Cavaliers of the Order of the Wild Plains shun the rank and file discipline of large military organizations, preferring instead to fight for justice as they see it. These cavaliers often lead solitary lives, or find small adventuring groups with which they form tight and lasting relationships. These rough and tumble horsemen often prefer a night’s sleep in a hammock or sleeping bag to a bed at an inn. Cunning, hardiness, and bravado in equal parts are necessary to be a part of the Order of the Wild Plains.
Edicts: The cavalier must always pursue justice as he sees it, even if this justice clashes with established practice. He must always protect himself and those closest to him before anyone else. If a cavalier of the Order of the Wild Plains ever takes an alignment other than Chaotic Good, he is treated as having defied his edicts.
Challenge: Whenever an order of the wild plains cavalier issues a challenge, he receives a +1 morale bonus on attack rolls and against the target of his challenge as long as his target is entangled in his lasso. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the wild plains cavalier adds Knowledge (local) and Sleight of hand to his list of class skills. In addition, whenever an order of the wild plains cavalier makes a Sleight of hand check while gambling or to conceal a weapon, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities: A cavalier belonging to the order of the wild plains gains the following abilities as he increases in level.
Gun Tangle (Ex): At 2nd level, the cavalier does not provoke attacks of opportunity from entangled creatures for reloading a weapon or making ranged attacks
Swift Lasso (Ex): At 8th level, the cavalier learns to use his lasso quickly and skillfully. He may spend a swift action to make a single attack at his highest base attack bonus with a lasso against the target of his challenge. He may only use this ability once per day for every 2 cavalier levels he possesses.
Snag and Drag (Ex): At 15th level, the cavalier can make a drag combat maneuver against a creature entangled in a lasso he is holding. If he succeeds, he drags his target an additional 10 feet and his target takes 1d6 points of damage per 5 feet they are dragged. This damage is based on the terrain over which the target is dragged (slashing damage for a shale outcropping, cold damage for a tundra, etc).
Challenge: Whenever an order of the wild plains cavalier issues a challenge, he receives a +1 morale bonus on attack rolls and against the target of his challenge as long as his target is entangled in his lasso. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the wild plains cavalier adds Knowledge (local) and Sleight of hand to his list of class skills. In addition, whenever an order of the wild plains cavalier makes a Sleight of hand check while gambling or to conceal a weapon, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities: A cavalier belonging to the order of the wild plains gains the following abilities as he increases in level.
Gun Tangle (Ex): At 2nd level, the cavalier does not provoke attacks of opportunity from entangled creatures for reloading a weapon or making ranged attacks
Swift Lasso (Ex): At 8th level, the cavalier learns to use his lasso quickly and skillfully. He may spend a swift action to make a single attack at his highest base attack bonus with a lasso against the target of his challenge. He may only use this ability once per day for every 2 cavalier levels he possesses.
Snag and Drag (Ex): At 15th level, the cavalier can make a drag combat maneuver against a creature entangled in a lasso he is holding. If he succeeds, he drags his target an additional 10 feet and his target takes 1d6 points of damage per 5 feet they are dragged. This damage is based on the terrain over which the target is dragged (slashing damage for a shale outcropping, cold damage for a tundra, etc).