TEXT: 1
  T
  he Advanced Player’s Guide introduced the cavalier 
  as a new class: the mounted knight whose power 
  comes as much from the conviction of his ideals, 
  the oaths that he swears, and the challenges that he 
  makes as it does from sheer force of arms. The cavalier 
  class is flexible and customizable through the use of 
  cavalier orders—a themed focus for the character built 
  around the ideas of a chivalric order. The Advanced 
  Player’s Guide presents six possible orders, each 
  granting the cavalier a number of bonuses, class skills, 
  and special abilities, as well as a number of edicts that 
  the cavalier must follow.
  The orders detailed in the Advanced Player’s Guide 
  are interesting, well balanced, and cover some of the 
  most common tropes in which a cavalier’s player is 
  likely to be interested. However, compared to the 
  number of clerical domains or sorcerer bloodlines, 
  six is a tiny sample of possible options for cavalier 
  customization. To help expand this list Advanced 
  Options: Cavaliers’ Orders presented six additional 
  orders from which the cavalier could choose. Since 
  more choice is almost always a good thing, Advanced 
  Options: More Cavalier Orders presents even more new 
  cavalier orders! Although these two books work well 
  together, nothing in them overlaps, and players do not 
  need the original Cavaliers’ Orders to use everything in 
  More Cavalier Orders.
  A GM who wants to add new cavalier orders to a 
  campaign has numerous options. The easiest method 
  is to assume that these orders have always existed. If 
  the players and/or GM want more verisimilitude in 
  the campaign world, perhaps these could represent 
  brand new orders that have only recently come into 
  prominence. Alternatively, these orders might have 
  existed for quite some time, but were previously 
  unknown to the PCs. Perhaps an order might have 
  
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  originated in a different part of the campaign 
  world and has only recently become active in 
  the PCs’ part of the world.
  The seven new cavalier orders presented 
  herein are as follows.
  Order of the Bow: A cavalier who belongs 
  to this order is dedicated to mastering the bow 
  and mounted archery in particular. Cavaliers 
  of this order see perfection in archery as an 
  outward manifestation of inner perfection.
  Order of the Citadel: Cavaliers who join 
  the order of the citadel dedicate their lives to 
  the ideals of teamwork, bravery, and valor in 
  combat. Cavaliers of the citadel are often seen 
  as the ultimate soldiers, willing to give and 
  obey difficult orders and lay down their lives in 
  the performance of their duty.
  Order of the Raven: Grim enforcers of their 
  lord’s safety and lawbound servants of that 
  lord’s will, cavaliers of the order of the raven 
  wrap themselves in dark colors to enhance 
  their function as warnings to those who would 
  oppose them. To members of this order, a 
  harsh appearance and gruesome reputation are 
  as effective as a sharp sword and swift lance 
  charge.
  Order of the Shroud: A cavalier who belongs 
  to this mysterious order is dedicated to hunting 
  down and destroying undead. Cavaliers of the 
  shroud see life and death as a natural cycle, 
  and undead are a vile and unnatural violation 
  of that cycle. Although a few cavaliers of the 
  shroud recognize that not all undead are evil, 
  the majority see little distinction and are more 
  than willing to destroy neutral and good 
  undead along with the evil ones.
  Order 
  of 
  the 
  Trident: 
  Cavaliers 
  belonging to this order frequently come 
  from aquatic races such as sea elves, 
  tritons, merfolk, locathah, and sahuagin. 
  Cavaliers of the trident are dedicated to 
  the pursuit of various goals pertaining to 
  the sea. However, like the sea, those goals 
  can be wildly different and ever changing. 
  Some cavaliers of the trident nobly dedicate 
  themselves to protecting the creatures of the 
  sea while others selfishly work to plunder 
  and exploit the sea’s vast resources.
  Order of the Unicorn: Cavaliers who 
  belong to this order are staunch protectors 
  of nature. The order is open only to females 
  of exceptionally pure virtue. Cavaliers 
  of the unicorn are great enemies of evil 
  and particularly seek out those who harm 
  animals or damage the local ecosystem 
  unnecessarily.
  Order of the Wolf: This order is most 
  often taken by the champions and legendary 
  warriors of less civilized clans and tribes, 
  especially orc and half-orcs. The order of 
  the wolf cavalier is a fierce defender and 
  supporter of the clan, working to further 
  its best interests regardless of what others 
  think of the cavalier’s actions.
  Order Of the BOw
  A cavalier who belongs to this order is 
  dedicated to mastering the bow, though he 
  focuses on mounted archery in particular. 
  Cavaliers of this order see perfection in 
  archery as an outward manifestation of 
  inner perfection. These cavaliers depend on 
  speed and agility to accomplish their goals, 
  and thus they tend toward lighter armor 
  than most cavaliers.
  Edicts: The cavalier must strive to 
  achieve absolute excellence with the bow 
  and must always count the bow as his 
  primary weapon. He must work tirelessly to 
  master the art of mounted archery. He must 
  be honest and straightforward in his words 
  and actions. He must seek to understand 
  the mystery of the single arrow in flight and 
  use this understanding to reach a degree of 
  inner perfection.
  Feats and Proficiencies: An order of the 
  bow cavalier does not begin play proficient 
  with heavy armor or with any shield other 
  than the buckler. The cavalier receives Point 
  Blank Shot as a bonus feat at 1st level.
  Challenge: Whenever an order of the 
  bow cavalier issues a challenge, he receives 
  a +1 morale bonus to all ranged weapon 
  damage rolls made against the target of his 
  challenge. This bonus increases by +1 for 
  every four levels the cavalier possesses.
  Skills: An order of the bow cavalier 
  adds Perception (Wis) and Survival (Wis) 
  to his list of class skills. If an order of the 
  bow cavalier has ranks in Craft (bow), he 
  receives a bonus to the check equal to one-
  half his cavalier level (minimum +1).
  Order Abilities: A cavalier belonging 
  to the order of the bow gains the following 
  abilities as he increases in level.
  Swift and Deadly (Ex): At 2nd level, the 
  cavalier’s mount gains a 10-foot bonus 
  to its speed as long as both it and the 
  cavalier are wearing medium, light, or no 
  armor. Additionally, the cavalier gains a 
  
  3
  +1 competence bonus to damage rolls with 
  ranged weapons and a bonus feat when 
  wearing medium, light, or no armor. The 
  feat must be selected from the following 
  list: Deadly Aim, Far Shot, Improved 
  Precise Shot, Manyshot, Mounted Archery, 
  Mounted Combat, Mounted Skirmisher 
  (Advanced Player’s Guide), Pinpoint Targeting, 
  Precise Shot, Rapid Shot, Ride-By Attack, 
  Weapon Focus (bow or crossbow only). The 
  cavalier must meet the prerequisites for this 
  feat normally, and he looses access to it if 
  wearing heavy armor.
  Deft Archer (Ex): At 8th level, the cavalier 
  receives a dodge bonus to AC equal to one-
  third his cavalier level when mounted and 
  wearing medium, light, or no armor. This 
  bonus also extends to the cavalier’s mount. 
  The cavalier also receives a bonus feat, 
  chosen from the list of 2nd level bonus feats. 
  The cavalier must meet the prerequisites for 
  this feat normally, and looses access to it if 
  wearing heavy armor.
  Mounted Scion (Ex): At 15th level, the 
  cavalier can make a single ranged attack in 
  place of a melee attack at the end of a charge. 
  During such a charge, the cavalier is treated 
  as having the Ride-By-Attack feat (if he does 
  not have it already). The cavalier must come 
  within 10 feet of the target to fire his bow 
  during this charge. This charge attack gains 
  all the benefits of the charge, including any 
  of the following class abilities the cavalier 
  possesses: charge, banner, mighty charge, 
  and supreme charge.
  The cavalier also receives a bonus feat, 
  chosen from the list of 2nd-level bonus feats. 
  The cavalier must meet the prerequisites for 
  this feat normally, and he looses access to it 
  if wearing heavy armor.
  Order Of the Citadel
  Cavaliers who join the order of the 
  citadel dedicate their lives to the ideals of 
  teamwork, bravery, and valor in combat. 
  Cavaliers of the citadel are often seen as the 
  ultimate soldiers, willing to give and obey 
  difficult orders and lay down their lives in 
  the performance of their duty.
  Edicts: The cavalier must keep the 
  interests and goals of her order above her 
  own and must never question or disobey 
  a command from a superior. She must be 
  relentless and unyielding when defending a 
  charge and must show courage and valor in the 
  face of danger.
  Challenge: Whenever an order of the 
  citadel cavalier issues a challenge, she receives 
  a +1 bonus to all his saving throws as long as he 
  is threatening the target of his challenge. This 
  bonus increases by +1 for every four levels the 
  cavalier possesses.
  Skills: An order of the citadel cavalier adds 
  Knowledge (engineering) (Int) and Knowledge 
  (nobility) (Int) to her list of class skills. In 
  addition, an order of the citadel cavalier adds 
  her Charisma modifier to the DC on another 
  creature’s attempt to demoralize her through 
  Intimidate (in addition to her Wisdom modifier, 
  as normal).
  Order Abilities: A cavalier belonging to the 
  order of the citadel gains the following abilities 
  as she increases in level.
  Battlefield Commands (Ex): At 2nd level an 
  order of the citadel cavalier can issue tactical 
  commands on the battlefield, granting all allies 
  within 60 feet of her a +1 morale bonus to 
  attack rolls for a number of rounds equal to her 
  cavalier level. These rounds do not need to be 
  consecutive. This bonus increases by +1 for every 
  five levels beyond 2nd. The allies must be able 
  to see or hear the cavalier to receive this bonus. 
  Issuing a battlefield command is a standard 
  action. Maintaining a battlefield command is 
  a free action that cannot be disrupted, but its 
  effects end immediately if the cavalier is killed 
  or otherwise prevented from taking actions 
  (such as being dazed, helpless, or stunned).
  Decisive Commands (Ex): At 8th level, an order 
  of the citadel cavalier can add any one of the 
  
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  following abilities to her battlefield commands 
  ability. Any ally receiving the benefit of the 
  cavalier’s battlefield command also receives the 
  benefit of the selected decisive command. The 
  cavalier can choose a different ability each time 
  she uses decisive command. The cavalier can 
  have only one decisive command in effect at a 
  time.
  •	 Decisive Charge: Charging allies increase 
  their speed by 10 feet. When charging, 
  allies add the cavalier’s Charisma 
  modifier to damage rolls and as a 
  dodge bonus to AC against attacks of 
  opportunity provoked by movement.
  •	 Decisive Maneuvers: Allies add the 
  cavalier’s Charisma modifier as a 
  morale bonus to combat maneuver 
  checks and CMD. 
  •	 Decisive Resolve: Allies add the 
  cavalier’s 
  Charisma 
  modifier 
  to 
  concentration 
  checks, 
  Fortitude 
  saving throws and Will saving 
  throws. Allies are also immune to the 
  shaken and frightened conditions.
  •	 Decisive Retreat: Allies gain the 
  benefits of the Wind Stance and 
  Lightning Stance feats. Allies do 
  not need to meet the prerequisites 
  for these feats. Allies also add the 
  cavalier’s Charisma modifier as a 
  dodge bonus to AC against attacks of 
  opportunity provoked by standing 
  from prone.
  •	 Decisive 
  Tactics: 
  Allies 
  add 
  the 
  cavalier’s 
  Charisma 
  modifier 
  as a morale bonus to critical hit 
  confirmation rolls, initiative checks, 
  and Reflex saving throws.
  Wall of the Citadel (Ex): At 15th level, 
  the cavalier adds her cavalier level to her 
  CMD against bull rush, disarm, grapple, 
  overrun, and trip combat maneuvers. The 
  cavalier also gains a 50% chance to negate 
  the additional damage of one successful 
  critical hit or sneak attack, as well as other 
  abilities or effects that rely on a successful 
  critical hit or sneak attack (such as blinding 
  from Blinding Critical or bleed from sneak 
  attack). The cavalier takes only normal 
  damage from the attack.
  Order Of the raven
  A cavalier of the order of the raven is an 
  enforcer, sworn to the service of a specific 
  lord. The cavalier’s master might be a senior 
  member of the order, a king or powerful 
  lord, or the high priest of a religious order. 
  The cavalier serves not only as an able 
  combatant, but also as a grim warning 
  of what will befall those who cross his 
  master. Because his ability to intimidate is 
  as important as his fighting skill, cavaliers 
  of the order of the raven promote a dark, 
  menacing presence and cloak themselves in 
  dark colors and darker rumors.
  Alignment: An order of the raven 
  cavalier must be of lawful alignment.
  Edicts: An order of the raven cavalier 
  must obey his sworn master in all things, 
  and if his master falls he must seek a new 
  master who is acceptable to the order of the 
  raven as a whole. The cavalier is tasked with 
  acting as much as a warning as a warrior, 
  and he must work to maintain a forbidding 
  appearance and reputation.
  Challenge (Ex): Whenever an order of 
  the raven cavalier issues a challenge, he and 
  all his allies gain a +1 bonus to Intimidate 
  checks made against the target. This bonus 
  increases by +1 at 2nd level, and every two 
  cavalier levels beyond 2nd.
  Skills: An order of the raven cavalier 
  adds Knowledge (any one) and Perception 
  to his list of class skills. If he has ranks in 
  Sense Motive, he gains a bonus equal to 
  one-half his cavalier level to checks.
  Order Abilities: A cavalier belonging to 
  the order of the raven gains the following 
  abilities as he increases in level.
  
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  Fearsome Prowess (Ex): At 2nd level 
  whenever the cavalier scores a critical hit 
  against a foe, he can immediately make 
  an Intimidate check as a swift action to 
  demoralize that foe. The cavalier also 
  receives a +1 bonus to saving throws against 
  effects that would cause him to take actions 
  against his will. This does not apply to 
  effects that prevent him from acting (such as 
  sleep or hold person), but it does apply against 
  any effect that forces him to engage in a 
  specific activity, including command, hideous 
  laughter, and any effect that would cause 
  him to become frightened or panicked (but 
  not merely shaken). This bonus increases by 
  +1 at 4th level, and by an additional +1 every 
  four levels thereafter.
  Knight of Shadows (Su): At 8th level the 
  cavalier gains darkvision out to 60 feet. (A 
  cavalier that already has darkvision instead 
  gains low-light vision.) The cavalier also 
  gains Blind-Fight and Improved Blind-Fight* 
  as bonus feats. He does not need to meet the 
  prerequisites of these feats
  *Indicates a feat found in the Advanced 
  Player’s Guide.
  Lord of Darkness (Su): The cavalier is so 
  steeped in darkness and fear that he gains 
  the ability to cast a spell connected to those 
  concepts. He can prepare and cast spells 
  as a cleric of his cavalier level –14, but has 
  access to no domains or 0-level spells. The 
  cavalier’s list of available spells include only 
  spells from the following domains: curse*, 
  darkness, death, devil*, law, night*, repose, 
  smoke*, and war. The cavalier does not gain 
  any of the benefits or special abilities of these 
  spells, only the ability to cast spells from the 
  domains. This ability does not stack with 
  spellcasting ability from any other source, 
  including prestige classes that can boost a 
  class’s spellcasting ability
  *Indicates a subdomain from the Advanced 
  Player’s Guide.
  Order Of the ShrOud
  A cavalier who belongs to this mysterious 
  order is dedicated to hunting down and 
  destroying undead. Cavaliers of the Shroud 
  see life and death as a natural cycle, and 
  undead are a vile and unnatural violation 
  of that cycle. (In campaigns where not all 
  undead are evil, a few cavaliers of the shroud 
  might recognize that distinction, but the 
  majority are more than willing to destroy 
  neutral and good undead along with the evil 
  ones.)
  Edicts: The cavalier must seek to destroy 
  all undead and put to rest those souls 
  turned into undead creatures against their 
  will. She must prevent the taint of undeath 
  from spreading to the newly dead and restore 
  existing undead to the natural state of true 
  death.
  Challenge: Whenever an order of the shroud 
  cavalier issues a challenge, she receives a +1 
  bonus to saving throws against attacks, spells, 
  and abilities that the target of her challenge 
  uses against her. This bonus increases by +1 for 
  every four levels the cavalier possesses.
  Skills: An order of the shroud cavalier adds 
  Knowledge (religion) (Int) to her list of class 
  skills. An order of the shroud cavalier can make 
  Knowledge (religion) skill checks untrained. If 
  she has ranks in the skill, she receives a bonus 
  to the check equal to one-half her cavalier level 
  (minimum +1) as long as the check involves 
  undead.
  Order Abilities: A cavalier belonging to the 
  order of the shroud gains the following abilities 
  as she increases in level.
  Undead Scourge (Ex): At 2nd level, undead 
  become a favored enemy of the cavalier (as the 
  ranger class ability), and she gains a +2 bonus 
  to all appropriate rolls. At 5th level and every 
  five levels thereafter (10th, 15th, and 20th level) 
  these bonuses increase by +2. These bonuses 
  do not stack with favored enemy bonuses 
  from other sources (use the highest bonus that 
  applies).
  Smite Undead (Su): At 8th level, the cavalier 
  receives Channel Smite as a bonus feat. She can 
  channel positive energy as a cleric of a level 
  equal to her cavalier level –3, but only to use 
  the Channel Smite feat. She can take other feats 
  to add to this ability, such as Extra Channel 
  and Improved Channel, but not feats that alter 
  
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  this ability, such as Elemental Channel and 
  Alignment Channel. The DC to saving throws 
  against these feats is equal to 10 + one-half 
  her cavalier level + her Charisma modifier. At 
  20th level, undead cannot add their channel 
  resistance to the saving throw against this 
  ability.
  Undead Challenge (Ex): At 15th level, the 
  cavalier can make an undead challenge once 
  per day. This functions like a normal challenge, 
  but it must be made against an undead creature. 
  The cavalier adds her Charisma bonus to all 
  attack rolls and damage rolls made against the 
  target of her challenge. In addition, she receives 
  a +4 circumstance bonus to attack rolls made 
  to confirm critical hits against the target of 
  her challenge and a +4 morale bonus to saving 
  throws against any attack from the target 
  that might cause negative levels, ability 
  damage, or ability drain. If a cavalier uses 
  challenge and undead challenge on the 
  same target, the bonuses stack.
  Order Of the trident
  Cavaliers belonging to this order are 
  most often members of aquatic races such 
  as sea elves, tritons, merfolk, locathah, 
  and sahuagin. Cavaliers of the trident are 
  dedicated to the pursuit of various goals 
  pertaining to the sea. However, like the 
  sea, those goals can be wildly different and 
  ever changing. Some cavaliers of the trident 
  nobly dedicate themselves to protecting the 
  creatures of the sea while others selfishly 
  work to plunder and exploit the sea’s vast 
  resources.
  Edicts: The cavalier must keep his 
  interests and those of his order above those 
  of all others. The cavalier must take every 
  opportunity to increase the standing of his 
  order and further its goals. He must strive to 
  master the trident and must seek out combat 
  with worthy opponents.
  Challenge: Whenever an order of the 
  trident cavalier issues a challenge, he receives 
  a +1 morale bonus to all melee damage rolls 
  made against the target of his challenge as 
  long as he is the only creature threatening 
  the target (not counting his mount). This 
  bonus increases by +1 for every four levels 
  the cavalier possesses.
  Skills: An order of the trident cavalier 
  adds Perception and Survival to his list of 
  class skills. If an order of the trident cavalier 
  has ranks in Swim, he receives a bonus to 
  the check equal to one-half his cavalier level 
  (minimum +1).
  Order Abilities: A cavalier belonging to 
  the order of the trident gains the following 
  abilities as he increases in level.
  Student of the Trident (Ex): At 2nd level, 
  an order of the trident cavalier receives a 
  +1 competence bonus to attack rolls and 
  damage rolls with a trident. This bonus 
  increases by +1 for every five levels beyond 
  2nd. In addition, any trident the cavalier 
  wields is treated as having the disarm and 
  trip weapon qualities, and it has its damage 
  multiplied on a charge attack as if it was a 
  lance.
  Insightful Teamwork (Ex): At 8th level, 
  both the cavalier and his mount receive 
  Outflank* and Paired Opportunists* as 
  bonus feats. The cavalier can also grant these 
  feats to allies using the tactician ability. In 
  addition, the swim speed of the cavalier’s 
  mount increases by 10 feet
  *Indicates a feat located in the Advanced 
  Player’s Guide.
  Master of the Trident (Ex): At 15th level, 
  the cavalier gains Greater Vital Strike as 
  a bonus feat, but only while wielding a 
  trident. The cavalier does not need to meet 
  the prerequisites for this bonus feat.
  AquAtic Mounts
  Because cavaliers of the trident usually 
  come from the aquatic races, the mounts 
  they can choose from are also aquatic. These 
  aquatic mounts otherwise follow all the 
  standard rules for a cavalier’s mount.
  The 
  underwater 
  environment 
  has 
  unique qualities that affect cavaliers of 
  
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  the trident and their mounts. Humanoids 
  ride aquatic mounts differently than those 
  on land. Because water is more buoyant, 
  riders do not normally sit astride an aquatic 
  mount. Instead, the rider remains parallel 
  to the aquatic mount’s back and holds on 
  as the mount swims through water. Instead 
  of a traditional saddle, aquatic mounts are 
  often fitted with a harness that allows the 
  cavalier to hold on with one hand and wield 
  his trident with the other.
  These unique qualities also affect the 
  nature of underwater combat. Because 
  an opponent can come from literally any 
  direction underwater, it is common for 
  a rider to enter battle riding his aquatic 
  mount and then let go of the harness and 
  float away to fight hand to hand. Tactics 
  such as this mean that many aquatic mounts 
  are just as often utilized as separate flanking 
  combatants as charging mounts.
  Because of this method of riding an 
  underwater mount, Medium cavaliers can 
  ride a Medium aquatic mount just as easily 
  as a Large mount.
  A cavalier of the trident can choose from 
  any of the aquatic mounts detailed below. 
  A GM can allow other similar animals to be 
  aquatic mounts if desired.
  Dolphin
  Starting Statistics: Size Medium; Speed 
  swim 80 ft.; AC +1 natural armor; Attack 
  slam (1d4); Ability Scores Str 12, Dex 
  15, Con 13, Int 2, Wis 12, Cha 6; Special 
  Qualities low-light vision, hold breath.
  4th-Level Advancement: Ability Scores 
  Str +2, Dex +2, Con +2; Special Qualities 
  blindsight 120 ft.
  ElAsMosAurus (DinosAur)
  Starting Statistics: Size Medium; Speed 
  20 ft., swim 50 ft.; AC +2 natural armor; 
  Attack bite (1d8); Ability Scores Str 10, 
  Dex 18, Con 12, Int 2, Wis 13, Cha 9; Special 
  Qualities low-light vision, scent.
  4th-Level Advancement: Size Large; AC 
  +3 natural armor; Attack bite (2d6); Ability 
  Scores Str +8, Dex –2, Con +4.
  orcA
  Starting Statistics: Size Medium; Speed 
  swim 80 ft.; AC +1 natural armor; Attack bite 
  (1d6); Ability Scores Str 11, Dex 19, Con 10, 
  Int 2, Wis 14, Cha 6; Special Qualities low-
  light vision, hold breath.
  7th-Level Advancement: Size Large; AC 
  +2 natural armor; Attack bite (1d8); Ability 
  Scores Str +8, Dex –2, Con +4; Special 
  Qualities blindsight 120 ft.
  GiAnt MorAy EEl
  Starting Statistics: Size Medium; AC +5 
  natural armor; Speed swim 30 ft.; Attack bite 
  (1d8 plus grab); Ability Scores Str 14, Dex 16, 
  Con 12, Int 1, Wis 12, Cha 8; Special Qualities 
  low-light vision.
  7th-Level Advancement: Size Large; AC +3 
  natural armor; Attack bite (2d6); Ability Scores 
  Str +8, Dex –2, Con +4; Special Qualities gnaw.
  MAntA rAy
  Starting Statistics: Size Medium; Speed 
  swim 60 ft.; AC +1 natural; Attack tail slap (1d4); 
  Ability Scores Str 8, Dex 15, Con 11, Int 1, Wis 
  13, Cha 2; Special Qualities low-light vision.
  4th-Level Advancement: Size: Large; AC 
  +2 natural armor; Attack tail slap (1d6); Ability 
  Scores Str +8, Dex –2, Con +4; Special Qualities 
  blindsense 30 ft.
  shArk
  Starting Statistics: Size Small; Speed swim 
  60 ft.; AC +4 natural armor; Attack bite (1d4); 
  Ability Scores Str 13, Dex 15, Con 15, Int 1, Wis 
  12, Cha 2; Special Qualities low-light vision, 
  scent.
  4th-Level Advancement: Size Medium; 
  Attack bite (1d6); Ability Scores Str +4, Dex –2, 
  Con +2; Special Qualities blindsense.
  tylosAurus (DinosAur)
   
  Starting Statistics: Size Medium; Speed 
  20 ft., swim 50 ft.; AC +3 natural armor; Attack 
  bite (1d6); Ability Scores Str 10, Dex 17, Con 10, 
  Int 2, Wis 13, Cha 9; Special Qualities low-light 
  vision, scent.
  7th-Level Advancement: Size Large; AC 
  +2 natural armor; Attack bite (1d8 plus grab); 
  Ability Scores Str +8, Dex –2, Con +4.
  
  8
  WhAlE
  Starting Statistics: Size Medium; Speed 
  swim 80 ft.; AC +1 natural armor; Attack bite 
  (1d6); Ability Scores Str 11, Dex 19, Con 10, Int 
  2, Wis 14, Cha 6; Special Qualities low-light 
  vision, hold breath.
  7th-Level Advancement: Size Large; AC 
  +2 natural armor; Attack bite (1d8); Ability 
  Scores Str +8, Dex –2, Con +4; Special Qualities 
  blindsight 120 ft.
  Order Of the uniCOrn
  Cavaliers who belong to this order are 
  staunch protectors of nature. The order is open 
  only to females of exceptionally pure virtue. 
  Cavaliers of the unicorn are great enemies of 
  evil, in particular those who harm animals or 
  damage the local ecosystem unnecessarily.
  Alignment: Any good.
  Edicts: The cavalier must fiercely defend 
  her home and her companions against evil. She 
  must strive to be noble, honest, and virtuous 
  at all times. She must put the welfare of her 
  unicorn companion above her own. She must 
  work tirelessly to protect nature and promote 
  its well being and prosperity.
  Challenge: Whenever an order of the 
  unicorn cavalier issues a challenge, she receives 
  a +1 morale bonus to all attack rolls made 
  against the target of her challenge if the target 
  is evil. This bonus increases by +1 for every four 
  levels the cavalier possesses.
  Skills: An order of the unicorn cavalier 
  adds Heal (Wis), Knowledge (nature) (Int), and 
  Survival (Wis) to her list of class skills. If she has 
  ranks in any of these skills, she receives a bonus 
  on the check equal to one-half her cavalier level 
  (minimum +1).
  An order of the unicorn cavalier’s bonus 
  language options includes Sylvan, the 
  language of woodland creatures.
  Order Abilities: A cavalier belonging to 
  the order of the unicorn gains the following 
  abilities as she increases in level.
  Wild Empathy (Ex): At 2nd level, the 
  cavalier gains wild empathy. This works 
  like the druid’s wild empathy class feature, 
  except that both domestic animals and wild 
  animals typically have a starting attitude of 
  indifferent. Cavaliers with druid levels can 
  add both their cavalier and druid levels to 
  their wild empathy checks.
  Call of the Unicorn (Ex): At 8th level, the 
  cavalier can call a unicorn to serve as her 
  faithful mount, guardian, and protector for 
  life. To call her unicorn, the cavalier must 
  first voluntarily dismiss her current mount. 
  This unicorn is always considered helpful 
  toward the cavalier, and it can immediately 
  serve as the cavalier’s mount. This bond 
  generally ends amiably if the woman 
  becomes more committed to someone else, 
  such as a lover or child
  The cavalier and unicorn receive all 
  benefits granted from the cavalier’s mount 
  class feature. The unicorn is not considered 
  an animal companion, however, and 
  does not use the animal companion rules 
  for advancement. Instead, the unicorn 
  is considered a special form of monster 
  cohort and uses a simplified variation of 
  the monster cohort advancement rules 
  detailed in the Pathfinder Roleplaying Game 
  Bestiary. Note that the unicorn does not 
  gain experience points as a standard cohort 
  does. Instead, the unicorn gains a class level 
  (typically fighter) each time the cavalier 
  gains a new level. (See Table: Unicorn Mount)
  Daughter of Virtue (Ex): At 15th level, the 
  order of the unicorn cavalier’s deep bond 
  with her unicorn imparts a small spark 
  of the noble creature’s purity and virtue. 
  Whenever an evil enemy makes a successful 
  melee attack against the cavalier’s mount 
  or a good ally adjacent to the cavalier, the 
  enemy provokes an attack of opportunity 
  from the cavalier. The cavalier receives a +4 
  morale bonus to the attack of opportunity. 
  If the attack made by the evil enemy was a 
  
  9
  critical hit, the cavalier can treat the enemy 
  as the target of her challenge for the attack 
  of opportunity. The cavalier can use this 
  ability once per round. In addition, the 
  cavalier gains a morale bonus equal to one-
  half her cavalier level on saving throws vs. 
  charm, compulsion, and poison. 
  Order Of the wOlf
  A cavalier who serves the order of the wolf 
  serves a specific tribe or clan—often an orc 
  clan. The cavalier might not think of himself 
  as a knight, but rather a champion or tribal 
  hero. The tribe might have very little official 
  structure or law, and the cavalier does not 
  necessarily take orders from anyone within 
  the clan. Rather, he does what he believes to 
  be in the best interest of the clan.
  Edicts: The cavalier must always work 
  toward what he believes to be in the best 
  interest of his clan, even if doing so angers 
  the clan. He must never aid or give succor 
  to its enemies, and he should always take 
  opportunities to increase the clan’s safety, 
  influence, and wealth.
  Challenge (Ex): Whenever an order 
  of the wolf cavalier issues a challenge, his 
  mount gains a +1 morale bonus to attack 
  rolls and damage rolls made against the 
  target. This bonus increases by +1 for every 
  four levels the cavalier possesses.
  Skills: An order of the wolf cavalier 
  adds Stealth (Dex) and Survival (Wis) to his 
  list of class skills. In addition, an order of 
  the wolf cavalier adds one-half his level to 
  Stealth checks made by his mount while the 
  cavalier is mounted.
  Order Abilities: An order of the wolf 
  cavalier gains the following abilities as he 
  increases in level.
  Pack Tactics (Ex): At 2nd level the cavalier 
  is a master of using his allies to confuse and 
  unbalance his foes. The range for which he 
  can grant allies use of a teamwork feat using 
  the tactician ability increases to 60 feet, and 
  allies retain use of the feat for 3 rounds +1 
  round per cavalier level (rather than the 
  normal 3 rounds +1 round/2 cavalier levels). 
  The cavalier can also select one teamwork 
  feat he has that he did not gain as a bonus 
  feat, and add it to the list of teamwork feats 
  he can grant to allies using tactician. He can 
  add another teamwork feat he has but did 
  not gain as a bonus feat at 5th, 10th, and 
  15th level. A cavalier cannot use this ability 
  to grant teamwork feats he does not possess.
  Lone Wolf (Ex): At 8th level, the cavalier can 
  bolster his confidence when he is operating 
  without support. As a free action when the 
  cavalier is not aware of any allies within 30 
  feet of him, he can bolster himself, granting 
  himself a morale bonus to attack rolls equal 
  to his Charisma modifier for 1d4 rounds. The 
  cavalier can use this ability once per day, plus 
  one additional time per day at 12th level and 
  every four levels thereafter.
  Fight As One (Ex): At 15th level, the cavalier 
  and his mount fight as a single unit, able to 
  protect and intercept attacks targeting one 
  another. If the cavalier is riding or adjacent to his 
  mount, both he and his mount gain a +2 morale 
  bonus to AC. In addition, as an immediate 
  tAblE: unicorn Mount
  Cavalier
  Level
  Unicorn Class
  Level Gained
  Natural Armor
  Bonus
  8
  NA
  +2
  9
  1
  +2
  10
  2
  +4
  11
  3
  +4
  12
  4
  +6
  13
  5
  +6
  14
  6
  +8
  15
  7
  +8
  16
  8
  +10
  17
  9
  +10
  18
  10
  +12
  19
  11
  +12
  20
  12
  +12
  
  10
  action, the cavalier can redirect an attack made 
  at his mount (or instruct his mount to redirect 
  an attack made at the cavalier). This ability 
  must be declared before the attack roll is made. 
  The attack is made against the new target’s AC 
  and defenses (either the cavalier or his mount), 
  even if the creature could not normally reach 
  or attack the new target. The new target loses 
  any cover or concealment bonuses against the 
  redirected attack.
  Wolf Mounts
  An order of the wolf cavalier normally takes 
  a wolf as a mount (if Small), and he can take a 
  dire wolf as a mount (if Medium). The starting 
  statistics and advancement for dire wolves are 
  given below. They otherwise follow the normal 
  rules for cavalier mounts.
  DirE Wolf Mount
  Starting Statistics: Size Large; Speed 50 ft.; 
  AC +1 natural armor; Attack bite (1d8 plus trip); 
  Ability Scores Str 15, Dex 13, Con 15, Int 2, Wis 
  12, Cha 6; Special Qualities scent.
  7th-Level Advancement: Size: Large (size 
  does not change); AC +3 natural armor; Ability 
  Scores Str +6, Con +4.
  new featS
  The 
  following 
  feats 
  are 
  designed 
  specifically for cavaliers.
  kniGhtly focus
  You are a master of one aspect of your 
  knighthood’s special abilities.
  Prerequisite: Order class ability.
  Benefit: Select one cavalier class ability 
  or order ability that increases in power as 
  you gain levels. Treat your cavalier level 
  as being 4 higher when determining the 
  effectiveness of this class or order ability.
  Special: You can select this feat more 
  than once. Its effects do not stack. Each time 
  you select it, it applies to a different cavalier 
  or order ability.
  MountED spEciAlizAtion
  You guide your mount to be even more 
  dangerous in combat.
  Prerequisites: Ride 1 rank, Mounted 
  Combat.
  Benefit: When you are riding your 
  mount, it receives a +1 bonus to attack rolls 
  and a +2 bonus to damage rolls with its 
  natural weapons.
  squirE
  You served as a squire to a cavalier in 
  your youth.
  Prerequisite: Base attack bonus +1.
  Benefit: Select a cavalier order. You gain 
  the bonuses listed in the skills section of 
  that order, including additional class skills. 
  If you violate one of the edicts of that order, 
  you lose the benefits of this feat for 24 hours. 
  If this means a skill stops being a class skill 
  for you, for 24 hours you lose the +3 bonus 
  that characters receive to class skills.
  Special: A character can take this feat 
  only at 1st level or after serving as a squire 
  to a cavalier of the selected order for one full 
  level of advancement.
  SpeCial thankS
  Very special thanks go to long-time 
  playtester and friend Ian Allen, who 
  inspired the Order of the Raven and Order 
  of the Wolf. —Owen.
  
  11
  we err On the Side Of aweSOme!
  CreditS
  Designer:
  Marc Radle
  Additional Design and Development:
  Owen K.C. Stephens
  Editor:
  Miranda Horner
  Cover Art:
  Redpeggy
  Interior Art:
  Jacob Blackmon and Lin Bo
  Graphic Design and Typesetting:
  Anthony Kenniston
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2011 Owen K.C. Stephens
  For more information about Super Genius Games and our 
  upcoming products, follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: Owen: 
  @Owen_Stephens, and/or Stan: @stannex, or at our Yahoo 
  Group: http://games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  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 
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
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  Advanced Options: More Cavalier Options. Copyright 2011, Super Genius Games. Author: 
  Marc Radle
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