TEXT: Class Expansions:
  The Unhorsed Cavalier
  Interjection
  Games
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  Class Expansions: The Unhorsed Cavalier
  Interjection Games
  ATTENDED KNIGHT (CAVALIER)
  While some cavaliers are those who roam the plains,
  rooting out anything that threatens the sanctity of his
  order's ideals, others go right down into the lair of the
  threat itself to do battle. These cavaliers quickly learn
  that it is quite impossible to drag a trusty steed down
  into some of these cavernous depths. As such, the
  attended knight forms a bond with a creature of a
  more... bipedal nature.
  Squire Attendant
  An attended knight gains the service of a loyal and trusty
  peasant to act as his squire and carry excessive piles of
  sharp
  instrumentation
  into
  battle.
  This
  squire
  is
  a
  commoner whose class level is equal to the attended
  knight's class level. The squire comes with no equipment
  other than a simple weapon, a backpack, a week's worth
  of trail rations, a waterskin, a bedroll, 50 feet of hempen
  rope, and the clothes on his back. Everything else must be
  supplied by the attended knight. If the attended knight
  takes the Leadership feat, the squire is instead a warrior
  whose class level is equal to the cavalier's class level ­ 2
  regardless of the cavalier's leadership score. Further, if
  the Leadership feat is taken, the squire must be the
  cavalier's cohort.
  The squire attendant has the following abilities.
  Right Tool for the Job (Ex): At 1st level, the squire
  attendant has learned how to quickly pass weapons to his
  master. If the cavalier is adjacent to his squire, the
  attended knight can draw weapons from his squire's
  inventory as a free action.
  Pack Animal (Ex): At 5th level, the squire attendant is
  treated as though he had four legs for the purpose of
  calculating carrying capacity.
  Professional Advice (Ex): At 9th level, the squire
  attendant has learned enough of his master's fighting
  style to offer little bits of advice regarding the next attack
  to be made. As a standard action, the squire attendant
  grants his master a +2 insight bonus to damage rolls for 1
  round. At 15th level, this increases to a +4 insight bonus.
  As cavaliers of all stripes tend to get very excited and
  block out all but the moment itself in the middle of
  challenges, the squire attendant cannot use this ability
  when his master is in the middle of a challenge.
  Watchful
  Squire
  (Ex):
  At
  13th
  level,
  the
  squire
  attendant has learned to get by with very little sleep. The
  squire attendant only needs to sleep for 2 hours to get all
  the benefits of a full night's rest. Most squires spend the
  rest
  of
  their
  nights
  guarding
  their
  knight.
  An attended knight’s bond with his squire attendant is
  strong, with the pair learning to anticipate each other’s
  moods and moves. Should an attended knight’s squire die,
  the knight may find another random peasant to serve him
  after 1 week of mourning. Hiring a new squire in this
  fashion costs 100 gp per cavalier level, most of this going
  toward the ridiculous heraldry that is forced upon him.
  This new squire does not gain the right tool for the job,
  pack animal, professional advice, or watchful squire
  special abilities until the next time the attended knight
  gains a level. If the attended knight is 20th level, then the
  squire gains the aforementioned special abilities once the
  attended knight's experience total is 10% greater than it
  was
  when
  we
  first
  acquired
  his
  new
  squire.
  This ability replaces the mount ability.
  LONGSHANKS (CAVALIER)
  Some cavaliers see the dependence on another creature
  for rapid transport to be a sign of weakness. These
  cavaliers, said by many to be nearly as insufferable as
  paladins, train themselves to be fleet of foot and agile
  even while wearing plate mail. These cavaliers, known
  colloquially as longshanks, are not going to share the
  secret to their physical conditioning anytime soon.
  Longshanks Conditioning (Ex)
  Through serious physical conditioning, a longshanks
  gains the ability to move quickly and with some strangely
  graceful agility in the most cumbersome of armor.
  At 1st level, a longshanks reduces the armor check penalty
  of his armor and shield by ­1 and the maximum Dexterity
  bonus of the same by +1. At 16th level, this increases
  to ­2 and +2, respectively.
  At 6th level, a longshanks can wear armor of any heft
  without taking a penalty to his movement speed. Further,
  a longshanks may hustle without ever suffering any
  adverse effects. Should a longshanks use a tower shield,
  these benefits are negated.
  At 11th level, the longshanks gains Endurance as a bonus
  feat.
  This ability replaces the mount ability.
  1
  
  Class Expansions: The Unhorsed Cavalier
  Interjection Games
  SEEKER OF ALL KNOWLEDGE (CAVALIER)
  Some cavaliers find themselves too caught up in other
  ideas to really have time for the notion of, say, taking
  care of a supernatural, possibly hyperintelligent horse.
  Seekers of all knowledge have this problem when it
  comes to the written word. Seeing it as truly sacred, the
  protection of, devouring of, and creation of the product
  of parchment and quill simply takes too much of the
  seeker's time for something like a horse to even begin to
  factor into the seeker's lifestyle.
  Order
  The seeker of all knowledge must belong to the Order of
  the Tome.
  Generalized Knowledge (Ex)
  At 2nd level, a seeker of all knowledge gains the ability to
  make
  Knowledge
  (arcana)
  and
  Knowledge
  (religion)
  checks untrained. If he has ranks in his chosen skill, he
  receives a bonus on the check equal to 1/2 his seeker of all
  knowledge level (minimum +1) as long as that check
  involves a book, tome, scroll, or any other form of written
  knowledge.
  This ability replaces the specialized knowledge ability.
  Complete Knowledge (Ex)
  At 5th level, the seeker of all knowledge gains the ability
  to read scrolls and cast arcane and divine spells from a
  scroll as if he had a caster level of his seeker of all
  knowledge level – 4. He can decipher all scrolls, using his
  Linguistics skill in place of Spellcraft, and does not need
  to
  cast
  read
  magic
  in
  order
  to
  decipher
  a
  scroll.
  Furthermore, he gains a +1 bonus to both Intelligence and
  Wisdom for the purpose of determining the level of spells
  he can cast from a scroll, and this bonus increases by +1 at
  10th level and every 5 levels thereafter (to a maximum of
  +4 at 20th level).
  This ability replaces the powerful knowledge ability.
  WIND­KISSED KNIGHT (CAVALIER)
  Some cavaliers find themselves touched by an entity
  greater than themselves. Not a divine entity ­ such a
  distinction upon an individual such as a cavalier would
  invariably produce a paladin, but rather an arcane
  entity. Arcane magic is not just this dumb thing that lay
  about the material plane. It thinks. It perceives. It finds
  the way it is used particularly annoying at times. To that
  end, the winds of magic, named as such to reflect how
  most mortals perceive it as insubstantial, but still very
  much there in much the same way a breeze does not
  cloud
  vision,
  but
  still
  proclaims
  its
  presence,
  find
  champions. These champions are compelled to stop
  hideous overuse of magic wherever it may be. This
  overuse takes many forms: from an arcane doomsday
  device to a spell that would make a city fly, a wind­
  kissed knight is compelled to pull the plug on such
  projects.
  Edicts of the Winds
  A wind­kissed knight adds the following edicts to his
  order. If the ideals of his order would clash with the edicts
  passed down by the winds of magic, then the cavalier
  cannot be a member of that order.
  A wind­kissed knight must prevent or stop all gratuitous
  use of arcane magic wherever he finds it. As it is, the
  winds of magic are totally amoral, so the use of magic to
  produce zombies or slaves is no more gratuitous than the
  use of magic to bring a smile to the faces of orphans. What
  the winds of magic dislike is a constant, high­level draw
  on their power. Some wizard who puts permanency effects
  on every door in his house is likely overdoing it. Likewise,
  a gnome who frequently uses his magic for inane practical
  jokes
  is
  being
  wasteful
  in
  the
  eyes
  of
  the
  winds.
  Monolithic projects of arcane origin are almost always not
  worrying about whether or not they can channel magic in
  the most efficient way possible and, thus, are quite
  unacceptable. Given the rather open nature of these
  edicts, it is up to the knight's best judgement to determine
  that which would insult his patron and stamp it out if at
  all possible.
  Wind­kissed Blade (Su)
  A wind­kissed knight begins play with the ability to form a
  bond with any weapon he has had in his possession for at
  least 24 hours. Forming this bond requires one hour of
  concentration and weapon­petting. This weapon, now an
  extension of the knight, whispers slightly with the voice of
  the winds of magic if pressed to the knight's ear. The
  weapon "knows" a single cantrip and can cast it once per
  day as a spell­like ability as though it were a 1st level
  caster. At 4th level, the knight's weapon has a caster level
  of the knight's level ­ 3 and knows a single spell that a
  wizard of the knight's level ­ 3 could cast. Each time the
  wind­kissed knight gains a level, he may change the spell
  that his weapon knows. A wind­kissed knight can only
  have a single wind­kissed blade.
  This ability replaces the mount ability.
  Arcane Acclimation (Ex)
  At 7th level, a wind­kissed knight gains a +2 bonus to his
  saving
  throws
  against
  arcane
  magical
  effects.
  This ability also replaces the mount ability.
  Ex Wind­kissed Knights
  A wind­kissed knight who willfully violates his edicts loses
  all class features specific to the wind­kissed knight, but
  retains all other cavalier class features. He may not
  progress any further in levels as a wind­kissed knight. He
  regains his abilities and advancement potential if he
  atones for his violations (see the atonement spell), as
  appropriate.
  2
  
  Class Expansions: The Unhorsed Cavalier
  Interjection Games
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  Class Expansions: The Unhorsed Cavalier, Copyright 2013 Bradley Arthur
  Crouch.
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