Strength Score: 30 (+10)
Charisma Score: 21 (+5)
Feats:
Level 1 = Mounted Combat
Level 1 = Ride-By Attack
Level 3 = Natural Charmer (Dhampyr)
Level 5 = Spirited Charge
Level 6 = Vital Strike
Level 8 = Power Attack
Level 9 = Leadership
Level 11 = Improved Bull Rush
Level 12 = Improved Vital Strike
Level 14 = Spring Attack
Level 15 = Endurance
Level 17 = Unseat
Level 18 = Greater Vital Strike
Level 20 = Deadly Finish
Magic Items: Belt of Physical Might (+6 Str, +2 Con)*, +4 Adamantine Flaming Burst Lance (+2d10 on crit)
* = Already part of the current strength score of 30.
Chosen Order: Sword
Order Benefits
Added Skills: Knowledge (Nobility) and Knowledge (Religion). +10 bonus to the cavalier's rolls on Sense Motive to oppose bluff checks.
Challenge = +5 bonus on attack rolls against the challenged target.
By My Honor: +2 bonus on rolls involving the chosen saving throw (FORT) as long as he maintains the chosen alignment (NG).
Mounted Mastery: +4 AC Dodge bonus to avoid attacks set against his charge. He can add his mount's strength to the damage (+5 = Heavy Warhorse).
Knight's Challenge: This functions like a normal challenge but the cavalier adds his charisma modifier (+5) to all hit and damage rolls. Also a cavalier gets a +4 bonus on confirming critical hits on the challenged target.
Transfixing Charge: At 20th level, a gendarme represents the epitome of mounted combat. Whenever he makes a charge attack while mounted, he deals triple the normal damage (quadruple if using a lance);
this damage includes all increases from the Spirited Charge feat and from the use of a lance. In addition, if the gendarme confirms a critical hit on a charge attack while mounted, the attack deals maximum damage for the weapon wielded. Additional damage from weapon
properties, magic effects, precision-based bonuses, or other increases are rolled normally. This ability replaces supreme charge.