There are fair rulers, and there are cruel ones. There are just causes and many unjust ones. The line between right and wrong, fair and unfair, becomes muddied with politics and moral dilemmas. Luckily cards, dice, and coin-flipping are all fair. A die does not hold preference for one man or another. It simply is.
The order of luck cavalier often appears to be little more than a jester or a circus performer. But he is carrying out a most sacred duty: he is a knight of Fair Lady Luck.
Edicts: The cavalier must decide any morally grey matter with a random method, like a coin flip. He must let
lady luck speak for fate.
Challenge: Whenever an order of truth cavalier issues a challenge, he must randomly choose his opponent, typically with a die roll from the GM or player. He gains a +1 luck bonus on saving throws against the spells and spell-like abilities of his target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of truth cavalier does not gain any additional class skills. However, he may take his chances with a skill check. A number of times per day equal to his Charisma bonus (minimum 1), the cavalier may flip a coin. On heads, he gain 1/2 his cavalier level as a luck bonus to the check. On tails, he takes a penalty equal to 1/4 his cavalier level (rounded down).
Order Abilities: A cavalier belonging to the order of luck gains the following abilities as he increases in level.
At 2nd level, the cavalier of luck can declare two different actions that rely on different types of rolls or checks, such as attacking a creature (an attack roll) or sneaking past the same creature (a Stealth check). As a standard action, the cavalier then uses a random method to choose one of the declared activities, such as flipping a coin, rolling a die, or drawing a harrow card. The specific method doesn’t matter as long as there is an equal chance of either activity being chosen. If the cavalier then performs the chosen activity within the next round, he gains a luck bonus on the roll type required for that activity–attack rolls with a specific weapon, a specific skill check, a specific ability check, or a specific saving throw–equal to half his cavalier level (minimum +1) for 1 minute. If the cavalier performs any other action (whether declared or not) in the round after using this ability, he becomes shaken for 1 minute instead. The cavalier can use this ability a number of times per day equal to 3 + his Charisma modifier.
At 8th level, once per day, the cavalier can reroll any one attack roll he has just made before the GM has revealed the result. He must take the result of the second roll, even if it is worse. The cavalier can use this ability twice per day at 12th level, three times per day at 16th, and four times per day at 20th.cavalier can treat a natural 1 as a natural 20. He can use this ability a number of times per day equal to his Charisma bonus (minimum 1).
Cavalier Orders © 2014, Flaming Crab Games; Authors: Tanner Wahlin and Alex Abel.