may stomp the ground to send a ripple of broken  
  earth that counts as difficult terrain in a 60 foot line. 
  If the obsidian knight meets the prerequisites for 
  Elemental Channel, that is he has the Channel energy 
  class feature, he gains an additional three uses of the 
  ability per day.
  
  27   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Crystalline Shield (Su) 
  At 10th level, the earthen bulwark class feature is replaced  by 
  crystalline shield, the effect is identical except that the shield 
  created is largely transparent and grants the properties of the 
  see invisibility spell to those shielded by it. In addition, the 
  crystalline shield may deflect ray attacks once per round as if 
  it had the Oread racial feature. Both these effects lasts for a 
  number of rounds equal to the caster level of the obsidian 
  knight after which the crystalline shield shatters into 
  worthless dust.
  Rime Reaver
  Hit Dice: d10
  Requirements 
  To qualify to become a rime reaver, a character must fulfill all 
  the following criteria. 
  Skills: Craft (weapons) 5 ranks, Survival 5 ranks 
  Abilities/Class features: Ability to cast 1st level arcane  
  spells, boreal bloodline power cold steel, order class feature.  
  Class Skills: The rime reaver’s class skills (and the key ability 
  for each skill) are Climb (Str), Craft (Int), Escape Artist (Dex), 
  Intimidate (Cha), Knowledge (Int) (all skills taken 
  individually), Perception (Wis), Survival (Wis), and Spellcraft 
  (Int).
  Skill Ranks per Level:  2 + Int modifier.
  Class Features 
  The following are class features of the rime reaver 
  prestige class.
  Weapon and Armor Proficiency: Rime reavers gain no 
  proficiency with any weapon or armor.
  Companion in the Cold (Ex) 
  At 1st level if a rime reaver has a mount or animal companion 
  they may add the boreal creature template to that companion 
  or replace it with a polar bear (use bear modified as per the 
  enlarge spell). Levels in rime reaver stack with any class that 
  grants an animal companion. This applies to only one animal 
  companion, even if you have more. If the rime reaver lacks an 
  animal companion they gain the mount class feature.
  Veins of Ice (Su) 
  A rime reaver adds his level to his sorcerer levels when 
  determining the powers gained from his bloodline. If the  
  rime reaver does not have levels of sorcerer, he instead gains 
  bloodline powers of the boreal bloodline, using his rime 
  reaver level as his sorcerer level to determine the bonuses 
  gained. This ability does not grant bonus spells to a sorcerer 
  unless he possesses spell slots of an appropriate level. Such 
  bonus spells are automatically granted if the sorcerer gains 
  spell slots of the spell’s level.
  Spells Per Day/Spells Known 
  At the indicated levels, a rime reaver gains new spells per 
  day as if he had also gained a level in an arcane spellcasting 
  class he belonged to before adding the prestige class. He 
  does not, however, gain other benefits a character of that 
  class would have gained, except for additional spells per day, 
  spells 
  All opponents in this line are affected as if by a bull rush 
  combat maneuver made with the obsidian knight’s CMB. 
  He gains an additional use of this ability per day at 8th level 
  and 10th level.
  Field of Onyx (Su)         
  Once per day as a standard action the obsidian knight may 
  call upon his native element to create a 30-foot radius 
  field of black and white chalcedony shards at any point he 
  can see within 100-feet of himself. These shards act like 
  caltrops except that they use the obsidian knight’s caster 
  level to determine their base attack bonus. An opponent 
  ending their round in an affected square must make a 
  Reflex save DC 10 + ½ total level + the obsidian knight’s 
  Wisdom modifier or take 1d6 + obsidian knight’s 
  Wisdom modifier damage as the shards jab violently 
  upward. If any part of this field is subjected to a spell with 
  the sonic descriptor then this effect ends and all targets in 
  its radius must make a Reflex save for half damage or take 
  1d6 points of slashing and piercing damage per caster 
  level of the obsidian knight as the shards violently 
  explode. 
  This effect lasts for a number of rounds equal to the 
  caster level of the obsidian knight. At 10th level the 
  obsidian knight may use this ability twice per day.
  Harsh lands breed resilience. Orders help warriors find focus. When 
  the two are combined, those now known as rime reavers can reshape 
  the land like glacial ice.
  
  28   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Table: Rime Reaver
  Level
  Base 
  Attack 
  Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  Spells
  1st
  +1
  +1
  +0
  +1
  Companion in the cold, veins of ice
  -
  2nd
  +2
  +1
  +1
  +1
  +1 to existing arcane spellcasting class
  3rd
  +3
  +2
  +1
  +2
  +1 to existing arcane spellcasting class
  4th
  +4
  +2
  +1
  +2
  Cold resist 5, bloodline feat 
  Adamantine ice +1
  Cold resist 10,
  +1 to existing arcane spellcasting class
  5th
  +5
  +3
  +2
  +3
  Adamantine ice (riming), Bloodline feat  -
  6th
  +6
  +3
  +2
  +3
  +1 to existing arcane spellcasting class
  7th
  +7
  +4
  +2
  +4
  +1 to existing arcane spellcasting class
  8th
  +8
  +4
  +3
  +4
  +1 to existing arcane spellcasting class
  9th
  +9
  +5
  +3
  +5
  -
  10th
  +10
  +5
  +3
  +5
  Cold resist 15,
  Adamantine ice +2
  Bloodline feat, cold resist 20, 
  Adamantine ice +3
  Mythical  animal 
  +1 to existing arcane spellcasting class
  known (if he is a spontaneous spellcaster), and an increased 
  effective level of spellcasting. If a character had more than 
  one spellcasting class before becoming a rime reaver, he must 
  decide to which class he adds the new level for purposes of 
  determining spells per day.
  Cold Resist (Ex) 
  Starting at 2nd level the rime reaver gains reist cold 5, this 
  stacks with the ice walker boreal bloodline power.  An 
  additional resist cold 5 is gained at 4th, 6th, and 8th-level.
  Bloodline Feat 
  Upon reaching 2nd level, and every three levels thereafter, a 
  rime reaver receives one bonus feat, chosen from the boreal 
  bloodline’s bonus feat list.
  Adamantine Ice (Su) 
  At 3rd level the rime reaver can craft a weapon from ice that 
  is treated as a +1 weapon made from adamantine. This 
  action takes an hour and only one weapon may be crafted in 
  this way at a time, crafting a new weapon drestroys the 
  previous one. The weapon must be crafted from ice and 
  maintained in a temprature below freezing or the weapon 
  loses 1 point of hardness for every hour it is exposed to 
  temperatures above freezing (though endure elements spells 
  can forestall this effect. These weapons deal half their 
  damage as cold damage. At 5th level, damage    dealt by 
  these weapons can rime foes in ice as a standard action with 
  a successful combat maneuver check. If 
  Mythical Animal (Su) 
  At 10th level the rime reaver’s mount or animal 
  companion gains the mythical animal template.
  successful the weapon deals normal damage 
  and entangles foes for one round. At 7th 
  level, the weapon is treated as a +2 
  adamantine weapon, and at 9th level, a +3 
  adamantine weapon.  Only a boreal blooded 
  character can wield adamantine ice weapons.
  
  29   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Orders
  Order of the Bow          
  Whether serving as raiders in a military force or living as bandits in the 
  wild, cavaliers that join the order of  the bow are loyal primarily to their 
  organized groups of  riders. Their bows are always ready to support an ally 
  in need from any distance.
  Edicts: The cavalier must join a group of scouts, raiders, 
  bandits, or similar, and must consider the interests of this 
  group to be equivalent to his own. If the group is hierarchical, 
  he must obey his commanders without question. He also must 
  protect the lives of other members of the group as he would 
  his own.
  Challenge: The order of the bow cavalier may add the damage 
  bonus from his challenge to ranged attacks, provided he is 
  within 30 feet of the target and is mounted.
  Skills: The order of the bow cavalier adds Heal and Survival to 
  his list of class skills. Whenever the order of the bow cavalier 
  uses the Survival skill to hunt or forage for food and water, 
  he receives a bonus to the check equal to ½ his cavalier level 
  (minimum +1).
  Order Abilities: The order of the bow cavalier gains 
  the following abilities as he increases in level:
  Mounted Archery (Ex)  
  At 2nd level, the cavalier gains Mounted Archery as a bonus 
  feat. As he gains additional levels, he further reduces his 
  penalties to ranged attack rolls while mounted. At 6th level, 
  they are reduced to -1 for a double move and -2 while running. 
  At 12th level, the penalties are eliminated entirely.
  Skirmisher’s Charge (Ex)    
  At 8th level, the cavalier gains Charging Hurler as a bonus 
  feat. While mounted, he may gain the benefits of this feat 
  with any ranged weapon, instead of only thrown weapons.
  Coordinated Shot (Ex) 
  At 15th level, when an ally of the cavalier charges an enemy 
  and hits with the attack, the cavalier may make a ranged 
  attack against that enemy as an immediate action.
  
  30   The Flying Pincushion | Into The Breach | The Cavalier | 2015 
  Magic Item Properties
  Mundane Gear
  Pummeling:  
  Price +2 bonus 
  Aura moderate transmutation; CL 10th; Weight -
  DESCRIPTION 
  This special ability can only be placed on bludgeoning melee 
  weapons or shields. A pummeling weapon grants the wielder an 
  additional +2 enhancement bonus on trip and sunder combat 
  Comfortable Tether:  
  This soft and silken tether is translucent and feathery light. The 
  break DC is 5 higher for an animal tethered with this. An animal 
  tethered with this does not hurt itself when breaking the tether.
  Jousting Lance Tip:  
  The jousting lance tip is a ceramic, blunt tip fashioned into 
  any shape that fits onto the end of a polearm. This causes the 
  polearm’s damage to be non-lethal for the next successful attack 
  with no penalty. Due to its ceramic nature, a jousting lance tip 
  shatters on a successful attack.
  Mount Fright:  
  This vial of murky, viscous red liquid smells of blood and 
  death. One vial covers a 5-foot square. Any mount that is not 
  war trained and steps in a square coated with mount fright must 
  be calmed with a DC 15 Handle Animal check or buck its rider. 
  The rider may attempt a DC 15 Ride check to land on their feet 
  after being bucked.
  maneuvers attempts. If the wielder confirms a critical hit with 
  the weapon, he can attempt a trip combat maneuver as a free 
  action.
  CONSTRUCTION REQUIREMENTS 
  Feats Toppling Spell; Spells bull’s strength, telekinesis 
  Cost +2 bonus
  Resting saddle:  
  This variant military saddle was created for long journeys. 
  The saddle has been enhanced with wooden slots that can 
  lock into place around the legs. Hooks on either side allow a 
  bridle to be held in the same position it was when hooked. 
  When the bridle is hooked and the leg slots have been locked 
  in place, a rider may sleep without fear of falling out of the 
  saddle (no Ride check required to stay in the saddle). It takes 
  a full-round action to hook the bridle and lock the leg slots, 
  and it takes a full-round action to undo them.
  Standing Saddle Stirrups:  
  These stirrups are designed with multiple leather straps and 
  small iron bars to support a creature standing while in 
  combat. Any creature can stand in these stirrups as a swift 
  action. Doing so grants the rider a +1 bonus for being on 
  higher ground for melee attacks against a creature up to one 
  size category larger than the mount.
  Item
  Cost
  Weight
  Comfortable tether
  150 gp
  ¼ lb.
  Jousting lance tip
  5 gp
  ½ lb.
  Mount fright
  10 gp
  ½ lb.
  Resting saddle
  500 gp
  10 lbs.
  Standing saddle stirrups
  500 gp
  2 lbs.
  
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