Cavalier/Samurai Orders
Description Source:
Advanced Player's Guide
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.
Description Source:
Ultimate Combat
The following orders can be chosen by both samurai and cavaliers, although the former are far more likely to do so. Samurai can also select any of the cavalier orders presented in the
Pathfinder RPG Advanced Player's Guide.
Order of the AspSource Adventurer's Guide pg. 34 Cavaliers belonging to the order of the asp belong to a cutthroat group where ruthless pragmatism and underhanded dealing are the keys to moving up the chain of command. They tend to be brutal, self-centered leaders who reap confidence from their subordinates’ misery.
Edicts: An order of the asp cavalier must endeavor to enhance her prestige, wealth, and power, as well as that of her patrons. She must endeavor to maximize her profits and efficiency, directing hirelings and even sacrificing them when doing so would further her goals and make her appear exceptional by comparison.
Challenge: Whenever an order of the asp cavalier issues a challenge, she receives a +1 morale bonus on attack and damage rolls made against the target of the challenge so long as it is entangled, exhausted, fatigued, flanked, nauseated, prone, shaken, staggered, or denied its Dexterity bonus to AC. This bonus increases by 1 for every 4 levels the cavalier has.
Skills: An order of the asp cavalier adds Knowledge (local) and Sleight of Hand to her list of class skills. The cavalier gains a bonus on Knowledge (local) checks equal to half her cavalier level (minimum +1) as long as the check involves her patrons or organization. She also reduces her armor check penalty when using Sleight of Hand by an amount equal to half her cavalier level (to a minimum of 0).
Order Abilities: An order of the asp cavalier gains the following abilities.
Indiscriminate (Ex): At 2nd level, whenever the order of the asp cavalier uses Intimidate to demoralize one or more creatures, she can attempt to demoralize an equal number of allies within 30 feet as a free action. While within 30 feet of an ally with the shaken condition, the cavalier gains a +1 morale bonus on saving throws. At 6th level and every 6 levels thereafter, this bonus increases by 1. The cavalier can perform a dirty trick combat maneuver against creatures with the shaken condition without provoking an attack of opportunity.
Command the Meek (Ex): At 8th level, the cavalier treats all of her allies with the shaken condition as though they had the same teamwork feats as the cavalier for the purpose of determining whether the cavalier receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the cavalier to receive the listed bonus. When the cavalier uses tactician, greater tactician, or mighty tactician, the duration doubles for any creatures that have no more than half the cavalier’s Hit Dice or that have the shaken condition when she activates the ability.
Better You Than Me (Ex): At 15th level, the cavalier can interpose an adjacent ally in the way of an incoming attack as an immediate action, gaining cover against the attack. The attack must target only the cavalier, and she must choose to use this ability before seeing the result of the attack roll. The ally must have the shaken condition or have no more than half the Hit Dice of the cavalier, and the ally gains a Reflex save to negate this ability’s effect entirely (DC = 10 + half the cavalier’s level + the higher of her Strength modifier or Charisma modifier). If the attack hits, the damage is split evenly between the cavalier and the ally. If the ally’s save was a natural 1, the ally takes all of the damage, including any associated effects (bleed, poison, etc.). An ally can purposefully fail this saving throw, but cannot purposefully roll a natural 1.
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