TEXT: written by Leon Conliff
  BOOK 3
  CAVALIER
  T 
  H 
  E
  
  Blood & Steel, Book 3: The Cavalier
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  Credits
  Published by d20pfsrd.com Publishing
  Written by Leon Conliff 
  Editing by Kim Frandsen 
  Copy Editing by Michael Ritter 
  Layout by Matt Thomason 
   
  Cover by William Timmins 
   
  Interior Art 
  Publisher’s Choice Quality Stock Art © Rick Hershey / 
  Fat Goblin Games
  Compatibility
  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. 
  
  1
  Blood & Steel, Book 3: The Cavalier
  Contents
  Archetypes ............................................................2
  Axe Beak Rider .................................................2
  Eques ..................................................................3
  Hippeus ..............................................................3
  Kingslayer ..........................................................4
  Mounted Bomber .............................................5
  Warhawk ............................................................6
  Winged Hussar..................................................7
  New Orders ..........................................................9
  Order of the Crow ............................................9
  Order of the Dawn ...........................................9
  Order of the Dragonslayer .............................11
  Order of the Horse .........................................11
  Order of the Sky ..............................................13
  Order of the Third Eye ...................................14
  Order of the Word ..........................................15
  New Feats ............................................................16
  Equipment ..........................................................19
  Weapons ...........................................................19
  Shields ..............................................................20
  Equipment .......................................................21
  Magic Items ........................................................21
  Magic Weapons ...............................................21
  Magic Weapon Properties .............................23
  Wondrous Items ..............................................23
  Legal ....................................................................28
  “Blood & Steel, Book 3: The Cavalier” is 
  the third in a new series focusing on martial 
  combat oriented classes.
  Knights are a staple of fairytales. Legends 
  of their heroics and adventures are known 
  throughout the world, but they are just one 
  side of the cavalier. Horsemen, knights 
  cavalrymen, hussars, men-at-arms, the 
  cavalier has had many names throughout 
  history and has had a place in almost every 
  culture throughout time.
  Provided within this book are several new 
  options for the cavalier meant to take 
  inspiration from the different cultures 
  cavaliers have played a role in. The archetypes 
  will give you specialized abilities to change 
  your playstyle, while new orders grant you 
  different motivations and moral codes to 
  shape your cavalier. Additionally, new feats 
  and equipment allow you to further improve 
  and customize them to fit your story.
  Each class draws upon a central concept 
  that represents them. A wizard, for instance, 
  studies magic to learn its secrets while magic 
  comes more innately to sorcerers. For the 
  cavalier, they are characterized by their 
  loyalty and tactical combat. Who or what your 
  cavalier believes in is up to you, but these 
  beliefs are unshakable. Beyond that, cavaliers 
  can vary wildly, from heavily armored 
  vanguards, to charming diplomats, to swift 
  mounted archers; each further shaped by the 
  choices of the player.
  
  2
  Blood & Steel, Book 3: The Cavalier
  Archetypes
  Axe Beak Rider
  A rather eccentric variety of cavalier is 
  the axe beak rider. While their choice in 
  companion may seem strange, axe beak 
  riders are not to be underestimated; they are 
  swift and cunning.
  An axe beak rider has the following class 
  features.
  Armor Proficiency
  An axe beak rider is proficient with light and 
  medium armor and shields, but not with heavy 
  armor or tower shields.
  This replaces the cavalier’s normal armor 
  proficiencies.
  Axe Beak Mount (Ex)
  An axe beak rider must choose an axe beak 
  as their mount. If the axe beak rider is Small 
  sized they may treat the axe beak as Medium 
  sized for the purposes of carrying the rider.
  This ability replaces mount.
  Mounted Evasion (Ex)
  At 2nd level, an axe beak rider can avoid even 
  magical and unusual attacks with great agility. 
  If he makes a successful Reflex saving throw 
  against an attack that normally deals half 
  damage on a successful save, he instead takes 
  no damage. Mounted evasion can be used if 
  the axe beak rider is mounted. A helpless axe 
  beak rider does not gain the benefit of evasion.
  This ability replaces tactician.
  Uncanny Dodge (Ex)
  At 4th level, an axe beak rider gains an almost 
  unnatural ability to sense danger before 
  it comes. He cannot be caught flat-footed, 
  nor does he lose his Dex bonus to AC if the 
  attacker is invisible. He still loses his Dexterity 
  bonus to AC if immobilized. An axe beak rider 
  with this ability can still lose her Dexterity 
  bonus to AC if an opponent successfully uses 
  the feint action against him.
  This ability replaces expert trainer.
  Fast Mount (Ex)
  At 5th, axe beak riders learn to ride with 
  added celerity. The base speed of the axe beak 
  rider’s mount increases by 10 feet. This applies 
  to all forms of movement that the mount 
  possesses. At 10th level and every 5 cavalier 
  levels thereafter, this bonus increases by an 
  additional 5 feet (to a maximum increase of 25 
  feet at 20th level).
  This ability replaces banner and greater 
  banner.
  Silent Strider (Ex)
  At 6th level, an axe beak rider becomes 
  exceptionally quiet, even in armor. An axe 
  beak rider, when mounted, may ignore light 
  and medium armor penalties to Stealth 
  checks.
  This ability replaces the bonus feat gained at 
  6th level.
  Improved Uncanny Dodge (Ex)
  At 9th level, an axe beak rider can no longer be 
  flanked. This defense denies rogues the ability 
  to sneak attack the axe beak rider by flanking 
  them, unless the attacker has at least four 
  more levels than the target does.
  This ability replaces greater tactician.
  
  3
  Blood & Steel, Book 3: The Cavalier
  Calculated Attack (Ex)
  At 17th level, an axe beak rider works in 
  tandem with his mount to strike at weaknesses 
  in their opponent’s defense. If the axe beak 
  rider misses with a melee attack his mount 
  may make a single melee attack against the 
  opponent as an immediate action. This ability 
  may only be used once per turn.
  This ability replaces master tactician. 
  Eques
  No matter the might of a single warrior, 
  they are no match against an organized 
  cavalry line. An eques does not rely on their 
  own power, but on the united power of their 
  forces, using a combination of careful tactics 
  and teamwork to overcome any obstacle.
  An eques has the following class features.
  Additional Tactics (Ex)
  At 6th level, and at every six levels thereafter, 
  an eques gains an additional teamwork feat as 
  a bonus feat. He must meet the prerequisites 
  for this feat. These additional teamwork feats 
  may be granted to allies using the tactician 
  ability.
  This ability replaces the bonus feats gained at 
  6th, 12th, and 18th levels.
  Defensive Line (Ex)
  At 4th level, an eques learns new and unique 
  defensive techniques. An eques gains a +1 
  dodge bonus to AC when adjacent to another 
  mounted ally. This bonus increases by 1 for 
  every 4 levels beyond 3rd level (to a maximum 
  of +5 at 20th level).
  This ability replaces expert trainer.
  Conferred Challenge (Ex)
  At 12th level, when an eques issues a 
  challenge, his allies take up that challenge 
  alongside him. Whenever the eques uses 
  his challenge class feature, as long as the 
  challenge remains in effect, each of his allies 
  that are within 30 feet of him gain a +4 morale 
  bonus on attack rolls made against the target 
  of his challenge.
  This ability replaces demanding challenge.
  Cavalry Master (Ex)
  At 20th level, whenever an adjacent ally makes 
  an attack against a creature within the eques’ 
  reach, the eques can make an attack against 
  the same creature as an immediate action.
  This ability replaces supreme charge.
  Hippeus
  What a hippeus lacks in formal training, he 
  makes up for in ferocity. Though they may 
  seem unskilled at first, a hippeus can easily 
  overwhelm a battlefield, ravaging their 
  opponents with their fury.
  A hippeus has the following class features.
  Armor Proficiency
  A hippeus is proficient with light and medium 
  armor and shields (except tower shields), but 
  not with heavy armor.
  This replaces the cavalier’s normal armor 
  proficiencies.
  Fury (Ex)
  At 1st level, a hippeus learns how to convert 
  the pain of injury into a driving force to break 
  his foes. When an opponent inflicts damage 
  to a hippeus, the hippeus can choose to gain 
  a +1 morale bonus on attack rolls. This bonus 
  lasts one minute and may only be used once 
  during combat. This bonus increases by +1 for 
  
  4
  Blood & Steel, Book 3: The Cavalier
  every four levels the hippeus possesses (to a 
  maximum of +5 at level 20).
  This ability replaces tactician.
  Courageous Mount (Ex)
  At 5th level, a hippeus’ mount grows more 
  resilient. Whenever the hippeus is using fury, 
  their mount gains temporary hit points equal 
  to 10 + the hippeus’ level.
  This ability replaces banner.
  Greater Fury (Ex)
  At 9th level, a hippeus adds his morale bonus 
  from fury to damage rolls. This bonus is 
  always the same for both attack rolls and 
  damage rolls. Additionally, the hippeus can 
  activate his fury ability whenever damage is 
  inflicted to his mount.
  This ability replaces greater tactician.
  Furious Mount (Ex)
  At 14th level, the bond between a hippeus and 
  his mount allows them to draw upon each 
  other’s anger in battle. Whenever the hippeus 
  is using his fury ability, the hippeus’ mount 
  also gains the benefits of fury.
  This ability replaces greater banner. 
  Grand Fury (Ex)
  At 17th level, the hippeus becomes an avatar of 
  fury. When an opponent inflicts damage to a 
  hippeus, the hippeus gains a +4 morale bonus 
  to Strength, Dexterity, and Constitution. 
  Additionally, the hippeus can activate his fury 
  ability whenever damage is inflicted to an ally 
  within 30 feet.
  This ability replaces master tactician.
  Kingslayer
  Some men are revolutionaries, noble 
  warriors seeking justice. Some just enjoy 
  the chaos that follows regicide. No matter 
  their reasons, kingslayers are masters of 
  toppling empires others thought 
  unshakable.
  A kingslayer has the following 
  class features.
  Skills
  The kingslayer adds Disguise and 
  Stealth as class skills.
  Nameless (Ex)
  At 1st level, a kingslayer is 
  careful to remove all symbols 
  that would designate his true 
  identity. When in a group of two 
  or more people, the kingslayer 
  gains a +1 competence bonus to 
  Disguise and Stealth checks. This 
  bonus increases by +1 for every 
  four levels the kingslayer possesses 
  (to a maximum of +5 at level 20).
  This ability replaces tactician.
  Hidden Step (Ex):
  Starting at 3rd level, a kingslayer 
  leaves no trail in natural 
  surroundings and is under the 
  permanent effects of pass without 
  trace. He may choose to leave a 
  trail if so desired.
  This ability replaces cavalier’s 
  charge.
  
  5
  Blood & Steel, Book 3: The Cavalier
  Bloodsoaked Banner (Ex)
  At 14th level, the kingslayer carries a banner 
  that represents his cause. When the kinslayer 
  vanquishes a creature he may dip his banner 
  in their blood. The kingslayer must have 
  personally delivered the killing blow to the 
  enemy for this ability to work. Dipping the 
  banner in blood is a standard action. Doing 
  so grants all allies within 60 feet a +1 morale 
  bonus on attack rolls and a +1 dodge bonus 
  to AC against creatures of the same type as 
  the deceased target. If either a humanoid 
  or an outsider, the subtype must be the 
  same as the deceased target as well. At 16th 
  level, and every two levels thereafter, these 
  bonuses increase by +1. The banner, while 
  bloodsoaked, must be at least Small or larger 
  and must be carried or displayed by the 
  kingslayer or his mount to function. While not 
  in use the kingslayer may easily conceal the 
  banner on his person.
  This ability replaces greater banner.
  Unexpected Charge (Ex)
  At 17th level, the kingslayer becomes adept 
  at charging on enemies who aren’t expecting 
  him. Whenever the kingslayer makes a charge 
  attack while mounted, he treats the target as 
  flat-footed for the charge attack This ability 
  does not affect enemies with evasion.
  This ability replaces master tactician.
  Mounted Bomber
  More careful and calculated than the regular 
  cavalier, mounted bombers specialize in 
  controlled bombardment. These horsemen 
  are perfect for breaking through defences and 
  storming fortifications.
  A mounted bomber has the following class 
  features.
  Bomb (Su)
  At 1st level, a mounted bomber gains the bomb 
  ability as an alchemist of the same level. If the 
  mounted bomber already has the bomb ability 
  from another class, the levels from the classes 
  that grant the bomb ability stack to determine 
  the effective alchemist level for the number of 
  bombs he has and for the bomb’s damage.
  This ability replaces cavalier’s charge, mighty 
  charge, and supreme charge.
  Damage Reduction (Ex)
  At 7th level, a mounted bomber gains damage 
  reduction. Subtract 1 from the damage the 
  mounted bomber takes each time he is dealt 
  damage from a weapon or a natural attack. At 
  10th level, and every three mounted bomber 
  levels thereafter (13th, 16th, and 19th level), 
  this damage reduction rises by 1 point.
  This ability replaces banner.
  Fortification Breaker (Ex)
  At 12th level, a mounted bomber learns to 
  strike at enemies hidden behind cover. So 
  long as the mounted bomber is mounted, 
  they ignore a target’s partial cover and 
  concealment. This ability does not negate total 
  cover or total concealment.
  This ability replaces demanding challenge.
  Collective Challenge (Ex)
  At 14th level, whenever a mounted bomber 
  declares a challenge, he may choose more than 
  a single target. If no target is more than 30 
  feet away from the mounted bomber he may 
  choose as many targets as he wishes, however, 
  each additional target expends one challenge 
  for the day.
  The ability replaces greater banner.
  
  6
  Blood & Steel, Book 3: The Cavalier
  Warhawk
  Legendary for their deadliness, the warhawks 
  forgo heavy equipment in favor of speed and 
  precision. Bands of warhawks have been 
  known to take down forces twice their size 
  with half the resources.
  A warhawk has the following class features.
  Armor Proficiency
  A warhawk is proficient with light armor, 
  but not with medium or heavy armor or with 
  shields.
  This replaces the cavalier’s normal armor 
  proficiencies.
  Fast Mount (Ex)
  At 1st level, a warhawk’s bond with his mount 
  pushes them past their usual limits. The base 
  speed of the warhawk’s mount increases by 
  10 feet. This applies to all forms of movement 
  that the mount possesses. At 5th level 
  and every 5 cavalier levels thereafter, this 
  bonus increases by an additional 5 feet (to a 
  maximum increase of 30 feet at 20th level).
  This ability replaces challenge.
  Warhawk’s Shot (Ex)
  At 3rd level, a warhawk learns to make more 
  accurate ranged attacks while mounted. The 
  cavalier receives a +2 bonus on ranged attack 
  rolls made while mounted within 30 feet of the 
  target.
  This ability replaces cavalier’s charge.
  Swift Mount (Ex)
  At 12th level, a warhawk’s mount can unleash 
  a burst of speed. For one round the warhawk’s 
  mount doubles its movement speed and gains 
  a +2 morale bonus on all attacks. This ability 
  may only be used once per battle.
  This ability replaces demanding challenge.
  Mighty Shot (Ex)
  At 11th level, a warhawk learns to make 
  devastating ranged attacks while mounted. 
  A warhawk doubles the threat range of any 
  ranged weapons while mounted and within 
  30 feet of the target. This increase does not 
  stack with other effects that increase the threat 
  range of the weapon.
  This ability replaces mighty charge.
  Supreme Shot (Ex)
  At 20th level, the critical multiplier range of 
  the warhawk’s ranged weapons increases by 
  1 (i.e. a weapon with a x3 critical multiplier, 
  would have x4 in the hands of the warhawk). 
  In addition, if the warhawk confirms a critical 
  hit on a ranged attack within 30 feet of the 
  target while mounted, the target is stunned for 
  1d4 rounds. A DC 30 Will save reduces this to 
  staggered for 1d4 rounds.
  This ability replaces supreme charge.
  
  7
  Blood & Steel, Book 3: The Cavalier
  Winged Hussar
  No horsemen are as feared and respected as 
  the winged hussars. Known for their striking 
  appearances and deadly full-on assaults, 
  there are few who would willingly challenge 
  their might.
  A winged hussar has the following class 
  features.
  Painted Wings (Ex)
  At 1st level, a winged hussar dons a pair of 
  false wings that symbolize their ferocity. When 
  worn, the winged hussar gains a +1 morale 
  bonus to Intimidate rolls (this bonus increases 
  by +1 for every four levels the winged hussar 
  possesses (to a maximum of +5 at level 20). A 
  winged hussar that possess natural wings does 
  not need to wear false wings but must paint 
  their wings in the same style to gain the bonus.
  This ability replaces tactician.
  Vital Charge (Ex)
  At 4th level, a winged hussar learns to target 
  vital organs when charging. The winged hussar 
  gains a +1 competence bonus to damage rolls 
  when charging while mounted. This bonus 
  increases by +1 every four levels the hussar 
  possesses (to a maximum of +5 at level 20).
  This ability replaces expert trainer.
  Terrifying Wings (Ex)
  At 5th level, a winged hussar’s winged 
  silhouette becomes a symbol of intimidation 
  to his enemies. As long as the winged hussar’s 
  painted wings are clearly visible, all enemies 
  within 60 feet must succeed at a Will save or 
  receive a -2 penalty on saving throws against 
  fear and a -1 penalty on attack rolls made 
  against the winged hussar. At 10th level, and 
  every five levels thereafter, these penalties 
  increase by -1. The DC to resist this effect 
  equals 10 + the winged hussar’s level + his 
  Charisma modifier.
  This ability replaces banner.
  Tactician (Ex)
  At 9th level, a winged hussar gains the cavalier 
  receives a teamwork feat as a bonus feat. He 
  must meet the prerequisites for this feat. As 
  a standard action, the cavalier can grant this 
  feat to all allies within 30 feet who can see and 
  hear him. Allies retain the use of this bonus 
  feat for 3 rounds plus 1 round for every two 
  levels the cavalier possesses. Allies do not need 
  to meet the prerequisites of these bonus feats. 
  The cavalier can use this ability once per day 
  at 1st level, plus one additional time per day at 
  5th level and for every 5 levels thereafter.
  This ability replaces greater tactician.
  Demoralizing Charge (Ex)
  At 12th level, whenever the winged hussar 
  makes a successful charge attack against a 
  creature, the target is demoralized by the 
  winged hussar’s might. The creature is shaken 
  as long as they are within the threatened area 
  of the winged hussar. This ability lasts until 
  the end of the battle.
  This ability replaces demanding challenge.
  Greater Terrifying Wings (Ex)
  At 14th level, the winged hussar’s visage is 
  synonymous with death. The winged hussar’s 
  terrifying wings now also incur a -4 penalty on 
  saving throws against charm and compulsion 
  spells and effects. This save is made at the 
  original DC. Spells and effects that do not 
  allow saving throws are unaffected by this 
  ability. The winged hussar may only use this 
  ability once a day.
  This ability replaces greater banner.
  
  8
  Blood & Steel, Book 3: The Cavalier
  Masterful Charge (Ex)
  At 17th level, whenever the winged hussar 
  makes a charge attack while mounted, he may 
  choose to attack a second target within range 
  after their charge. This second attack is still 
  considered part of the charge and is made at 
  the winged hussar’s highest bonus.
  This ability replaces master tactician.
  
  9
  Blood & Steel, Book 3: The Cavalier
  New Orders
  Below you’ll find a series of new orders for use 
  with the cavaliers in your games.
  Order of the Crow
  Tradition is what binds society. A cavalier of 
  the order of the crow has dedicated their lives 
  to preserving the traditions of their people. 
  Some of this order will even use their might 
  to try and spread their practices to other 
  societies by force.
  Edicts: The cavalier must follow the 
  traditions of his people without question. He 
  must protect his traditions from destruction 
  or perversion at all costs. He must strive to 
  educate others about his culture whenever 
  possible.
  Challenges: Whenever an order of the crow 
  cavalier issues a challenge, he receives a +1 
  morale bonus on attack rolls against the 
  target of challenge as long as the target is of a 
  different alignment. This bonus increases by 
  +1 for every four levels the cavalier possesses.
  Skills: An order of the crow cavalier adds 
  Knowledge (religion) and Knowledge (history) 
  to his list of class skills. An order of the crow 
  cavalier can attempt Knowledge (history) 
  checks untrained. If he has ranks in that 
  skill, as long as a Knowledge (history) check 
  involves his people or culture, he receives a 
  bonus on the check equal to ½ his cavalier 
  level (minimum +1).
  Order Abilities: A cavalier belonging to the 
  order of the crow gains the following abilities 
  as he increases in level.
  Ancestral Spirit (Su)
  At 2nd level, the ancestors of the cavalier 
  rise up to protect him. Once per day as an 
  immediate action when attacked by a creature 
  of a different alignment than the cavalier, the 
  cavalier can gain a deflection bonus equal to 
  his Charisma modifier to his AC against that 
  attack. The cavalier must decide to use this 
  ability before the attack roll.
  Elder’s Chosen (Ex)
  At 8th level, an order of the crow inspires his 
  people. As a swift action, the cavalier can grant 
  a competence bonus equal to his Charisma 
  modifier on all attack rolls to allies within 30 
  feet that are within one step of the cavalier’s 
  alignment. This bonus lasts for 1 round. This 
  ability can be used a number of times per 
  day equal to the cavalier’s Charisma modifier 
  (minimum of 1).
  Embodiment of  Tradition (Ex)
  At 15th level, the cavalier is a walking symbol 
  of his culture. If a creature defiles the ideals, 
  religion, or customs of the cavalier’s people in 
  his presence, the cavalier gains a morale bonus 
  on damage rolls equal to ½ his cavalier level 
  against that creature.
  Order of the Dawn
  Kings and emperors do not make a land 
  great. The cavaliers of the order of the dawn 
  have no loyalty to a specific sovereign; they 
  are servants of their kingdom’s people. They 
  fight, protect, and conquer in the name of 
  expanding their lands and giving power to 
  their people.
  Edicts: The cavalier must put the interests 
  of his people above all else. The cavalier must 
  follow whatever the majority of his people 
  demand without question. The cavalier must 
  never swear allegiance to or directly serve a 
  
  10
  Blood & Steel, Book 3: The Cavalier
  single person unless it benefits the people. A 
  cavalier may serve a sovereign but only so long 
  as that sovereign’s commands lines up with 
  the will of the people.
  Challenges: An order of the dawn cavalier 
  can attempt a free disarm combat maneuver 
  check anytime he takes the full-attack action 
  against the target of his challenge. This free 
  combat maneuver does not provoke an attack 
  of opportunity.
  Skills: An order of the dawn cavalier adds 
  Knowledge (local) and Knowledge (history) 
  to his list of class skills. An order of the dawn 
  cavalier can attempt Knowledge (history) 
  checks untrained. If he has ranks in that 
  skill, as long as a Knowledge (history) check 
  involves the history of his kingdom, he 
  receives a bonus on the check equal to ½ his 
  cavalier level (minimum +1).
  Order Abilities: A cavalier belonging to the 
  order of the dawn gains the following abilities 
  as he increases in level.
  No Masters (Ex)
  At 2nd level, an order of the dawn cavalier 
  gains a +2 morale bonus to saving throws 
  against charm and fear effects.
  Conqueror (Ex)
  At 8th level, an order of the dawn cavalier 
  is emboldened by victory over his foes. 
  Whenever an order of the dawn cavalier 
  lands the killing blow on an enemy, he gains 
  a morale bonus to his next attack roll equal to 
  half his cavalier level (minimum +1).
  
  11
  Blood & Steel, Book 3: The Cavalier
  Sword of  the People (Ex)
  At 15th level, the cavalier is the ultimate 
  weapon of his people. He gains a +2 morale 
  bonus to damage rolls for each ally within 30 
  feet.
  Order of the 
  Dragonslayer
  Cavaliers of the order of the dragonslayer 
  have sworn an oath to defeat one of the 
  oldest foes the mortal world has ever known: 
  the dragons. While some members regulate 
  their hunting to the vile chromatic dragons 
  and their kin, others see all dragons as 
  abominations, and seek to eliminate all 
  draconic kind they encounter.
  Edicts: The cavalier must choose a specific 
  dragon or type of dragon that is their personal 
  hunt. Should his specific dragon be slain he 
  must pick a new dragon or type of dragon 
  within one week. Once the cavalier has 
  encountered a hostile dragon he cannot rest 
  until it is slain or captured. The cavalier must 
  carry with him a piece of any dragon he slays; 
  a symbol to other members of the order of his 
  prowess as a dragonslayer.
  Challenges: Whenever an order of the 
  dragonslayer cavalier issues a challenge 
  against a dragon, he gains energy resistance 
  5 against the energy type of the dragon. This 
  bonus increases by 5 for every four levels the 
  cavalier possesses (to a maximum of 30 at 
  level 20) 
  Skills: An order of the dragonslayer cavalier 
  adds Knowledge (arcana) and Survival 
  to his list of class skills. An order of the 
  dragonslayer cavalier can attempt Knowledge 
  (arcana) checks untrained. If he has ranks 
  in Knowledge (arcana), he receives a bonus 
  on the check equal to ½ his cavalier level 
  (minimum +1). 
  Order Abilities: A cavalier belonging to the 
  order of the dragonslayer gains the following 
  abilities as he increases in level.
  Dragontracker (Ex)
  At 2nd level, an order of the dragonslayer 
  cavalier grows adept at tracking dragons. He 
  gains a +4 to Survival checks made to track 
  dragons. 
  Dragonslayer (Ex)
  At 8th level, an order of the dragonslayer 
  cavalier becomes a living vessel for destroying 
  dragons. Any attack made by the cavalier 
  against a dragon is treated as having the 
  dragon bane enchantment.
  Equal and Opposite (Su)
  At 15th level, the cavalier becomes the 
  fundamental opposite of his enemy. The 
  cavalier deals double damage on attacks made 
  against dragons of the opposite alignment. For 
  instance, a Good cavalier deals double damage 
  against an Evil dragon. Neutral cavaliers must 
  choose either Good or Evil dragons to deal 
  double damage against.
  Order of the Horse
  Cavaliers who belong to the order of the horse 
  are loyal to only one thing: their companion. 
  Just as their mount would give its life for 
  them they would give their life for it. The two 
  form a bond that is unshakable.
  Edicts: The cavalier must spend at least an 
  hour every day with their mount. The cavalier 
  may never willingly put their mount in a 
  situation it is not likely to survive. He also may 
  not switch mounts under any circumstance 
  except the death of his mount. Should his 
  
  12
  Blood & Steel, Book 3: The Cavalier
  mount die, the cavalier must spend a month 
  mourning his fallen companion, instead of the 
  regular week, only then may a cavalier of the 
  order of the horse seek out a new mount.
  Challenges: Whenever an order of the horse 
  cavalier issues a challenge, he receives a +1 to 
  combat maneuvers so long as he is mounted. 
  This bonus increases by +1 for every four 
  levels the cavalier possesses.
  Skills: An order of the horse cavalier adds 
  Knowledge (nature) and Heal to his list of 
  class skills. An order of the crow cavalier can 
  attempt Knowledge (nature) checks untrained. 
  If he has ranks in Heal, he receives a bonus 
  on the check equal to ½ his cavalier level 
  (minimum +1) when performing a Heal check 
  on an animal.
  Order Abilities: A cavalier belonging to the 
  order of the horse gains the following abilities 
  as he increases in level.
  Stronger Together (Ex)
  At 2nd level, an order of the horse cavalier 
  inspires his mount to fight harder. Whenever 
  he is within 30 feet of his mount, the mount 
  gains a +1 morale bonus to attack rolls. This 
  increases by +1 for every four levels the 
  cavalier possesses (to a maximum of +5).
  Fast Healing (Su)
  At 8nd level, the order of the horse 
  cavalier’s bond with their mount becomes 
  supernaturally charged. Their mount gains 
  fast healing 1. This fast healing increases by 1 
  for every four levels the cavalier possesses (to 
  a maximum of +5).
  Life Bond (Ex)
  At 15th level, the cavalier and his mount 
  willingly protect each other with their lives. 
  When the cavalier’s mount is attacked the 
  cavalier may intercede and take the attack 
  instead.
   Order of the Martyr
  Not every cavalier has a single, solitary 
  purpose their whole life. Some spend 
  countless years attempting to find a purpose. 
  The order of the martyr is comprised of 
  cavaliers who travel the world seeking a 
  cause worthy to die for. They hope to one day 
  find a cause so meaningful that it is worth 
  their very lives and they will not rest until 
  they find it.
  Edicts: The cavalier must travel the world 
  seeking worthy causes; he may not spend 
  more than a week in any one location. He must 
  investigate any cause that catches his attention 
  until he determines whether or not it is a 
  suitable final cause. The cavalier must, at some 
  point in their lives, choose their true cause. 
  Once this true cause is chosen they must fight 
  for it until they die or until the cause is won. 
  Once won, an order of the martyr cavalier 
  must wait 30 days, before repeating the 
  process of seeking new causes. Additionally, 
  cavaliers of this order may choose an ongoing 
  cause, such as defending a kingdom or 
  spreading their religion, but once chosen they 
  are incapable of changing the cause and must 
  pursue it for the rest of their days.
  Challenges: Whenever an order of the 
  martyr cavalier issues a challenge, he receives 
  a +1 dodge bonus to AC so long as he only 
  has half of his total hit points or less. This 
  bonus increases by +1 for every four levels the 
  cavalier possesses.
  Skills: An order of the martyr cavalier adds 
  Knowledge (local) and Heal to his list of class 
  skills. An order of the martyr cavalier can 
  attempt Knowledge (local) checks untrained. 
  An order of the martyr cavalier adds ½ his 
  cavalier level (minimum +1) to Heal checks 
  made to provide first aid to a creature.
  
  13
  Blood & Steel, Book 3: The Cavalier
  Order Abilities: A cavalier belonging to 
  the order of the martyr gains the following 
  abilities as he increases in level.
  Martyrdom (Ex)
  Starting at 2nd level, the first time the cavalier 
  takes damage in a battle, the cavalier gains 
  a +1 morale bonus to attack rolls for the 
  next minute. This bonus increases by +1 for 
  every four levels the cavalier possesses (to a 
  maximum of +5 at level 20).
  Still Standing (Ex)
  At 8th level, the cavalier 
  remains conscious and can 
  continue fighting even if his 
  hit point total is below 0. 
  The cavalier is still staggered 
  and loses 1 hit point each 
  round. The cavalier still 
  dies when his hit point total 
  reaches a negative amount 
  equal to his Constitution 
  score.
  A Worthy Cause (Ex)
  At 15th level, the cavalier’s 
  drive to keep fighting allows 
  them to endure great pain. 
  Once per day, the cavalier can 
  negate a single melee attack 
  from a creature against them. The 
  attack is treated as having missed 
  and deals no damage. This ability must be 
  used before damage is calculated and does not 
  work on critical hits.
  Order of the Sky
  Some cavaliers dedicate themselves to 
  battlefields or open sea, but the order of 
  the sky knows that the true terrors of this 
  world lurk above. Cavaliers of this order will 
  do everything in their power to defeat the 
  horrors that darken the skies.
  Edicts: The cavalier must be on a constant 
  hunt for some creature capable of flight. He 
  must follow any leads regarding where his 
  chosen target roosts. Once he has found his 
  prey he cannot rest until he or it is slain. After 
  defeating his foe, the cavalier must choose a 
  new hunt within a week’s time.
  Challenges: Whenever an order of the 
  sky cavalier issues a challenge, he 
  receives a +1 morale bonus 
  on attack rolls against the 
  target of his challenge if the 
  target is flying. This bonus 
  increases by +1 for every 
  four levels the cavalier 
  possesses.
  Skills: An order of the 
  sky cavalier adds Fly and 
  Knowledge (nature) to his 
  list of class skills. An order of 
  the sky cavalier can attempt 
  Knowledge (nature) checks 
  untrained. If he has ranks in 
  that skill and if a Knowledge 
  (nature) check involves the 
  creature he is hunting, he 
  receives a bonus on the check 
  equal to 1/2 his cavalier level 
  (minimum +1).
  Order Abilities: A cavalier 
  belonging to the order of the sky gains the 
  following abilities as he increases in level.
  Gentle Fall (Ex)
  At 2nd level, an order of the sky cavalier 
  becomes skilled at falling great distances 
  without harm. The cavalier always takes the 
  minimum possible damage from falls (as if 
  the GM had rolled a 1 on each die of damage 
  incurred by the fall).
  
  14
  Blood & Steel, Book 3: The Cavalier
  Clipped Wings (Ex)
  At 8th level, the cavalier learns to take careful 
  aim at the wings of their foes. When the 
  cavalier confirms a critical hit against a flying 
  creature, the cavalier may cut the creature’s 
  movement and fly speed in half for one hour.
  Falling Prey (Ex)
  At 15th level, an order of the sky cavalier can 
  perform an attack to knock enemies out of 
  the air. As a standard action, the cavalier can 
  make a combat maneuver to pin the wings of 
  the creature, causing it to fall to the ground. 
  The creature cannot fly again for one minute 
  after hitting the ground.
  Order of the Third 
  Eye
  Cavaliers of the order of the third eye are of 
  a unique breed. A cavalier of the order of the 
  third eye is, early in their lives, granted a 
  vision of their destiny. This order dedicates 
  itself to seeking out the true meaning of this 
  vision and fulfilling their destiny.
  Edicts: The cavalier must attempt to 
  learn the secrets of the singular vision they 
  received. He must seek to fit the role they saw 
  for themselves in the vision. He may never 
  attempt to change his fate or seek greater 
  glory than that laid out for him in the vision.
  Challenges: Whenever an order of the third 
  eye cavalier issues a challenge, he receives a 
  +1 insight bonus on saves against the target 
  of the challenge. This bonus increases by +1 
  for every four levels the cavalier possesses.
  Skills: An order of the third eye cavalier 
  adds Knowledge (religion) and Spellcraft 
  to his list of class skills. An order of the 
  third eye cavalier can attempt Knowledge 
  (religion) checks untrained. If he has ranks 
  in Spellcraft, as long as the check involves 
  magic of the divination school, he receives a 
  bonus on the check equal to 1/2 his cavalier 
  level (minimum +1).
  Order Abilities: A cavalier belonging to 
  the order of the third eye gains the following 
  abilities as he increases in level.
  Purpose (Ex)
  At 2nd level, a cavalier of the order of the third 
  eye is driven to fulfill their destiny, protecting 
  them from situations that might usually maim 
  or kill them. The cavalier may, once a day, 
  reroll a failed saving throw.
  Future Sight (Su)
  At 8th level, the cavalier is granted brief 
  glimpses into the potential future. Three times 
  a day, as a swift action, an order of the third 
  eye cavalier may gain an insight bonus to 
  attack rolls, AC, or saving throws equal to half 
  their cavalier level (minimum of +1)
  Destiny (Su)
  At 15th level, the cavalier of the order of the 
  third eye knows their fate involves overcoming 
  a great challenge, and so destiny has granted 
  them the ability to overcome it. The cavalier 
  chooses a save (Fortitude, Reflex, or Will), 
  and gives a permanent luck bonus to that save 
  equal to half the cavalier’s level.
  Elder’s Chosen (Su)
  At 8th level, an order of the third eye inspires 
  his people. As a swift action, the cavalier 
  can grant a competence bonus equal to his 
  Charisma modifier on all attack rolls to allies 
  within 30 feet that are within one step of the 
  cavalier’s alignment. This bonus lasts for 1 
  round. This ability can be used a number of 
  times per day equal to the cavalier’s Charisma 
  modifier (minimum of 1).
  
  15
  Blood & Steel, Book 3: The Cavalier
  Order of the Word
  Not all cavaliers believe that swords and 
  bloodshed are the only way to change the 
  world. The order of the word believe that 
  philosophers, teachers, and writers wield 
  more power than they could ever hope to. 
  As such, the order of the word dedicate 
  themselves to using their prowess with the 
  sword to protect those who wield words.
  Edicts: The cavalier must dedicate himself to 
  a speaker, writer, or philosopher and follow 
  their teachings. He must preach the lessons of 
  his master. He must protect their life with his 
  own. If an order of the word cavalier’s master 
  is slain and there is no reasonable means by 
  which they can be resurrected, the cavalier 
  must find a new master of similar teachings 
  within one month.
  Challenges: Whenever an order of the word 
  cavalier issues a challenge, he receives a +1 
  morale bonus on Intimidate checks against the 
  target of the challenge. This bonus increases 
  by +1 for every four levels the cavalier 
  possesses (to a maximum of +5 at level 20).
  Skills: An order of the word cavalier adds 
  Perform (oratory) and Knowledge (local) to 
  his list of class skills. An order of the word 
  cavalier can attempt Knowledge (local) checks 
  untrained. If he has ranks in that skill and as 
  long as a Perform (oratory) check involves the 
  teachings of his master, he receives a bonus 
  on the check equal to 1/2 his cavalier level 
  (minimum +1).
  Order Abilities: A cavalier belonging to the 
  order of the word gains the following abilities 
  as he increases in level.
  Mocking Words (Su)
  At 2nd level, the cavalier learns to distract 
  enemies by insulting them. As a swift action, 
  the cavalier can hurl a flurry of insults at 
  an enemy, distracting them and giving the 
  cavalier a +2 morale bonus to their next 
  attack. This ability only works on creatures 
  within 90 feet that are able to hear and 
  comprehend the language the cavalier is 
  speaking with. The cavalier may use this 
  ability a number of times a day equal to the 
  cavalier’s Charisma modifier (minimum of 1).
  Fascinating Words (Su)
  At 8th level, an order of the word cavalier 
  can string together a series of confusing, 
  contradictory statements, causing creatures 
  to become fascinated with him. Each creature 
  must be within 90 feet, able to hear and 
  comprehend the language the cavalier is 
  speaking for the ability to work. The cavalier 
  may use this ability a number of times a day 
  equal to the cavalier’s Charisma modifier 
  (minimum of 1). Each creature within range 
  receives a Will save (DC 10 + 1/2 the cavalier’s 
  level + the cavalier’s Cha modifier) to negate 
  the effect. If it fails, the creature sits quietly 
  and attempts to discern the meaning behind 
  the cavalier’s words. A cavalier cannot use 
  fascinating words while there is an immediate 
  danger for himself or his targets.
  Inspiring Words (Su)
  At 15th level, an order of the word cavalier can 
  give an inspiring speech to raise morale. As a 
  standard action the cavalier can grant allies 
  within 90 feet a morale bonus to attack rolls 
  equal to the cavalier’s Charisma modifier. This 
  ability lasts one minute. The allies must be 
  able to hear and comprehend the language the 
  cavalier is speaking for the ability to work. The 
  cavalier may use this ability once per battle.
  
  16
  Blood & Steel, Book 3: The Cavalier
  New Feats
  Below you’ll find new feats suitable for use 
  with your cavaliers, though unless noted, they 
  can be used by anyone.
  Buffalo Horns (Combat, Teamwork)
  You and your allies fan out around an enemy, 
  encircling them.
  Prerequisite(s): one teamwork feat
  Benefit(s): When you and two or more allies 
  with this feat are adjacent to the same enemy 
  (and at least two of you are flanking said 
  enemy) you gain a +4 flanking bonus to attack 
  rolls instead of the regular +2. Abilities that 
  prevent flanking also prevent this ability.
   Diplomatic Plea
  You call out to your allies to stand by your 
  claims, giving you much needed credibility.
  Prerequisite(s): Exceptional Aid
  Benefit(s): When you successfully use the aid 
  another action to assist an ally’s Diplomacy or 
  Bluff skill check, you add an additional +2 for 
  every ally with this feat within 30 feet.
   Final Stand (Combat)
  You gain a bonus to offense and defense when 
  facing impossible odds.
  Prerequisite(s): Greater Valiant Stand
  Benefit(s): When you are below 10% of your 
  maximum hit points and there are no allies 
  within 120 feet, you gain an additional +2 
  dodge bonus to AC and CMD. This bonus 
  stacks with the AC bonus granted by Greater 
  Valiant Stand. You also gain a +4 morale bonus 
  to attack and damage rolls. This ability lasts 
  one minute from the point you reach 10% of 
  your maximum hit points.
  
  17
  Blood & Steel, Book 3: The Cavalier
  Greater Valiant Stand (Combat)
  You gain a greater bonus when faced with 
  desperate odds.
  Prerequisite(s): Valiant Stand
  Benefit(s): When you are below a quarter 
  of your maximum hit points and there are 
  no allies within 60 feet you gain a +2 dodge 
  bonus to your AC and CMD. This ability lasts 
  one minute from the point you reach a quarter 
  of your maximum hit points.
  Impaler (Combat)
  You impale an enemy, crippling the targeted 
  limb.
  Prerequisite(s): Martial Weapon 
  Proficiency, base attack bonus +5
  Benefit(s): On a critical hit you may choose 
  to forgo the additional damage in exchange 
  for piercing a body party of the target. The 
  creature must be impaled using a piercing 
  melee weapon. When impaled you may release 
  the weapon or hang on to it, hanging onto 
  it gives you and the opponent the grappled 
  condition. Removing an impaled weapon 
  requires a standard action. Impaler cannot be 
  used on creatures who lack the following body 
  parts.
  Leg: If you impale a creature’s leg their base 
  move speed is cut in half for one hour.
  Arm: If you impale a creature’s arm they drop 
  anything held in that arm and that arm cannot 
  pick up or wield any items until the impaled 
  weapon is removed.
  Torso: If you impale a creature’s torso they 
  take an additional 1d4 bleed damage for 1d6 
  turns.
  Head: If you impale a creature’s head they are 
  staggered for 1d4 turns.
  To end any continuing effects, the creature 
  may spend an additional standard action 
  making a heal check (DC 15). Spells such as 
  lesser restoration also negate the effect.
  Infantry Square (Teamwork)
  You and your allies form a defensive square 
  against oncoming attacks.
  Prerequisite(s): Combat Expertise
  Benefit(s): You gain a +1 dodge bonus to AC 
  for each ally with this feat adjacent to you, to 
  a maximum of +4. Additionally, you and your 
  adjacent allies with this feat cannot be flanked.
  Reckless Strike (Combat)
  You unexpectedly strike an opponent, ignoring 
  your own personal safety in the process.
  Prerequisite(s): base attack bonus +5
  Benefit(s): When taking a full attack, you 
  may make an additional melee attack at your 
  highest bonus against a creature on your 
  turn. This extra attack provokes attacks of 
  opportunity. Both you and the creature are 
  treated as flat-footed for the purposes of the 
  attack and any attacks of opportunity invoked 
  from using this feat. This ability may only be 
  used once during a battle.
  Sacrificial Strike (Combat)
  You impale yourself in order to deal damage to 
  an opponent who has grappled you.
  Prerequisite(s): Martial Weapon 
  Proficiency, base attack bonus +5
  Benefit(s): When grappled by a creature, 
  you may make an attack roll against them as a 
  standard action by stabbing through yourself. 
  You must have a piercing weapon in hand to 
  do so. Treat the attack as a critical hit against 
  yourself. If you hit your opponent with this 
  attack, they suffer the same amount of damage 
  as you took.
  
  18
  Blood & Steel, Book 3: The Cavalier
  Suicidal Strike (Combat)
  You carefully target an opponent and strike, 
  leaving yourself open to attack.
  Prerequisite(s): Reckless Strike
  Benefit(s): Your reckless strike deals double 
  damage, however, all attacks of opportunity 
  against you this turn also deal double damage.
  Tortoise Formation (Teamwork)
  You and your allies lift your shields around 
  and above you to form an impenetrable 
  bunker.
  Prerequisite(s): Shield Wall, Tower Shield 
  Proficiency
  Benefit(s): Whenever you are wielding a 
  tower shield and are adjacent to allies wielding 
  tower shields who also have this feat, you may 
  use your tower shield to grant you total cover 
  as usual. Doing so no longer lasts until your 
  next turn. Instead the cover lasts so long as 
  you are adjacent to one of your allies with this 
  feat.
  Valiant Stand (Combat)
  You gain a bonus to defense when faced with 
  poor odds.
  Prerequisite(s): Con 13
  Benefit(s): When you are below half your 
  maximum hit points and there are no allies 
  within 30 feet you gain temporary hit points 
  equal to double your Constitution modifier. 
  This ability lasts one minute from the point 
  you reach half your maximum hit points.
  Wedge Formation (Combat, Teamwork)
  You may charge with an ally and attack a 
  different foe.
  Prerequisite(s): Coordinated Charge
  Benefit(s): When using Coordinated Charge, 
  you may choose a different creature within 
  range than the creature your ally charged. The 
  new creature must be within 10 feet of the 
  original target.
   
  
  19
  Blood & Steel, Book 3: The Cavalier
  Equipment
  Weapons
  Below you’ll find a series of new weapons 
  for use with the cavaliers in your campaign. 
  Please note that others can use these, but they 
  are thematically appropriate for a cavalier.
  Double Spear
  This spear differs from most as it possesses 
  a pointed blade on both sides, making it an 
  unpredictable tool. The weapon is too heavy to 
  be used as a throwing weapon but can easily 
  demolish an unsuspecting foe up close. The 
  weapon is, however, difficult to master and 
  requires a skilled hand to use correctly.
  Extending Spear
  This unique spear is a combination of both 
  a long-spear and a regular spear. The hilt 
  has a series of interlocking pieces that allow 
  it to extend or retract as the wielder sees fit. 
  This spear is, naturally, very powerful as it 
  possesses the reach and throwing abilities 
  of its two component pieces but the hilt’s 
  relatively fragile interior makes it unfit for 
  bracing, as it would likely break under the 
  pressure. Extending or retracting the spear 
  is a move action that provokes an attack of 
  opportunity.
  Extending Lance
  This lance is actually a combination of a 
  standard lance and the light lance variant. The 
  shaft has a series of interlocking pieces that 
  allow it to extend or retract to the wielder’s 
  needs. This allows the weapon to be wielded 
  one handed when serving as a light lance or 
  (Simple)
  Two-Handed 
  Melee Weapons 
   Cost
  Dmg (S)
   Dmg (M) Critical
  Range
  Weight
  Type
  Special
  Extending Spear 
  75 gp 
  1d6
  1d8
  x3
  20 ft
  14 lbs. 
  P
  reach, see text
  Hook Spear 
  12 gp 
  1d6
  1d8
  x3
  — 
  6 lbs.
  P
  brace, trip, see text
  (Martial)
  One-Handed 
  Melee Weapons 
  Cost
  Dmg (S) Dmg (M) 
  Critical Range Weight 
  Type
  Special
  Koncerz 
  12 gp
  1d4 
  1d6 
  x3 
  — 
  5 lbs.
  P 
  reach, see text
  Light lance 
  15 gp
  1d6 
  1d8 
  x3 
  — 
  8 lbs.
  P 
  see text
  (Martial)
  Two-Handed 
  Melee Weapons 
  Cost
  Dmg (S) Dmg (M) 
  Critical Range Weight 
  Type
  Special
  Double Spear
  15 gp
  1d6/1d6
  1d8/1d8
  x3
  — 
  8 lbs.
  P
  brace, double, see text
  Extending Lance 
  100 gp 1d6
  1d8
  x2
  — 
  16 lbs. 
  P
  reach, see text
  Long Hook Spear 
  14 gp 
  1d6
  1d8
  x3
  — 
  9 lbs.
  P
  brace, reach, trip
  
  20
  Blood & Steel, Book 3: The Cavalier
  Shield
  Cost
  Armor/
  Shield 
  Bonus 
  Maximum 
  Dex Bonus
  Armor 
  Check 
  Penalty
  Arcane Spell 
  Failure 
  Chance
  Speed 
  Weight
  30 ft
  20 ft
  Blast Shield 
  25 gp
  +2 
  — 
  -4 
  30% 
  —
  —
  30 lbs.
  have reach when being wielded as a regular 
  lance. The weapon’s only major drawback is 
  that it lacks the same power and structural 
  strength as regular lances, due to the grooves 
  made to allow it to retract. Extending or 
  retracting the lance is a move action that 
  provokes an attack of opportunity.
  Hook Spear
  The hook spear is almost 
  identical to a regular spear 
  save for a curved blade 
  that extends directly below 
  the main tip. This curved 
  blade allows the wielder to 
  trip and injure incoming 
  enemies, but reduces the 
  spear’s aerodynamic design, 
  making it an inferior thrown 
  weapon.
  Koncerz
  The koncerz is a unique sword, similar in 
  design to an rapier but with the range of a 
  lance. The weapon is wielded one-handed but 
  has a blade that can extend up to and even 
  beyond five feet. The koncerz was designed 
  to be used atop horseback and deals double 
  damage when used from the back of a charging 
  mount. This weapon counts as a lance for the 
  purposes of the cavalier’s supreme charge 
  ability and the Spirited Charge feat.
  Light Lance
  Smaller and sleeker than regular lances, the 
  light lance is meant to be a more versatile 
  replacement. The weapon sacrifices range 
  to be more useful in single combat when a 
  horseman is forced to do battle on foot. The 
  light lance still deals double damage when 
  used from the back of a charging mount. This 
  weapon counts as a lance for the purposes of 
  the cavalier’s Supreme Charge ability.
  Long Hook Spear
  The longer variant of the hook spear is 
  exceptionally useful for tripping horsemen 
  and disabling foes from far away. Its only 
  drawback is the increased weight, which 
  makes it more difficult to wield. Only trained 
  warriors know how to effectively wield a long 
  hook spear without slowing themselves down.
  Shields
  Below you’ll find a new shield for use with the 
  cavaliers in your campaign. Please note that 
  others can use these, but they are thematically 
  appropriate for a cavalier. 
  Blast Shield
  Halfway between a heavy steel shield and a 
  tower shield, this bulky steel shield requires 
  a steady hand to wield effectively. Its primary 
  advantage is that its large, dome shape causes 
  shrapnel and debris to simply bounce off, 
  protecting the wearer from blasts. The blast 
  shield negates all splash damage that would 
  normally be applied to the wielder. If the 
  wielder is flat-footed or helpless, the blast 
  shield does not protect them from splash 
  damage.
   
  
  21
  Blood & Steel, Book 3: The Cavalier
  Equipment
  Below you’ll find new equipment for use 
  in your campaigns. As before, this is not 
  exclusive to cavaliers, but is thematically 
  appropriate for them.
  Mantlet Shield
  This “shield” is a thick wood or metal plate 
  about 5 feet long and 5 feet tall. Cut into the 
  wood are little slots by which archers may 
  fire without stepping out from behind the 
  barricade. The mantlet is propped up on 
  wheels that allow it to be moved while still 
  retaining cover. It grants total cover to anyone 
  directly behind it.
  Weapon Mounter
  A weapon mounter is a device that can be 
  affixed to a mount’s saddle. The mounter may 
  then have any reach piercing weapon attached 
  to it, allowing it to stay steady even when the 
  rider isn’t holding it. This allows the mount to, 
  during a charge, substitute its natural attack 
  with the mounted weapon. The weapon, due 
  to having no one guiding it, has a -4 to attack 
  rolls. 
  Magic Items
  Below you’ll find a series of magic items for 
  use in your campaigns.
  Magic Weapons
  Lance of  the Last Stand
  Aura faint abjuration; CL 5th; Weight 10 
  lbs.; Price 9,310 gp
  DESCRIPTION
  This lance is emblazoned with a golden 
  griffon along the shaft.
  EFFECTS
  This +1 lance grants the wielder one last 
  chance to avoid death. Once per day, the 
  lance may be activated, granting the wielder 
  temporary hit points equal to 1d10+5. 
  Additionally, the lance creates a 30 ft. magical 
  field around the wielder that grants allies a +2 
  deflection bonus to their AC. This ability lasts 
  5 rounds.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Magic Arms and Armor; Spells 
  protection from evil, false life; Cost 4,655 gp
  Item
  Price
  Weight
  Mantlet shield
  45 gp
  100 lbs.
  Weapon Mounter
  100 gp
  10 lbs
  
  22
  Blood & Steel, Book 3: The Cavalier
   Mordred
  Aura moderate evocation [force]; CL 5th; 
  Weight 4 lbs.; Price 25,315 gp
  DESCRIPTION
  This black sword gives off an unearthly glow 
  when in the presence of nobility.
  EFFECTS
  This +2 rivaling longsword allows the wielder 
  to discern information about his target before 
  executing them. Once a day the wielder may 
  point the longsword at a target as a standard 
  action. Doing so reveals the target’s alignment 
  and if they hold any noble rank. The wielder 
  then gains a +2 insight bonus on Bluff and 
  intimidate checks against the target, provided 
  they are a noble.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Magic Arms and Armor; Spells 
  detect chaos/evil/good/law, bestow insight; 
  Cost 12,657 gp
   Reverting Koncerz
  Aura conjuration; CL 9th; Weight 5 lbs.; 
  Price 20,312 gp
  DESCRIPTION
  Glittering with inner light, this koncerz is 
  long and makes a quiet ticking sound, almost 
  like a clock.
  EFFECTS
  This +1 koncerz allows the wielder to briefly 
  cheat the laws of physics. Once per day, the 
  wielder may make a regular charge attack 
  against a creature, but at the end of the charge 
  attack the wielder reverts to their original 
  location prior to the charge as a free action.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Magic Arms and Armor; Spells 
  telekinesis ; Cost 10,156 gp
   Sword of  the Alliance
  Aura moderate transmutation; CL 10th; 
  Weight 2 lbs.; Price 6,310 gp
  DESCRIPTION
  This shimmering sword has a stylized bear on 
  the hilt, it’s claw reaching upward to form the 
  blade.
  EFFECTS
  This +1 shortsword is not meant to destroy 
  enemies itself, but rather to grant allies 
  power to. Once a day when the sword of 
  alliance successfully lands a hit on a creature, 
  it releases a burst of energy that empowers 
  the weapons of all allies within range. All 
  weapons carried by allies within 200 feet gain 
  a +2 enhancement bonus on attack rolls and 
  damage rolls for one minute.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Magic Arms and Armor; Spells 
  summon monster I ; Cost 3,105 gp
  
  23
  Blood & Steel, Book 3: The Cavalier
  Magic Weapon 
  Properties
  Rivaling
  Price +1 bonus
  Aura faint enchantment; CL 8th;
  EFFECTS
  A rivaling weapon grows in potential if it has 
  faced a foe before. If the weapon has been used 
  against the opponent in a battle at least once 
  before, the wielder gains a +1 insight bonus 
  to attack rolls and Intimidate checks. This 
  bonus increases by +1 every following time the 
  wielder and the opponent meet in battle (to a 
  maximum of +5).
  CONSTRUCTION REQUIREMENTS
  Feats Craft Magical Arms and Armor; Spells 
  build trust, bestow insight; Cost +1 bonus
  Sacrificial
  Price +3 bonus
  Aura moderate necromancy; CL 11th;
  EFFECTS
  Upon command, a pale red light emanates 
  from the wielder of a sacrificial weapon, 
  growing a deeper shade of red with every 
  moment. The wielder of a sacrificial weapon 
  may sacrifice health to deal extra damage 
  to their target. For every 5 points of health 
  sacrificed, the weapon deals an additional 1d8 
  of damage on a successful hit (to a maximum 
  of 25 points and 5d8 damage).
  CONSTRUCTION REQUIREMENTS
  Feats Craft Magical Arms and Armor; Spells 
  bloodsworn retribution; Cost +3 bonus.
  Wondrous Items
  Blade of  Dark Sacrifice
  Aura necromancy; CL 17th; Slot none; Price 
  61,200 gp; Weight 1 lb.
  DESCRIPTION
  An aura of sickness and pain emanates from 
  this simple knife. A simple phrase is written 
  on the blade in draconic: “Death comes for us 
  all.”
  EFFECTS
  This blade is far too fragile for actual use in 
  combat, but it is thin and extremely sharp. 
  Once per day as a swift action, the wielder 
  of this blade may plunge it into their own 
  body. Curiously, the weapon does not deal 
  any damage to the body of the wielder but 
  instead inflicts one temporary negative level to 
  them. Afterwards, the wielder may designate 
  a creature within 60 feet. The next time the 
  user lands a successful hit against that target, 
  instead of inflicting damage, they may inflict 
  2d4 temporary negative levels to the target 
  (Fortitude DC 25 half). The temporary levels 
  for both the wielder and their target dissipate 
  after 24 hours.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item; Spells energy 
  drain; Cost 30,600 gp
  
  24
  Blood & Steel, Book 3: The Cavalier
  Bracers of  the Brotherhood
  Aura moderate conjuration; CL 7th; Slot 
  wrists; Price 7,560 gp; Weight 2 lbs.
  DESCRIPTION
  These golden bracers contain two gems, a 
  blue gem in the right bracer, and an orange 
  one in the left.
  EFFECTS
  These bracers are uniquely designed, the left 
  is meant to be worn by one person and the 
  right by another. The two wearers are bonded 
  together and may communicate telepathically 
  up to 120 feet apart from each other. 
  Additionally, once a day one of the wearers 
  may, as a move action, teleport to the location 
  of the other so long as they are within 800 feet 
  of each other.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item; Spells 
  dimension door; Cost 7,560 gp
  Gloves of  the Phantom Hawk
  Aura faint conjuration; CL 7th; Slot hands; 
  Price 10,080 gp; Weight 1 lb.
  DESCRIPTION
  These simple leather gloves are painted 
  a gold, brown, and red in a traditional 
  warhawk style.
  EFFECTS
  Once per day on command, these gloves 
  summon a phantom hawk to do your bidding 
  for 5 minutes. The hawk is invisible to all but 
  you, and you can see everything through its 
  eyes. The phantom hawk possesses all the 
  same abilities and scores as a regular hawk but 
  is fully controlled by the summoner.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item; Spells arcane 
  eye; Cost 5,040 gp
  Helm of  Unbreakable Bonds
  Aura moderate conjuration; CL 13th; Slot 
  head; Price 23,400 gp Weight 3 lbs.
  DESCRIPTION
  This steel helmet is shaped like the skull of a 
  horse, wrapping firmly around the wearer’s 
  head.
  EFFECTS
  Once per day as a swift action, the wearer 
  of this cape may trade hit points with their 
  mount, and vice versa. The wearer and the 
  mount may transfer 3d6 hit points to one 
  another, healing one for the amount and 
  damaging the other.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item; Spells greater 
  life conduit; Cost 11,700 gp
  Horseshoes of  the Pegasus
  Aura faint transmutation; CL 1st; Slot feet; 
  Price 1,000 gp; Weight 4 lbs.
  DESCRIPTION
  These light blue horseshoes are exceptionally 
  thick and springy.
  
  25
  Blood & Steel, Book 3: The Cavalier
  EFFECTS
  The mount wearing these horseshoes always 
  takes the minimum possible damage from 
  falls (as if the GM had rolled a 1 on each die of 
  damage incurred by the fall) and at the end of 
  a fall always lands on his feet.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item Spells feather 
  fall; Cost 500 gp
  Hussar’s Wings
  Aura moderate enchantment; CL 6th; Slot 
  shoulders; Price 10,600 gp; Weight 10 lbs.
  DESCRIPTION
  These beautiful black, red, and gold wings 
  expand far behind the wearer, casting a long 
  black shadow behind them wherever they go.
  EFFECTS
  The wearer gains a +4 competence bonus on 
  charge attacks. Additionally, if the wearer 
  has levels in cavalier with the winged hussar 
  archetype, the range of their painted wings 
  and terrifying wings abilities are doubled.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item Spells heroism; 
  Cost 5,300 gp
  Mask of  the Revolution
  Aura moderate illusion; CL 13th; Slot face; 
  Price 7,050 gp; Weight 1 lb.
  DESCRIPTION
  This simple metal mask is solid black and 
  nearly featureless, only possessing two tiny 
  slits for eyeholes.
  EFFECTS
  The mask grants a +5 competence bonus to 
  Disguise and Bluff checks made by the wearer. 
  Additionally, when the wearer slays a person 
  they may erase all depictions of that person, 
  be it paintings, descriptions, or otherwise, 
  and replace it with one of the wearer and their 
  mask. Doing so consumes the mask and gives 
  all of the depictions a faint magical illusion 
  aura. This ability does not affect magical 
  depictions of the target. The mask may only be 
  used this way once.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item; Spells 
  permanent hallucination; Cost 7,050 gp
  Orb of  the Steed
  Aura moderate conjuration; CL 5th; Slot 
  none; Price 16,875 gp; Weight 5 lbs.
  DESCRIPTION
  This reddish black orb floats a few feet behind 
  its owner, rotating slowly along its own axis.
  EFFECTS
  Three times a day, by speaking a command 
  word to the orb, it will transform into a large, 
  quasi-real horse made of black flames and ash. 
  The ashen horse does not fight but animals 
  will avoid it and refuse to attack it. The horse 
  will remain for 5 hours, then it will reform 
  back into the orb.
  The mount has an AC of 18 (–1 size, +4 natural 
  armor, +5 Dex) and 12 hit points. If it loses 
  all its hit points, the ashen horse disappears. 
  The ashen horse has a speed of 50 feet and can 
  bear the rider’s weight plus up to 50 pounds.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item; Spells phantom 
  steed; Cost 8,437 gp
  
  26
  Blood & Steel, Book 3: The Cavalier
  Quiver of  Surprising Speed
  Aura faint divination; CL 8th; Slot none; 
  Price 8,675 gp; Weight 1 lb.
  DESCRIPTION
  This quiver is adorned with charms and 
  symbols of various animals, mostly swift birds 
  of prey.
  EFFECTS
  Three times per day, as a free action, the 
  wearer of this quiver may pull a projectile or 
  thrown weapon from this quiver and grant it 
  incredible speed and accuracy. The projectile 
  gains a +20 competence bonus to the next 
  attack roll made with it and cannot be deflected 
  using feats such as Deflect Arrows.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item; Spells true strike; 
  Cost 4,337 gp
  Ring of  Icy Sacrifice
  Aura moderate evocation [cold]; CL 10th; 
  Slot ring; Price 80,000 gp; Weight —
  DESCRIPTION
  This royal blue ring is simple, but the gem in 
  its center looks like an open eye.
  EFFECTS
  When the wearer is reduced to below 0 hit 
  points this ring activates, causing an explosion 
  of frost and ice to burst from the wearer’s 
  body. The explosion inflicts 10d8 points of 
  cold damage to all creatures and unattended 
  objects within 15 feet, and half that amount to 
  targets past 15 feet but within 30 feet (Reflex 
  DC 20 half). The wearer automatically takes 
  half damage from the explosion, without a 
  saving throw, but any other energy resistance 
  or energy immunity effects in place can 
  prevent or lessen the overflow damage caused 
  by the explosion. Additionally, if the explosion 
  is enough to kill the wearer, their body is 
  transformed into a frozen statue of their final 
  moment, a permanent monument to their 
  sacrifice. This statue can only be removed if 
  the magic of the ring is dispelled.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item; Spells detonate; 
  Cost 40,000 gp
  Winged Saddle
  Aura moderate transmutation; CL 10th; Slot 
  none; Price 54,000 gp; Weight 7 lbs.
  DESCRIPTION
  This gold and white saddle is emblazoned 
  with feathers and an ornate depiction of a 
  pegasus.
  EFFECTS
  When placed on a mount, the mount gains 
  a pair of spectral bat or bird wings that 
  empower it with a fly speed of 60 feet 
  (average maneuverability), also granting a +5 
  competence bonus on Fly skill checks.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Wondrous Item Spells fly; Cost 
  27,000 gp
  
  27
  Blood & Steel, Book 3: The Cavalier
  wearer and the opponent meet in battle (to a 
  maximum of +5).
  CONSTRUCTION REQUIREMENTS
  Feats Craft Magical Arms and Armor; Spells 
  bestow insight, build trust; Cost +2 bonus
  Unremarkable
  Aura moderate transmutation; CL 
  10th; Price +1 bonus.
  EFFECTS
  Unremarkable armor 
  alters its shape at its 
  wearer’s command, 
  transforming into 
  clothing of the wearer’s 
  choice. The clothing 
  must be sized for a 
  creature of the same size 
  as the wearer. 
  While transformed, 
  unremarkable armor doesn’t 
  register as magical, as per magic 
  aura, though it retains the weight, 
  armor bonus, hit points, and any 
  hardness of its original form.
  Transforming unremarkable armor 
  into a mundane form requires a 
  standard action, while returning it to 
  its original form requires a move action. 
  This transformation lasts until it is 
  changed back into its original form 
  or has been left unattended for 8 
  hours, whichever comes sooner.
  CONSTRUCTION REQUIREMENTS
  Feats Craft Magical Arms and Armor; Spells 
  major creation; Cost +1 bonus
   Magic Armor 
  Properties
   Allied
  Aura faint abjuration; CL 4th;
  EFFECTS
  Whenever the wearer is within 30 
  feet of an ally who is also wearing 
  allied armor the two are 
  granted a +1 deflection 
  bonus to AC and a +1 
  resistance bonus on 
  saves. Additionally, hit 
  point damage dealt 
  to either ally is split 
  between both. This 
  ability immediately 
  ends if the wearers 
  are more than 30 feet 
  apart from each other. 
  If 
  more than two people possess 
  allied armor within 30 feet of each 
  other the wearer may choose who 
  they are splitting damage with.
  CONSTRUCTION 
  REQUIREMENTS
  Feats Craft Magical Arms and 
  Armor; Spells shield other; Cost +1 
  bonus
  Memorable
  Aura faint enchantment; CL 8th; 
  Price +2 bonus
  EFFECTS
  Memorable armor retains memories of an 
  opponent that has struck its wearer before. 
  If the opponent has made a successful attack 
  roll against the wearer in a previous battle the 
  wearer gains a +1 insight bonus to AC. This 
  bonus increases by +1 every following time the 
  
  28
  Blood & Steel, Book 3: The Cavalier
  Legal
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.; .
  System Reference Document, © 2000, Wizards of the Coast, Inc; 
  Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; 
  Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  System Reference Document, © 2000, Wizards of the Coast, Inc; 
  Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; 
  Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Advanced Player's Guide, © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  
  29
  Blood & Steel, Book 3: The Cavalier
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.
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  Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, 
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  Wiker, and Hank Woon.
  Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Advanced Race Guide, © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal 
  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, 
  LLC; Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme 
  Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, 
  and Greg A. Vaughan, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, 
  LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James 
  Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. 
  Wesley Schneider, James L. Sutter, and Russ Taylor, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Inc.; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue, © 2016, Paizo Inc.; 
  Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, 
  Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon 
  Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, 
  Mark Seifter, Linda Zayas-Palmer.
  The Book of Experimental Might, © 2008, Monte J. Cook; All rights 
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  Gygax.
  Blood & Steel – Book 3: The Cavalier, ©2017, d20pfsd.com publishing; 
  Author: Leon Conliff
  
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