TEXT: 1
  Cavaliers of Porphyra
  Perry Fehr
  
  2
  Cavaliers of Porphyra
  The voice of a horn, the horn of a battle-herald, calls from 
  land to land... ranks of red lances form on a wind-swept ice 
  field, on mounts like living thorns, yeti-fur helms whipped 
  by cold breeze... a pale-skinned warrior in motley, singing 
  to the whims of Chaos while he fights through waves of war-
  riors.  In a ruined chapel, a sombre sentinel on a slate-gray 
  mare hears the call, and prays for an early end to suffering... 
  a thousand banners in a thousand lands, a thousand causes, 
  and a secret wish for glory...
  Cavaliers are warriors that stand out from rank-and-file 
  soldiers, berserker shock troops, or irregular adventur-
  ers; they all stand for a chosen cause, a direction of 
  purpose that defines and aids them in their endeavors, 
  be they common or grandiose.  The cause of a cavalier is 
  outlined in the edicts, or basic philosophy, that defines 
  their chosen belief, known as an order.  The order of a 
  cavalier is assumed to be passed down through rituals 
  of fellow-cavaliers of the same temperament, and influ-
  ences the abilities of the cavalier.  The primary advantage 
  of the cavalier as a combatant is the challenge, whereby 
  a cavalier calls out a foe within sight to combat.  This 
  increases the cavalier’s damage, at the cost of defense, 
  and is further altered by the parameters of the cavalier’s 
  order.  Cavaliers are also known primarily as mounted 
  warriors, evoking the stereotypical image of the mounted 
  knight on a white charger- but many cavaliers ride 
  astride such exotic mounts as dogs, camels, lizards, and 
  even... plants... Cavaliers embody purpose and determi-
  nation, the pinnacle of martial accomplishment that few 
  can deny.
  Order of Murasakishi (Order of Purple Stone)
  In the beautiful, harsh and remote land of The Last 
  Kingdom, the Samsariyu Lung adventurers from the 
  Lotus Blossom Steppes overcame extreme hardship and 
  challenges to form their pentapartite land, and achieve 
  some peace.  When the Rain of Purple Stone cut off the 
  Kingdom from the rest of the Dry Peninsula, the strange 
  material became something close to sacred to the people 
  there, and has been ascribed many wondrous properties, 
  and the porphyrite fields there is taboo, sacred territory.  
  Cavaliers of the Saigoto that swear oaths to the Murasak-
  ishi, the purple stone that is called porphyrite, carry an 
  amulet of that magical stone, and claim to hear guidance 
  from its amethystine depths to guide them on their path.  
  Edicts: Cavaliers or samurai that enter the order of 
  Murasakishi seek to emulate the sacred god-stone in its 
  indefatigable power to overcome obstacles and protect 
  the righteous, much as it did in the Rain of Purple Stone 
  during the NewGod Wars.  They must stay close to por-
  phyrite borders and deposits, aiding Methysti when they 
  require it, and drive away interfering outsiders and other 
  magical beings.
  Challenge: Whenever an order of Murasakishi cavalier 
  or samurai issues a challenge, the target of his challenge’s 
  DR, to his attacks alone, is reduced by 1.  This increases 
  by 1 for every four levels the cavalier possesses.
  Skills: An order of purple stone cavalier or samurai adds 
  Knowledge (planes) (Int) and Appraise (Int) to his list 
  of class skills.  The cavalier can make an Appraise check 
  to identify the properties of magic weapons and armor 
  as if he were using Spellcraft with detect magic. He can 
  add his Charisma bonus to Knowledge (planes) checks 
  to identify outsiders with the air, earth, fire or water 
  descriptors.
  Order Abilities: A cavalier or samurai belonging to the 
  order of Murasakishi gains the following abilities as he 
  increases in level.
     Mountain Traveler (Ex): At 2nd level, the cavalier or 
  samurai and his mount receive Nimble Moves as a bonus 
  feat, provided they are adjacent to one another, or the  
  cavalier is riding his mount.
     Way of the Heavenly Stone (Su): At 8th level, an order 
  of purple stone cavalier can call on the power of the 
  world-spanning mineral Porphyrite to give strength to 
  his trikes. Once during the next minute, he can choose 
  to roll a damage roll three times (all dice, if applicable) 
  and take the best result.  He may decide to use this 
  ability after the roll is made.  Using this ability expends 
  one daily use of a cavalier challenge or a use of samurai 
  resolve.
     Porphyrite Master (Su): At 15th level, an order of 
  purple stone cavalier or samurai treats all of his attacks as 
  though he were wielding weapons made of porphyrite. 
  He also takes the best advantage available whenever in-
  volved in an air, earth, or wind mastery universal mon-
  ster rule situation.
  
  3
  Order of Regret (Avoodim)
  To be among “the lost” rejected by Heaven, to do pen-
  ance on the besmirched mortal, Material plane, is a 
  condition that haunts and defines the race of avoodim.  
  There are those of the morose race that choose to em-
  brace this failure, and their Regret, and make it their 
  Purpose.  This usually involves tapping into this loss, and 
  making lesser, petty, mortals feel it, and regret crossing 
  those of that dour order.
  Edicts: The cavalier must seek to show that a sinful 
  world that produces a flawed soul should not go unchas-
  tised, and must prove this to the ignorant at all times, 
  by word or deed.  The cavalier must share the pain of a 
  disappointed Heaven with all who will listen, and force 
  those who will not to regret their unheedfulness.
  Challenge: Whenever an order of regret cavalier issues 
  a challenge, he may use his shared agony racial ability 
  on that target as a free action that does not reduce the 
  number of times per day he can use his shared agony 
  racial ability.  He may inflict shared agony on challenge 
  targets, an additional time per day for every four levels 
  the cavalier possesses.  
  Skills: An order of regret cavalier adds Knowledge 
  (religion)[Int] and Heal (Wis) to his list of class skills.  
  Whenever an order of regret uses the Heal skill on a 
  creature other than himself, he receives a bonus on 
  Intimidate checks to change that creature’s attitude equal 
  to ½ his cavalier level (minimum +1).
  Order Abilities: A cavalier that belongs to the order of 
  regret gains the following abilities as he increases in level.  
     Share Despair (Su): At 2nd level, once per day, the 
  cavalier can force his eternal despair racial characteristic 
  upon a target within 30 ft., as a standard action. This is 
  a mind-affecting fear effect, and the target receives a Will 
  saving  throw equal to 10 plus ½ the cavalier’s class level, 
  plus the cavalier’s Charisma modifier.  The duration of 
  the effect is equal to the cavalier’s class level in rounds.  
  At 8th level and every six levels thereafter, the  cavalier 
  can use this ability an additional time per day.
     Disappointment (Ex): At 8th level, the cavalier gains an 
  extra attack of opportunity per round  against an oppo-
  nent who has attacked either him or one of his allies in  
  the ensuing round.  He gains yet another at 16th level.  
  This stacks with the Combat Reflexes feat.
     Exasperation (Ex): At 15th level, the cavalier can use 
  one of his attacks of opportunity, if he possesses one 
  (including any resulting from Disappointment) to  
  immediately make an additional attack, if any of his 
  attacks missed in the previous round.  This additional 
  attack is made at the cavalier’s lowest attack bonus. 
  Order of the Mind (Marunite, Qi’tar)
  Members of the order of the mind join that collective 
  to achieve solidarity for those that are seen as aberrant 
  and strange, much of the time.  They seek to combine 
  martial, organizational, and psionic prowess in all things, 
  and show the world that psionic power can be a force to 
  be reckoned with.
  Edicts: Uphold the rights of your race and the rights of 
  psionics that are being treated unfairly because of their 
  different mental orientation.  Protect psionics who are 
  worthy of the name and upright.  Only those races who 
  are Naturally Psionic may be members of the order of 
  the mind.
  Purple Duck Note: Other races that are naturally psionic 
  may be eligible for this order, at the GM’s discretion.
  Challenge: When an order of the mind cavalier issues a 
  challenge, they gain 1 power point that they are able to 
  use in combat against their target, and fades away imme-
  diately if it is not used, after combat ceases.  The cavalier 
  gains an additional power point during a challenge for 
  every four levels of cavalier they possess.
  Skills: An order of the mind cavalier adds Knowledge 
  (psionics) [Int] and Autohypnosis (Wis) to his list of 
  class skills. They also gain a psionic power pool and a 
  manifester level equal to ½ their cavalier level.
  Order Abilities: A cavalier that belongs to the order of 
  the mind gains the following abilities as he increases in 
  level.  
     Mindsquire (Psi): At 2nd level, an order of the mind 
  cavalier selects one 1st level psionic power from the psy-
  chic warrior power list; they can use this power normally, 
  augmenting and manifesting it with their power pool 
  and manifester level.  They gain access to another 1st 
  level power at 4th level, and another at 6th level.
     Mind-Myrmidon (Psi): At 8th level, an order of the 
  mind cavalier selects one 2nd level psionic power from 
  the psychic warrior power list;  they can use this power  
  normally, augmenting and manifesting it with their 
  power pool and manifester level.  
     They gain access to another 2nd level power at 12th 
  
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  level.
     Cavalier of the Mind (Psi): At 15th level, an order of 
  the mind cavalier selects one 3rd level psionic power 
  from the psychic warrior power list;  they can use this 
  power normally, augmenting and manifesting it with 
  their power pool and manifester level.  They gain access 
  to another 3rd level power at 20th level.
  Order of the Blood (Dragonblood)
  Cavaliers of the order of the blood are exclusively those 
  that possess some measure of the blood of these arcane 
  reptiles, the dragonbloods, and their main vow is to seek 
  out and defeat their erstwhile sires.  Benign dragons, or 
  even those that would “help” humanity had best remove 
  themselves to the wastelands, as they have interfered 
  enough with the fate of humanoids, and it is the two-
  legged races that own the world, not dragons!
  Edicts: Cavaliers of the order of the blood must always 
  seek to defend humanoids against the depredations of 
  dragons, and not ally themselves with those who would 
  be friends with these over-powerful beasts.  
  Challenge: When an order of the blood issues a chal-
  lenge, he receives a resist score against the damage type 
  of any breath weapon it possesses equal to his cavalier 
  level.  If the breath weapon does not do damage, he 
  gains a bonus to his saving throw against its effect equal 
  to his cavalier level.
  Skills: An order of the blood cavalier adds Knowledge 
  (arcana)[Int] and Perception (Wis) to his list of class 
  skills.  If the cavalier is using either of these skills in an 
  area known to be inhabited by a dragon, he receives a 
  bonus on the check equal to ½ his cavalier level (mini-
  mum +1).
  Order Abilities: A cavalier belonging to the order of the 
  blood gains the following abilities as he increases in level.
     Wyrm-Smeller (Sp): At 2nd level, an order of the blood 
  cavalier gains the spell-like ability detect dragon, identical 
  to detect animals or plants except that it detects creatures 
  of the dragon type.  This ability can be used a number of 
  times per day equal to his Charisma bonus.
     Drake Destroyer (Ex): At 8th level, an order of the 
  blood cavalier learns secrets of draconic anatomy and 
  techniques for fighting their scorned relatives.  He gains 
  a +1 competence bonus to all attack rolls and a +1d6 
  bonus to damage against creatures of the dragon type.  
  At 12th level and every 4 levels thereafter, this bonus 
  increases by an additional +1 to attack and +1d6 to dam-
  age.
     I Sing the Blood Draconic (Ex): At 15th level, an order 
  of the blood cavalier has begun to usurp the power of his 
  ancient progenitors.  He becomes immune to sleep and  
  paralysis effects, and gains darkvision 60 ft. if he does 
  not already possess it. If the cavalier possesses the racial 
  feats Dragon Soul and  Wake the Dragon, he gains an 
  additional dragonblooded racial feat as a bonus feat.
  Order of the Crimson Lance
  His Dread Lord, The Red King, protects his subjects of 
  the Northlands with a semi-benevolent tyrannical rule. 
  Core dictates of  that demi-draconic overlord are that 
  the borders of his vast land will be patrolled, and the 
  threat of giants should not trouble his people.  The brunt 
  of those tasks falls upon The Red Host, his elite troops, 
  and their core is the Order of the Crimson Lance.  Their 
  mounts of choice in that barren land are ledosha, the 
  polar vegetable “ice horses” that typically ran mindlessly 
  over the wastes- now put to martial use for the red-robed 
  cavaliers that serve or die for The Red King.
  Edicts: The order of the crimson lance exists to serve the 
  mandates of the Red King, and facilitate the maneuvers 
  of The Red Host, their brothers in arms.  They will pa-
  trol the borders of the Northlands against incursion and 
  espionage, and always be on the watch for the machina-
  tions of fire and frost giants.
  Challenge: When an order of the crimson lance cavalier 
  issues a challenge, his mount gains a +1 dodge bonus to 
  armor class, and to its Combat Maneuver Defense.  This 
  bonus increases by +1 for every four levels the cavalier 
  possesses.  
  Skills: An order of the crimson lance cavalier adds 
  Knowledge (nature)[Int] and Survival (Wis) to his list of 
  class skills.  When using either in a cold climate setting, 
  they gain a circumstance bonus equal to ½ their cavalier 
  level.
  Order Abilities: A cavalier that belongs to the order 
  of the crimson lance  gains the following abilities as he 
  increases in level.  
     Flame to the Cold (Su): At 2nd level, an order of the 
  crimson lance cavalier is protected by an effect similar to 
  endure elements, except that the effect is negated by the  
  first fire or cold damage taken that is higher than the 
  cavalier’s level.  At 6th level and every four levels thereaf-
  
  5
  ter, the cavalier gains resist fire  and resist cold equal to 
  ½ his cavalier level, which is also negated if the cavalier 
  takes fire or cold damage. The ability resets itself in 12 
  hours.
     For the Red King! (Ex): At 8th level, an order of the 
  crimson lance cavalier can call out in the name of his 
  monstrous liege, inspiring his troop-mates to greatness.  
  As a swift action, the cavalier can grant a competence 
  bonus equal to his Charisma modifier to all attack and 
  damage rolls to his allies within 30 feet.  This bonus lasts 
  for 1 minute.  This ability can be used once per day, and 
  an additional time at 16th level.
     Protector of the Northlands (Ex): At 15th level, the 
  order of the crimson lance cavalier learns to withstand  
  attacks that would fell lesser men.  The cavalier gains DR 
  5/— against physical attacks whose minimum damage is 
  15 points or higher.  
  Purple Duck Note: Also see the zendiqi Order of the Sun-
  dered Spear, highlighted in Heroes of the Siwathi Desert, 
  also from Purple Duck Games.
  Ledosha
  Bounding across the plain of ice is a scrabbling, root-like 
  creature, silent, for all of its size, 10 feet long and borne 
  upon stalk-like legs, pursuing the fading light.
  Ledosha (Snowthorn) 
  (CR 2; XP 600)
  N Large plant
  Init +1; Senses low-light vision, scent; Perception +0
  Defense
  AC 17, touch 10, flat footed 16 
  (+1 Dex, +7 natural, -1 size)
  hp 28 (3d8+15)
  Fort +8, Ref +2, Will +1
  Immune sonic, plant traits; Resist cold 15;
  Weakness darkness
  Offense
  Speed 50 ft., burrow 10 ft. (snow only)
  Melee slam +0 (1d8+2)
  Space 10 ft., Reach 5 ft.
  Statistics
  Str 18, Dex 12, Con 20, Int —, Wis 11, Cha 1
  Base Atk +2; CMB +7; CMD 18 (22 vs. trip)
  SQ docile, unpalatable
  Ecology
  Environment cold
  Organization solitary
  Treasure none
  Special Abilities
  Weakness to Darkness (Ex) When in total darkness, a 
  ledosha will make only a single move, and then become 
  dormant until exposed to sunlight again.
  Docile (Ex) Unless specifically trained for combat (see 
  the Handle Animal skill, a ledosha’s gore is treated as 
  secondary attack.
  Unpalatable (Ex) The warm bodily fluids of a ledosha 
  are so bitter that no creature will bite it twice, and the 
  biter is automatically sickened for 1 round after the first 
  successful bite attack.
  Ledosha are bizarre polar plants that live off sunlight and 
  the water in melted snow, gaining the occasional miner-
  als from decaying organic matter.  Bodily they resemble 
  their Common-tongue name of snowthorn, being 
  10-foot long, whitish, bark-covered pods with a pointed 
  end, borne by four stalk-like legs.  Small pores act as sen-
  sory organs, and expel spores at interval to be taken in 
  by other traveling ledosha, engendering spore-pods that 
  are buried in the ice and snow.   
     Snowthorns are highly mobile, and almost never stop 
  moving when the sun is shining; they become dormant 
  and typically burrow into the snow when darkness falls, 
  often for long periods when in polar winter.  This mobil-
  ity is put to use by some arctic humanoids, who have 
  learned to use the fast-moving plants as mounts, control-
  ling their direction of movement with paddles that cover 
  the photosynthetic areas of the ledosha’s backs.  Being 
  plants, ledosha cannot be trained via Handle Animal, 
  but can be made to “charge” and “stop” with DC 20 
  Ride checks, provided the rider has at least 2 ranks of 
  Knowledge (nature).  Though snowthorns are naturally 
  solitary, reproducing at a distance, those that breed them 
  as mounts can assemble large pens of them quite quickly, 
  especially if they have access to daylight spells to keep 
  them active in winter, and give them slops.
  On Porphyra
  The Red Host of the Northlands use ledosha heavily as 
  patrol mounts, and their Thornmaster breeders know 
  every trick to coax the mindless plants into military 
  maneuvers.  Presumably they exist in the Eternal Ice 
  of the southern pole, but the ith’n yaroo there speak of 
  “horns of the ancestors” and apparently rule them to be 
  taboo.  They are not present in the Frozen North as the 
  frost worms there seem to be the only beings in creation 
  that find them edible, to the point of hunting down any 
  snowthorns that have been imported.
  
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  Ledosha and Rider
  
  7
  Plant Companions
  Plant companions (mounts), like animal companions, 
  have different starting sizes, speed, attacks, ability scores, 
  and special qualities. All plant attacks are made using the 
  creature’s full base attack bonus unless otherwise noted. 
  Plant attacks add the plant’s Strength modifier on the 
  damage roll, unless it has only one attack, in which case 
  it adds 1-1/2 times its Strength modifier. Some plant 
  companions have special abilities, such as scent. Plant 
  companions cannot gain armor or weapon proficiency 
  feats, even as they advance in hit dice, and cannot use 
  manufactured weapons at all unless their description says 
  otherwise.
     As you gain levels, your plant companion grows in 
  power as well. It gains the same bonuses that are gained 
  by animal companions, noted on Table 3–8: Animal 
  Companion Base Statistics of the Pathfinder Core Rule-
  book. Each plant companion gains an additional bonus, 
  usually at 4th or 7th level, as listed with each plant 
  choice.
  Ledosha Starting Statistics
  Size Large; Speed 50 ft.; AC +4 natural armor; Attack 
  slam (1d6); Ability Scores Str 16, Dex 12, Con 18, 
  Int —, Cha 1 Special Qualities low-light vision, plant 
  traits, unpalatable
     4th level advancement: Ability Scores +2 Str, +2 
  Con; Attack slam 1d8; Special Qualities resist cold 15
  Cavalier “Disorders”
  Some races and nations are disinclined to observe the 
  term ‘Order’ in that in its strictest context, it implies the 
  rule of Law and Lawfulness, and of strict hierarchy.  An-
  tipaladins use the term, largely in mockery of their hated 
  mirror-images, and many chaotic personalities avoid the 
  term ‘order’ because of that, as well, as to be chaotic does 
  not, by any means, imply a deference to Evil.  To many 
  races, such as urisks, erkunae and some clans of gnomes, 
  ‘disorder’ has a very positive connotation, that of choice, 
  equal chance for promotion, and variety that in its many 
  permutations is more likely to save the day than staid, 
  tried-and-true rules that bog down the inventive.
     In game mechanics, a cavalier disorder differs in that 
  the member of the named disorder gets choices for his 
  abilities at levels 2, 8 and 15, at the cost of the normal 
  cavalier’s tactician ability at 1st, 9th and 17th.  Members 
  of a Disorder must be of chaotic neutral, chaotic good, 
  or chaotic evil alignment and also gain, at 1st level, the 
  following class ability:
  Fickle Fortune (Su) At 1st level, a cavalier can choose to 
  reroll any one roll he makes during the day, be it attack, 
  saving throw, skill check, damage; any roll whatsoever, 
  on any type of die.  He must accept the second roll, no 
  matter what it reveals.  The cavalier can use this ability  
  once per day at 1st level, plus one additional time per 
  day at 5th level and every 5 levels thereafter.  This re-
  places the tactician ability.
     Should a player wish to take an archetype, the fickle 
  fortune class ability would take the place of the tactician, 
  greater tactician, and master tactician class abilities with 
  regards to substitution.  
  Disorder of the Infinite
  Those that chafe at the bonds of Law, rigid causes, and 
  the arbitrary rules of society sometimes pursue the pos-
  sibility of true freedom, the choice to chase the Infinite.  
  Cavaliers who choose the disorder of the infinite path 
  pursue freedom, advocate choice, and adventure for the 
  sake of the thrill as well as a temporary cause, usually 
  that of freeing oppressed folk from the imposition of 
  control.
  Edicts: The cavalier must seek to embrace chaos and 
  random chance whenever it presents itself, reveling in 
  the infinite variety of possibilities available to pursue.  
  They must avoid swearing allegiance to any cause but 
  freedom, and promote the furtherance of independence.
  Challenge: Whenever a disorder of the infinite cavalier 
  issues a challenge against a creature, he gets an additional 
  use of the fickle fortune class ability.   The cavalier can 
  use this ability once per day at 1st level, plus one addi-
  tional time per day at 5th level and every 5 levels there-
  after.
  Skills: A disorder of the infinite cavalier adds Survival 
  (Wis) and two random Knowledge (Int) skills, [roll a 
  d10, with Knowledge (arcana) being 1 and Knowledge 
  (religion) being 10] to his list of class skills.  Once per 
  day at 1st level, and an additional time for every 5 cava-
  lier levels he has, the cavalier can add 1d6 to a skill check 
  that he makes.  Two bonuses cannot be added to the 
  same skill check.
  Disorder Ability Options: A disorder of the infinite 
  cavalier may choose between the following abilities as he 
  increases in order; once he makes that choice, he may 
  not change to the other choice unless he retrains, as if 
  retraining for a feat.  
  
  8
     Infinite Hero (Ex)/Infinite Path (Ex): At 2nd level, a 
  disorder of the infinite cavalier can choose between the 
  following abilities:
     Infinite Hero (Ex): A disorder of the infinite cavalier 
  receives access to Hero  Points (see Advanced Player’s 
  Guide) even if the current campaign does not use them; 
  if the current campaign does use Hero Points, the cava-
  lier receives Hero’s Fortune as a bonus feat.
     Infinite Path (Ex): A disorder of the infinite cavalier 
  can appeal to the infinite universe as a standard action, 
  showing him the possible permutations of his abilities.  
  Once per day, at any point in the next minute, he can 
  receive a competence bonus on an ability check, attack 
  roll, skill check or saving throw equal to his Charisma 
  modifier.  He must declare that he is using this bonus 
  before the roll is made.  
     Freedom Strike (Ex)/Dance of Disengagement (Ex): 
  At 8th level, a disorder of the infinite cavalier can choose 
  between the following abilities:
     Freedom Strike (Ex): At 8th level, a disorder of the 
  infinite cavalier can reach into his personal reserve of 
  strength to find the will to succeed. As a free action, the 
  cavalier can assume the ‘will-to-power’, granting him 
  a morale bonus on attack rolls equal to his Charisma 
  modifier for 1 round.  The cavalier can use this ability 
  once per day, plus one  additional time at 10th level and 
  every five levels thereafter.
     Dance of Disengagement (Ex): At 8th level, a disorder 
  of the infinite cavalier can see some of the possibilities 
  of combat before others; he can negate one attack of op-
  portunity that he is due to receive once per combat.  The 
  cavalier can use this ability once per day, one additional  
  time at 12th level and every four levels thereafter.
     Chaos’ Horseman (Su)/Chaos Surge (Su): At 15th 
  level, a disorder of the infinite cavalier can choose be-
  tween the following abilities:
     Chaos’ Horseman (Su): The mount of a disorder of the 
  infinite cavalier may roll twice for any ability check, skill 
  check, or saving throw, taking  the second result even if 
  it is worse.
     Chaos Surge (Su): A disorder of the infinite cavalier 
  can, once per day as a swift action, release a surge of 
  chaotic energy equivalent to the effect  of a rod of won-
  der, adding +2 to any applicable saving throws.  The  
  cavalier can use this ability twice per day at 20th level.
  Disorder of the Perfect (Erkunae)
  Erkunae cavaliers (and some of their servants) who join 
  the disorder of the perfect seek the lightning-in-a-bottle 
  that comes from seeking all experience in the hope that 
  random chance will grant perfection upon the bold.  
  Cavaliers of this disorder will try anything once, allying 
  themselves to anyone who promises new and interesting 
  experiences, and that chance for random greatness.  They 
  sometimes serve the Opal Throne as elite cavalry.
  Edicts: The cavalier must strive to seek out new experi-
  ences and challenges at all times.  He may not settle into 
  a role of routine or sameness, or endeavor into a predict-
  able venture.
  Challenge: Whenever a disorder of the perfect cavalier 
  issues a challenge against a creature whose kind he has 
  not encountered in the past 24 hours, he receives a +1 
  morale bonus on attack rolls made against the target of 
  his challenge.  This bonus increases by +1 for every 4 
  levels the cavalier possesses.  
  Skills: A disorder of the perfect cavalier adds Percep-
  tion (Wis), and Linguistics (Int) to his list of class skills.  
  Whenever the cavalier makes an opposed skill check, he 
  receives a competence bonus on the check equal to 1/3 
  his cavalier level (minimum +1).
  Disorder Ability Options: An disorder of the perfect 
  cavalier may choose between the following abilities as he 
  increases in order; once he makes that choice, he may 
  not change to the other choice unless he retrains, as if 
  retraining for a feat.  
     Respond to Danger (Ex)/Seek the Strange (Ex): At 
  2nd level, a disorder of the perfect cavalier can choose 
  between the following abilities:
     Respond to Danger (Ex): A disorder of the perfect cava-
  lier can add ½ his cavalier level to his initiative, mini-
  mum 1.
     Seek the Strange (Ex): A disorder of the perfect cavalier 
  can add his Charisma modifier to any checks made to 
  identify monsters or strange phenomena via a Knowl-
  edge skill.
     Glimpse of Perfection (Sp)/Resilient Freedom (Ex):
  At 8th level, a disorder of the perfect cavalier can choose 
  between the following abilities:
     Glimpse of Perfection (Sp): A disorder of the perfect 
  cavalier can, as a swift action, cast true strike as a spell-
  like ability once per day.
     Resilient Freedom (Ex): A disorder of the perfect cava-
  lier can add his Charisma modifier to any saving throws 
  versus enchantment spells and  effects.
     Opalescent Fury (Ex)/Erkunae Dragon Rider (Ex):
  At 15th level, a disorder of the perfect cavalier can 
  
  9
  choose between the following abilities:
     Opalescent Fury (Ex): The cavalier can challenge a tar-
  get in the name of the Opal Throne once per day.  This 
  functions like a normal challenge, but the cavalier adds 
  his Charisma bonus on all attack rolls and damage rolls 
  made against the target of his challenge.  In addition, he 
  receives a +4 circumstance bonus on all saving throws 
  he must make against abilities, attacks, or powers of the 
  target and its allies.
     Erkunae Dragon Rider (Ex): The disorder of the perfect 
  has an ancient pact with a family of primal cloud drag-
  ons that inhabit a tall peak on Erkusaa, and the cava-
  lier gains the services of a young primal cloud dragon 
  mount.  The cavalier does not a gain a feat at 15th 
  level, and must spend all of his skill points on Profes-
  sion (cloud dragon rider).  The tack of the dragon rider 
  costs 1,500 gp, and prevents the dragon from using bite, 
  breath weapon and wing attacks.  The  dragon does not 
  begin play with any treasure, but expects ¼ of the trea-
  sure that the cavalier gains in his further adventures.
  Disorder of the Hoof (Urisk)
  A urisk, goat-man of the mountains, is afraid of virtu-
  ally nothing save leaving home- and those wanderlusting 
  urisks become adventurers.  Urisks are observant of other 
  races, if anything, and the habit of taking mounts is 
  imitated, as many things, though a urisk feels an affinity 
  for hoofed animals far more than any humanoid.  Urisks 
  of the disorder of the hoof often claim that the animal 
  calls to them.  
  Edicts: Like Billy said, why walk when you can ride? 
  So’s I barrerred Farmer Mull’s cow*, and aways I go!  See 
  the flat-land world, get into a good scrape, grab some 
  shiny bits, and don’t let yer ugly mug hold ya back from 
  nothin’!
  *A farm ‘king bull’ is equivalent to an aurochs in statis-
  tics, a favorite “mount” of urisks.
  Challenge: Whenever a disorder of the hoof cavalier 
  issues a challenge, he receives a +1 morale bonus on 
  natural attacks against the target of his challenge.  This 
  bonus increases by +1 for every four levels the cavalier 
  possesses.    
  Skills: A disorder of the hoof cavalier adds Acrobatics 
  (Dex) and Stealth (Dex) to his list of class skills.  The 
  cavalier can make Stealth checks while mounted, using 
  his own Stealth bonus -5.  
  Disorder Ability Options: An disorder of the hoof 
  cavalier may choose between the following abilities as he 
  increases in order; once he makes that choice, he may 
  not change to the other choice unless he retrains, as if 
  retraining for a feat.  
     Yeeehaw! (Ex)/Get ‘em, Bossy! (Ex): At 2nd level, a 
  disorder of the hoof cavalier can choose between the fol-
  lowing abilities:
     Yeehaw! (Ex): The disorder of the hoof cavalier gains 
  the stampede exceptional ability, as detailed under the 
  monster entry for aurochs.
     Get ‘em, Bossy! (Ex): The cavalier can encourage his 
  mount by whooping and yelling, taking a standard ac-
  tion which grants his mount a competence bonus on its 
  saving throws against fear equal to his Charisma bonus, 
  and a +1 competence bonus on attack rolls for a num-
  ber of rounds equal to his cavalier level.  If his mount is 
  under the effect of a spell or ability that causes it to be 
  frightened or panicked, it can immediately make another 
  saving throw to resist the effect (if allowed).
     Run with the Herd (Sp) / Wildfire (Sp): At 8th level, 
  a disorder of the hoof cavalier can choose between the 
  following abilities:
     Run with the Herd (Sp): A disorder of the hoof can, 
  once per day, cast summon monster to summon 1d3 
  aurochs or 1d4+1 horses, with a caster level equal to the 
  cavalier’s class level (equivalent to summon monster  
  IV).
     Wildfire (Sp): When the cavalier outlines targets with 
  his faerie fire racial ability, he gains a +1 bonus to hit and 
  damage those targets. At 12th level and every four levels 
  thereafter, the bonus increases by 1.
     Rough n’ Tumble Billy (Ex)/Measure of Respect 
  (Ex): At 15th level, a disorder of the hoof cavalier can 
  choose between the following abilities:
     Rough n’ Tumble Billy (Ex): At 15th level, the cavalier 
  of the hoof and his mount can ignore difficult terrain 
  for the purpose of making a charge attack.  In addition, 
  if the charge attack is successful and both he and his 
  opponent are occupying squares with difficult terrain, 
  the cavalier gains a +2 competence bonus when using 
  his mighty charge ability to make a bull rush, disarm, 
  sunder, or trip combat maneuver.
     Measure of Respect (Ex): At 15th level, any living target 
  damaged by the cavalier’s natural attack suffers a -2 pen-
  alty to armor class and CMD for 1 round.  This penalty 
  stacks with any other conditional penalty, but a target 
  may only be under one such penalty inflicted by this 
  ability at a time.
  
  10
  Feats
  Included below are new feats associated with cavaliers on 
  Porphyra, and races that are found there.
  Billy Ironshoes
  “Well, Billy-knock-me-down but that’s a fine pair of shoes!”
  Prerequisites: Must be hooved 
  Benefit: You can wear and use magical horseshoes as if 
  you had four hooves, benefiting from their effect.  Any 
  reference to “animal” or “rider” apply to the wearer of 
  the magical horseshoes.  You must keep the other two 
  shoes on your person for the first two to have effect, and 
  none will work if one of them is lost.
  Special: Horseshoes of oneness grant only a +1 dodge bo-
  nus when worn with this feat.
  Casual Devotion
  “O Lord, Thou knowest how busy I must be this day.  If I 
  forget Thee, do not forget me.” –Lord Jacob Astley
  Prerequisites: Cavalier’s charge class feature, Wisdom 13
  Benefit: Once per day, if you have not received magical 
  or channeled healing this day, you may spend a standard 
  action to briefly pray and receive the benefit of an aid 
  spell, but the caster level will increase no higher than CL 
  3rd.
  For Want of a Horse
  “A horse, a horse!  My kingdom for a horse!”
  Prerequisites: Mount class feature, Handle Animal 5 
  ranks
  Benefit: The mourning period for replacing a dead 
  mount is negated, and a character who is parted from his 
  mount may declare it is “dead” at will, but no more than 
  once per day.  The new mount gains all of the special 
  abilities instantly, with a successful 15 + character level 
  Handle Animal check.
  Normal: Only one specific animal can be chosen as a 
  mount, and if it dies, a mourning period must be spent.
  Steed of Iron
  “Some people find their mounts, others build them.”
  Prerequisites: Mount class feature, Craft (mechanical) 1 
  rank
  Benefit: Instead of selecting an animal mount, you may 
  select a construct version of the animal mount. A con-
  struct mount follows all the same rules as the Animal 
  Companion table in the Pathfinder Roleplaying Core 
  Rulebook except as follows:
  • 
  Construct mounts use a d10 for Hit Dice. They do 
  not gain bonus hit point based on their size as nor-
  mal constructs. They have no Constitution score.
  • 
  They have a good base attack bonus.
  • 
  They have no good saving throws.
  • 
  They gain construct immunities.
  • 
  No skills are considered class skills for a construct 
  mount.
  • 
  They cannot be healed by magic but may be 
  repaired with Craft (mechanical) to treat deadly 
  wounds (see Heal skill in the Pathfinder Core 
  Rulebook)
  Magic Items
  Included here are magic items that may be in the posses-
  sion of cavaliers of various orders on Porphyra.
  Banner of Prideful Boasting
  Aura faint transmutation; CL 5th
  Slot none; Weight 3 lbs.
  Description
  This cloth banner or standard is typically 2 feet wide and 
  4 feet long, and magically detects as a champion’s banner 
  or some other type of magical banner (75% likely for the 
  former).  It depicts the heraldic symbol of its wielder; 
  if the wielder has no such symbol, it depicts a stylized 
  peacock.
     The curse of the banner is such that the wielder is 
  compelled to spend the first round of combat perform-
  ing an Intimidate check on a target within range, or 
  move in such a way to be able to perform an Intimidate 
  check at the earliest opportunity, even if no target is 
  susceptible to such checks. The wielder does get +2 on 
  Intimidate checks attempted in this manner.
  Creation
  Magic Items champion’s banner, lord’s banner
  Challenger’s Surcoat
  Aura faint transmutation; CL 5th
  Slot armor; Weight 20 lbs.; Price 18,000 gp
  DESCRIPTION
  This stylishly cut +2 armored coat is covered in costly vel-
  vet and gold embroidery, and seems to subtly change to 
  fit the latest fashion.  Each surcoat is keyed to a specific 
  cavalier order, and grants its wearer the specific challenge 
  ability of that order.  Though the rules of challenges 
  apply normally, they do not increase with level for the 
  wearer, unless they, themselves are a cavalier, who then 
  gains full access to both challenge abilities.  If a chal-
  
  11
  lenger’s surcoat keyed to an order is worn by a cavalier of 
  the same order, the cavalier gains an additional challenge 
  per day.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, bestow 
  insight, challenge evil, Cost 9,000 gp
  Cujellor’s Plumed Helm
  Aura moderate transmutation; CL 9th
  Slot head; Price 16,000 gp; Weight 3 lbs.
  DESCRIPTION
  This magical helmet is modeled after that of a famed 
  cavalier whose exploits filled the taverns with songs that 
  may or may not have been entirely accurate.  Though it 
  appears when found unequipped as a sturdy helm with 
  a brush-like plume, it takes on an appearance com-
  mensurate and symbolic of the order of the cavalier who 
  wears it; he gains +1 to his Leadership score.  As well, the 
  wearer gains an additional challenge per day, adding to 
  his challenges per day.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Dazzling Display, 
  heroism; Cost 8,000 gp
  Horseshoes of Oneness
  Aura faint enchantment; CL 5th
  Slot hooves; Price 6,000 gp; Weight 8 lbs. (for four)
  DESCRIPTION
  These iron shoes are detailed with tiny diagrams and 
  script.  When affixed to an animal’s hooves, they allow 
  complete mental communication between horse and 
  rider, granting +5 to the rider’s Ride score, and access to 
  all of the mount’s senses, essentially granting a second set 
  of senses (Perception, any mental skills the the mount 
  has, etc.) and, finally, a +1 dodge bonus to both mount 
  and rider while riding or adjacent to one another.
  CONSTRUCTION
  Requirements Craft Wondrous Item, dominate animal; 
  Cost 3,000 gp
  Sample Character
  “My land is a land born anew out of the ashes of the old, 
  corrupt world... infinite possibilities await those who em-
  brace a new destiny!”
  Illith the Irrational (CR 1/2; XP 200)
  Female furnance elf cavalier 1
  CG Medium humanoid (elf)
  Init +1; Senses low-light vision; Perception +1
  Defense
  AC 16, touch 11, flat-footed 15
  (+5 armor, +1 Dex)
  hp 13 (1d10+3)
  Fort +5, Ref +1, Will +1; +2 vs. enchantment
  Immune sleep
  Offense
  Speed 20 ft. (30 ft. without armor)
  Melee elven curve blade +3 (1d10+2/18-20)
  Special Attacks challenge 1/day, fickle fortune1/day
  Spell-Like Abilities (CL 1st; concentration +2)
     1/day—comprehend languages, detect magic, detect poi-
  son, read magic
  Order disorder of the infinite
  Statistics
  Str 15, Dex 12, Con 16, Int 12, Wis 13, Cha 6
  Base Atk +1; CMB +3; CMD 14
  Feats Steed of Iron
  Skills Craft (mechanical) +7, Handle Animal +2, 
  Knowledge (engineering) +6, Ride +5, Sense Motive +5
  SQ craftsman, elven magic, greed, master tinker, weapon 
  familiarity (furnace elf)
  Languages Common, Elven, Orc
  Gear backpack, elven curve blade, military saddle, scale 
  mail; Coins 23 gp
  Argentius (Mount)
  N Large construct
  Init +1; Senses low-light vision, scent; Perception +1
  Defense
  AC 14, touch 10, flat-footed 14
  (+1 Dex, +4 natural, -1 size)
  hp 11 (2d10)
  Fort +0, Ref +1, Will +1
  Immune construct immunities
  Offense
  Speed 50 ft.
  Melee bite +4 (1d4+3), 2 hooves -1 (1d6+1)
  Statistics
  Str 16, Dex 13, Con —, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +6, CMD 17 (21 vs. trip)
  Feats Armor Proficiency (light), Power Attack
  Skills Perception +2, Stealth -2
  SQ combat trained, link
  Tricks work
  Illith is mercurial and unpredictable, yet undeniably tal-
  ented horse-elf dedicated to many causes, each creating 
  an inner conflict for her attention.  With her mechanical 
  steed Argentius, she will go wherever Fate drives her with 
  whatever companions are given her.
  
  12
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  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, and Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal Ma-
  cLean, 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.
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  Skip Williams.
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  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
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  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
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  published and distributed by Frog God Games; Author: Scott Greene, based on 
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  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
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  reserved.
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  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  Fehr’s Ethnology Complete, Copyright 2014, Purple Duck Games; Author Perry 
  Fehr.
  Cavaliers of Porphyra. Copyright 2014, Purple Duck Games; Author Perry Fehr.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying 
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  the compatibility license.
  Open Game Content: All text.
  Author: Perry Fehr
  Additional Writing: Mark Gedak
  Editors: Perry Fehr, Mark Gedak
  Cover Image: Gary Dupuis
  Ledosha Art: Matt Morrow
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  The next release in this series will be Assassins of Porphyra.
  
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