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Cavalier Orders
Order of the Blue Rose
Order of the Cockatrice
Order of the Dragon
Order of the Lion
Order of the Seal
Order of the Shield
Order of the Star
Order of the Sword
Order of the Tome
Paladin Orders
Samurai Orders

Order of the Seal

Cavaliers of the order of the seal are a secretive order, each charged with the protection of a specific object (such as a dangerous magic item), place (a lost temple), or secret (that a certain peasant is actually the last descendant of the royal line). Such cavaliers are the defenders of ancient traditions or the servants of rulers with important secrets to hide, sometimes having to search out such secrets in order to properly protect and preserve them.

Edicts: The cavalier must guard his sworn charge with all he has: his health, his honor, and his very life. If his charge is a place, he must keep intruders out. If it is a thing, he must keep it safe from thieves—and restore the item to its rightful place if taken.

Challenge: An order of the seal cavalier can make a free bull rush or trip combat maneuver anytime he takes the full-attack action against the target of his challenge. This free combat maneuver does not provoke an attack of opportunity.

Skills: An order of the seal cavalier adds Disable Device (Dex) and Linguistics (Int) to his list of class skills. Whenever the cavalier uses Bluff to conceal information about his sworn charge, he receives a competence bonus equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the seal gains the following abilities as he increases in level.

Keeper (Ex)

At 2nd level, once per day the cavalier must select a location, or a secret that he has sworn to protect. If he chooses a location, he gains a +2 morale bonus on attack rolls when directly defending his charge. If he chooses a secret, he gains a +2 morale bonus on saving throws and opposed checks to resist revealing information about his charge. He gains these bonuses until he picks a new object, location, or secret to protect.

I Shall Not Be Moved (Ex)

At 8th level, the cavalier can draw on his dedication to overcome physical weakness. Whenever the cavalier does not move more than a 5-foot step, he receives a +2 dodge bonus to his CMD to resist bull rush, overrun, pull, push, and trip combat maneuvers until his next turn.

Staggering Assault (Ex)

At 15th level, the cavalier can drive opponents back without giving ground. As a full-round action, the cavalier can make a single attack at his highest attack bonus. If the attack hits, the attack does damage as normal, and the cavalier may attempt a bull rush against the target. The cavalier gains a bonus on the bull rush combat maneuver check equal to half the amount of damage dealt on the initial attack.

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