Pact Magic Cavalier Orders

Order of the Company

Cavaliers who join this order dedicate themselves to the tenants of a specific organization. When a cavalier joins this order, he should select a single organization to serve, and he will follow many of its tenets and guides

Wiki Note: The tenets in the Grimoire of Lost Souls are not available on this site. You may find them in that book (see Support the Publishers for a link), or work with your GM to create an appropriate organization for your game.

Edicts: The cavalier must strive to protect his organization and all those who belong to it, from its leader to its rank-and-file members. He must adhere to the regulations of the organization, promote its agenda whenever possible, and serve its agents.
Challenge: Whenever an order of the company cavalier issues a challenge, add a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the company cavalier adds Knowledge (local) and Knowledge (nobility) to his list of class skills. An order of the company cavalier adds 1/2 his cavalier level (minimum +1) on skill checks made to influence members of his organization or and activity checks made as part of his membership within the organization, if any.

Order Abilities

An order of the company cavalier gains the following abilities as he increases in level.

Full Membership (Ex)

At 2nd level, the cavalier gains Societal Obedience with his chosen organization as a bonus feat, ignoring its prerequisites. In addition, whenever he uses the tactician class feature to grant one or more teamwork feats to a member of his chosen organization, that character gains the benefits of those feats for 3 additional rounds.

For the Company (Ex)

At 8th level, the cavalier can call upon his organization’s tenets to bolster himself in combat. As a free action, the cavalier can call out the name of his organization, granting him a morale bonus on attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that have chosen this organization with the Societal Obedience feat also receive half this bonus (minimum +1). The cavalier can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter.

Retribution (Ex)

At 15th level, the cavalier can take retribution on those who dare to strike an agent of his organization. Whenever an enemy makes a successful melee attack against the cavalier or an adjacent ally devoted to the same organization as the cavalier, the enemy provokes an attack of opportunity from the cavalier. The cavalier receives a +2 morale bonus on the attack of opportunity. If the attack made by the enemy was a critical hit, the cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can use this ability once per round.


Order of the Occult Eye

Cavaliers that join the order of the occult eye swear themselves to the ancient constellations of spirits. Allied with knights of similar mindset, they spread the sacred knowledge of pact magic and defend its tenets wherever threatened.

Edicts: The cavalier must strive to protect the sacred arts of pact magic and all those who practice it, from the greatest of occult scholars to the lowly babe born into the tradition. He must promote the spread of pact magic wherever possible, protect anyone who practices pact magic, and further the goals of the occult scholars.

Challenge: Whenever an order of the occult eye cavalier issues a challenge, add a +1 bonus on attack rolls he makes with granted abilities against the challenged opponent. In addition, the saving throw DC of his granted abilities increases by +1 against the challenged opponent.

Skills: An order of the occult eye cavalier adds Knowledge (arcana) (Int) to the cavalier’s list of class skills. The cavalier can make Knowledge (arcana) checks untrained, and if he has ranks in the skill, apply a bonus on the check equal to 1/2 of cavalier’s level (minimum +1) if the check involves pact magic.

Order Abilities

An order of the occult eye cavalier gains the following abilities with increases in level.

Amateur Pactmaker

At 2nd level, an order of the occult eye cavalier receives Amateur Pactmaker† as a bonus feat.

Vestigial Protection (Su)

At 8th level, an order of the occult eye cavalier gains the vestigial protection binder secret†, ignoring its prerequisites.

Lingering Empowerment

At 15th level, an order of the occult eye cavalier gains the improved vestigial protection binder secret†, ignoring its prerequisites.


Order of Salendrios

Cavaliers who join the order of Salendrios are those who have been touched by the occult, usually in a gruesome or permanently scarring way. These individuals seek to abolish pact magic and attempt to put it back in its proper place, eight feet beneath the ground.

Edicts: The cavalier must swear to help bring about the utter annihilation of pact magic. From the greatest of occult monstrosities to a suckling babe born into a tradition of heresy, the order of Salendrios decrees that none deserve mercy. He must promote the destruction of pact magic, root out and destroy the corruptive art wherever it emerges, and lend aid to anyone else that would see pact magic vanish into the annals of time.

Challenge: Whenever an order of Salendrios cavalier issues a challenge, add a +1 bonus on his attack rolls and damage rolls so long as his target is bound to a spirit or is benefiting from occult powers (such as a spell with the occult descriptor). This bonus increases by +1 for every four levels that the cavalier possesses.

Skills: An order of Salendrios cavalier adds Knowledge (arcana) (Int) and Knowledge (planes) (Int) to his list of class skills. The cavalier can make these Knowledge checks untrained and cavaliers with ranks in the skill receive a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check is made to identify occult phenomena.

Order Abilities

An order of Salendrios cavalier gains the following abilities with increases in level.

Occult Protection (Ex)

At 2nd level, an order of Salendrios cavalier adds his Charisma bonus (if any) on all saving throws made against supernatural abilities. If the cavalier already adds his Charisma bonus on all saving throws (such as from the divine grace class feature), he instead gains a +1 bonus on all saving throws made against supernatural abilities.

Silence the Occult (Ex)

At 8th level, the cavalier gains Supernatural Slayer† as a bonus feat, even if he doesn’t meet the feat’s prerequisites. When using this feat, if the cavalier uses an attack of opportunity to strike a binder that is activating a granted ability, the binder must attempt a Will save or the ability fails and cannot be activated for 1 round (DC 10 + 1/2 the cavalier’s level + the cavalier’s Charisma modifier). If the ability is a major granted ability, it is expended for 5 rounds and cannot be used again until these rounds have passed. Rapid Recovery† and similar effects do not reduce the number of rounds that ability is expended.

Occult Slaying Tactics (Ex)

At 15th level, when an order of Salendrios cavalier is adjacent to a creature that is being flanked by an ally, the flanking bonus on attack rolls for all flanking allies increases by +2 if the creature is bound to a spirit or is otherwise occult in nature. This ability works even if the cavalier is not one of the characters flanking the creature. Additionally, when the cavalier uses his tactician ability, he grants his allies the benefits of Supernatural Slayer as if it were a teamwork feat that he selected with tactician.

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