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 addition, he may make Knowledge skill rolls that pertain to the object of his quest, even if he is untrained. 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.
An order of the wolf PC poses an interesting situation to a gamemaster: 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 gamemaster 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.
Undefeatable: The Collected Feats Sourcebook, Copyright 2009 – 2010, Louis Porter Jr. Design, Inc. Undefeated, Copyright 2011, Louis Porter Jr. Design, Inc.