TEXT: Cavaliers Unhinged
  Taking Chivalry in a New 
  Direction
  #96
  
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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.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam 
  Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard 
  Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Lawrence Schick.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene and Erica Balsley, based on original material by Gary Gygax.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Philip Masters.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott 
  Greene.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Ian Livingstone and Mark Barnes.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott 
  Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Player Paraphernalia #96 Cavaliers Unhinged, Taking Chivalry in a New Direction © 2016, 
  The Knotty-Works; Author: John Buckley and Rodney Sloan.
  d20pfsrd.com. Copyright 2010, John Reyst.
  Some art produced from public domain materials found at the British Library Digital Flickr 
  collection.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.
  com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and 
  does not endorse this product.
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  1
  Player Paraphernalia #96
  By The Knotty-Works
  Welcome to issue ninety-six of  the Player 
  Paraphernalia series, short supplements designed 
  to offer players new options for use with the 
  Pathfinder RolePlaying Game (©Paizo, Inc.).  
  This issue introduces alternate archetypes for 
  the cavalier and a new order.  Special thanks 
  to  Rodney Sloan for his contributions of  the 
  Revolutionary archetype and the Order of  Ancient 
  Horror for those that wish a more Lovecraftian or 
  occult theme.
  Duel Master (Cavalier Archetype)
  While images of a metal clad knight astride 
  a mighty warhorse riding forth to save 
  the princess inspire most to join orders of 
  chivalric pride, many find that true nobility 
  and honor comes from their ability to face 
  their enemies on an even playing field.  The 
  duel master is trained in arts of fencing and 
  finesse rather than  handling larger bulky 
  weapons and stomping around in heavy 
  iron shells.
  Class Skills
  The duel master does not gain Handle 
  Animal as a class skill, but it is replaced by 
  Escape Artist.
  Weapon and Armor Proficiency
  The duel master is only proficient with light 
  armor and shields (except tower shields). 
  However, he does gain Dodge as a bonus 
  feat at 1st level regardless of his Dexterity 
  score.
  In regards to weapons, the duel master 
  is proficient with all simple weapons and 
  all light and one handed martial melee 
  weapons.  He gains Weapon Finesse as a 
  bonus feat at 1st level as well.
  Uncanny Dodge (Ex)
  At 1st level, the duel master gains a sense 
  of impending attack.  As a result, the duel 
  master cannot be caught flat-footed, nor 
  does he lose his Dex modifier to his AC if 
  the attacker is invisible.  He does lose his 
  Dex modifier to his AC if he is immobilized or 
  helpless.
  At 8th level, the duel master may no longer 
  be flanked and does not suffer sneak attack 
  damage from a character flanking him 
  unless that attacker has at least four more 
  class level granting the sneak attack than 
  the duel master’s class level.
  If the duel master gains uncanny dodge 
  from another class, the levels stack in 
  determining the level required to overcome 
  the duel master’s immunity to sneak attack 
  damage while being flanked.
  This class feature replaces the cavalier’s 
  Mount class feature.
  
  2
  Feinting Expert (Ex)
  At 3rd level, the duel master gains Improved 
  Feint as a bonus feat.  He does not need 
  to meet the prerequisites for the feat, but 
  any other related feats will require the duel 
  master to meet any prerequisites as listed.
  This class feature replaces the Cavalier’s 
  Charge class feature.
  True Sense (Ex)
  At 4th level, the duel master adds ½ his class 
  level when he uses Sense Motive in order to 
  avoid being feinted in combat.  The duel 
  master may attempt to “read” someone 
  by hunch or to detect an enchantment as 
  a full round action, suffering a +10 to the 
  DC (normally using Sense Motive to sense 
  enchantments or reading people is at least 
  1 minute in length).
  This class feature replaces the cavalier’s 
  Expert Trainer class feature.
  Feint Master (Ex)
  At 11th level, the threat range of any melee 
  weapon wielded by the duel master against 
  an opponent denied its Dexterity modifier is 
  doubled.  This increase does not stack with 
  any other effect that increases the threat 
  range of the weapon.  If the opponent is 
  the target of the duel master’s challenge, 
  he gains a +4 bonus to confirm any critical 
  threats as well.
  This class feature replaces the cavalier’s 
  Mighty Charge class feature.
  Supreme Feint (Ex)
  At 20th level, the duel master deals double 
  damage when he successfully feints an 
  opponent.  If the duel master’s feint causes 
  critical damage, the target must make a 
  Will save or be stunned for 1d4 rounds.  If the 
  target makes its Will save, it is still staggered 
  for 1d4 rounds.  The DC for the Will save is 
  equal to 10 + the duel master’s base attack 
  bonus.
  This class feature replaces the cavalier’s 
  Supreme Charge class feature.
  Revolutionary (Cavalier Archetype)
  To the revolutionary, there is no greater 
  ideal worth fighting for than the common 
  people and their cause. Ready to die for 
  drastic political change in the hopes of a 
  new dawn for every man, the revolutionary 
  sounds a call to arms that cannot easily go 
  unanswered. 
  Class Skills
  A revolutionary gains Knowledge (history) 
  and Knowledge (local) as class skills instead 
  of Handle Animal and Ride.
  Weapon and Armor Proficiency
  A revolutionary is proficient with all simple 
  weapons and with light armor. He gains 
  Catch Off-Guard and Throw Anything as 
  bonus feats at 1st level.
  This modifies the cavalier’s normal weapon 
  and armor proficiency.
  Powerful Persuader (Ex)
  At 1st level, the revolutionary becomes a 
  powerful orator, able to swing the opinions 
  of others. When the revolutionary makes a 
  Diplomacy or Intimidate check, he can roll 
  twice and take the higher result. Using this 
  ability is a free action. He can use this ability 
  once per day at 1st level, plus one additional 
  time per day for every 3 levels thereafter. 
  This class feature replaces the cavalier’s 
  Mount feature.
  Charge the Barricade (Ex)
  At 3rd level, the revolutionary’s charge 
  inspires his allies to storm defended positions. 
  When 
  charging, 
  a 
  revolutionary 
  may 
  charge through difficult terrain and does 
  not take the –2 penalty to AC for attacking 
  on a charge. Until his next turn, any of the 
  revolutionary’s allies within 60 feet gain the 
  same benefits while charging. 
  This class feature replaces the Cavalier’s 
  Charge feature.
  
  3
  The People’s Champion (Ex)
  At 4th level, the revolutionary draws like-
  minded people to fight for his cause. He 
  gains Leadership as a bonus feat, but may 
  not gain a cohort until he has reached 7th 
  level. For the purposes of gaining followers, 
  the revolutionary gains a +2 bonus to his 
  Leadership score if he has a publicly known, 
  well defined agenda for fast and drastic 
  political change. He gains a minimum 
  number of 1st level followers equal to his 
  Charisma bonus (minimum 1). 
  At 12th level, in a settlement (see the 
  Pathfinder RPG Game Mastery Guide™) 
  with a population of more than 2,000 the 
  revolutionary may make a Diplomacy check 
  once per day to draw a crowd and gain 
  additional followers. If the general alignment 
  of the settlement is more than one step 
  from the revolutionary’s alignment, then 
  the population size required for this ability is 
  instead more than 5,000. The revolutionary 
  uses the result of the Diplomacy check as 
  his effective Leadership score and gains 
  followers in addition to those already allowed 
  to him by the feat. These additional 
  followers accompany the revolutionary for 
  1 hour per 4 class levels. 
  This class feature replaces the cavalier’s 
  Expert Trainer feature. 
  Revolutionary Oath (Ex)
  Beginning at 11th level, the revolutionary can 
  swear a powerful oath before his allies and 
  followers, steeling himself for the coming 
  battle and bolstering their resolve. Once per 
  day, during a speech of 5 minutes or more, 
  the revolutionary swears an oath. Until the 
  next day or the fulfillment of his oath, the 
  revolutionary gains the Diehard feat.
  All of the revolutionary’s allies that hear the 
  oath gain temporary hit points equal to the 
  revolutionary’s Charisma bonus until the 
  next day, or until the revolutionary fulfills his 
  oath or dies. 
  This class feature replaces the cavalier’s 
  Mighty Charge feature.
  Revolution! (Ex)
  At 20th level, the revolutionary sounds 
  a deadly call to arms. He may choose 
  Improvised Weapon Mastery as a 
  
  4
  bonus feat or he gains proficiency with all 
  martial melee weapons, once this choice 
  is made it cannot be changed. The critical 
  threat range for all the revolutionary’s melee 
  weapons, and for the melee weapons of 
  allies within 30 feet, increases by 1. Apply 
  this threat range increase after any bonuses 
  from feats such as Improved Critical. 
  This class feature replaces the cavalier’s 
  Supreme Charge feature.
  Order of the Ancient Horror
  Cavaliers who join the order of the ancient 
  horror dedicate themselves to a mysterious 
  creature from beyond the edge of sanity. 
  Cavaliers of this order tend to be champions 
  of secretive cults, or power hungry general’s 
  eager to further the unfathomable designs 
  of a powerful, unseen master. 
  Alignment: The cavalier must choose a 
  benefactor to venerate and his alignment 
  must be within one step of his benefactor’s, 
  along either the law/chaos axis or the 
  good/evil axis. 
  Edicts
  The cavalier dedicates himself in service 
  to a being from another plane and to the 
  furthering of that being’s aims. He must 
  submit to his master’s every wish, further its 
  designs and seek out new agents to bolster 
  his master’s cult. He must strive to protect 
  his master at all cost.
  Challenge
  An order of the ancient horror cavalier 
  moves with otherworldly swiftness against 
  his foes. He gains the Spring Attack feat 
  against the target of his challenge, even if 
  he does not meet the feat’s prerequisites. If 
  he already has the Spring Attack feat, the 
  cavalier’s speed increases by 5 feet while 
  his challenge is active.
  Skills
  An order of the ancient horror cavalier 
  adds Knowledge (planes) and Linguistics 
  to his list of class skills. An order of the 
  ancient horror cavalier can make 
  Knowledge (planes) skill checks untrained. 
  Whenever the cavalier uses Bluff to oppose 
  a Sense Motive check regarding his 
  master, he receives a competence bonus 
  on the check equal to ½ his cavalier level 
  (minimum +1). In addition, the order of the 
  ancient horror cavalier receives one bonus 
  language from his master’s list of known 
  languages.
  Order Abilities
  An order of the ancient horror cavalier 
  receives the following abilities as he 
  increases in level.
  Terrible Revelation (Ex)
  At 2nd level, the cavalier can sow fear 
  amongst his enemies by describing the 
  terrible fate that awaits them at the 
  hands of his master. The cavalier receives 
  a competence bonus on Intimidate skill 
  checks to demoralize a target equal to ½ his 
  cavalier level (minimum +1). Furthermore, 
  at the cavalier’s choice, if a demoralized 
  target’s HD is lower than the cavalier’s 
  level, then the target is frightened rather 
  than shaken. 
  Dark Calling (Sp)
  At 8th level, the cavalier can call forth 
  servants of his master to aid him in battle. 
  He gains the ability to cast the Summon 
  Monster IV spell. The type of creature 
  chosen must not oppose the cavalier’s or 
  his master’s alignment. Regardless of the 
  cavalier’s alignment, if given the choice, 
  the summoned monster must use the 
  fiendish template. The cavalier can use this 
  ability once per day, plus one additional 
  time per day at 12th level and every four 
  levels thereafter.
  All Shall Kneel (Ex)
  At 15th level, the cavalier learns to bring 
  his enemies low with his attacks. When he 
  confirms a critical hit against a foe of the 
  same size or smaller, that creature falls 
  prone and provokes an immediate attack 
  of opportunity from the cavalier. 
  
  Other Knotty Works 
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  If you enjoyed this product, please check out these other 
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  Each of the Spell Works Compendiums offer 
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