TEXT: undeFEATable
  21.5: CAVALIER
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  3.5 SYSTEM COMPATIBLE
  LPJ9535
  Written By Erin Palette
  ORDER OF THE CHIMERA
  This order is exclusive, eclectic, and extremely 
  odd, as it is composed solely of summoners who 
  have chosen to adopt the trappings and manner-
  isms of cavaliers and ride their eidolons into battle 
  as armored knights. It appeals mainly to halflings 
  and gnomes, as their small size allows them to ride 
  their eidolons at 1st level, but larger riders are not 
  unknown. It is generally treated with disdain by 
  cavaliers of other orders, who see the Order of the 
  Chimera as farcical and insulting, and not a true 
  order. Cavaliers of this order are only too happy 
  to demonstrate their combat prowess, and more 
  than one has left the field of honor victorious after 
  answering a challenge made by a purist.
  Prerequisites: Summoner class level 1; eidolon 
  one size larger than the summoner with the Mount 
  evolution
  Edicts: The cavalier must always ride his eidolon 
  into battle and fight alongside it (dismounting 
  during battle to fight on foot is allowed, however.) 
  He must never allow it to face danger while he 
  remains in safety. He is not allowed to ride any 
  mount other than his eidolon. 
  Challenge: Whenever an Order of the Chimera 
  cavalier issues a challenge, his eidolon receives 
  a +1 morale bonus on all attack rolls against the 
  target of his challenge so long as the cavalier 
  remains mounted upon it. This bonus increases by 
  +1 for every four levels the cavalier possesses. 
  Skills: An Order of the Chimera cavalier adds 
  Acrobatics (Dex) and Spellcraft (Int) to his list of 
  class skills. In addition, he gains the Arcane Strike 
  feat for free. 
  
  undeFEATable
  2
  Order Abilities: A cavalier that belongs to the Order of the 
  Chimera gains the following abilities as he increases in 
  level:
  Right Makes Might (Ex): At 2nd level, the cavalier adds 
  one-half his class levels (rounding down) to his summoner 
  levels, but only to determine the base statistics of his 
  eidolon. Spells known, spells per day, saving throw, base 
  attack bonus, and other special abilities are unaffected.
  Warrior Mage (Ex): At 8th level, the cavalier gains the 
  Arcane Armor Training feat. If this feat is already known, 
  then Arcane Armor Mastery is gained instead.
  We Ride As One (Su): At 15th level, the cavalier gains the 
  Life Bond summoner class feature. 
  ORDER OF THE WOLF
  Cavaliers who join the Order of the Wolf devote their lives 
  to hunting something, whether it is a legendary creature 
  (Sir Pellinore and his hunt for the Questing Beast), a fabled 
  treasure (the Knights of the Round Table and their quest 
  for the Holy Grail), or a notorious person (Sir Guy of 
  Gisbourne and Robin Hood). These cavaliers have sworn 
  an oath upon their honor never to rest until what they have 
  sought is finally within their possession. They typically 
  work alone, though small groups of  cavaliers hunting 
  the same object are not unknown (and often frighteningly 
  effective.)
  Edicts: The cavalier must ever remain mindful of his quest 
  and cannot neglect any opportunity to further his agenda. 
  He may not willingly stay in any one location longer than a 
  fortnight unless he believes the object of his quest to be in 
  the same location. Neither money nor glory can convince 
  him to stay once he has caught scent of his prey. Once 
  his prey is in sight, he will stop at nothing to seize it. He 
  cannot retreat, nor willingly allow the prey to escape; it is 
  victory or death. After completing his quest, the cavalier 
  must swear a new quest within a week’s time. 
  Challenge: Whenever an Order of the Wolf cavalier issues 
  a challenge, he receives a +1 morale bonus to all skill 
  rolls as long as the target of his challenge stands directly 
  between him and the object of his quest (or is the object 
  itself). This bonus increases by +1 for every four levels the 
  cavalier possesses. 
  Skills: An Order of the Wolf cavalier adds Perception 
  (Wis) and Survival (Wis) to his list of class skills. In addi-
  tion, he may make Knowledge skill rolls that pertain to the 
  object of his quest, even if he is unskilled. If he has ranks 
  in the skill, he receives a bonus on the check equal to ½ his 
  cavalier level (minimum +1) as long as the check involves 
  his quarry. 
  Order Abilities: An order of the wolf cavalier gains the 
  following abilities as he increases in level.
  Stalker (Ex): At 2nd lvl, the cavalier’s armor check penal-
  ties for Acrobatics, Climb, Ride, and Stealth rolls are 
  reduced by his level. 
  Pack Mentality (Ex): At 8th lvl, all other Order of 
  the Wolf members, including the cavalier’s mount, are 
  considered to possess all teamwork feats that the cavalier 
  possesses as long as they are within 30 feet. 
  Relentless (Sp): At 15th lvl, the cavalier may expend a use 
  of the challenge ability to grant himself True Seeing, as the 
  spell. 
  SIDEBAR: QUEST OBJECTS
  An Order of the Wolf PC poses an interesting situation 
  to a Game Master: how do I integrate the quest into my 
  campaign? There are two routes you may take. 
  The first and easiest option is to present a series of quests 
  that are no harder to complete than a standard adventure. 
  In fact, the completion of these quests could be the entire 
  point of an adventure – defeat the bandit king, recover a 
  lost treasure, slay the dragon terrorizing the countryside. As 
  the PCs increase in ability, so do the perils of each quest. 
  The other option is to integrate the quest into an overall 
  campaign, with the culmination of the quest an  integral 
  part of the campaign itself. A Game Master who takes this 
  option would do well to emulate serialized movies and 
  television shows with season-long story arcs, having the 
  completion of certain adventures result in a necessary step 
  to achieving the larger goal. A quest arc might begin with 
  the party searching for a clue to the location of a dungeon, 
  wherein lies a mythical weapon, which is necessary to 
  overcome the creature who bars the way to the final hiding 
  place of the quest object. 
  Finally, do not forget that for every Grail knight and 
  dragon slayer, there are equally determined manhunters, 
  and not all of them are of good alignments. Player 
  Characters have a tendency to make powerful enemies, and 
  an evil Order of the Wolf cavalier who hounds their steps 
  would make an excellent recurring villain. 
  
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