Well this is my character, I think he'll fit in just fine. These are the orders I was talking about:
Order of the High Noon
Edict: Cavaliers who are apart of the High Noon believe in two things; honor and blood. They see duels as the highest form of combat and will do their best to protect the honor of the duel. Being apart of this order means that the Cavalier must mediate any duels if asked and must be willing to take apart of the duel as a Second, regardless of the duelists. A Cavalier of this order may not deny a challenge to a duel unless the opponent is a youth, elderly or disabled. If the duel cannot be held the Cavalier must take an oath to eventually duel the challenger at a later time. Finally if the Cavalier is in a duel he may not back down for any reason other than defeat or victory.
Challenge: When the Cavalier challenges an enemy he is granted a move action to be used immediately after the challenge. At level 6 the Cavalier is granted a standard action instead.
Skill: Sleight of Hand and Perception are class skills for Cavaliers of this order. The Cavalier gains a bonus equal to 1/2 his Cavalier level when hiding a light weapon with Sleight of Hand.
Nerves of Steel: At 2nd level the Cavalier gains a +4 save against fear and compulsion effects. At 6th level if the cavalier makes a successful save against a fear or compelling effect the source of the effect takes the same save plus 1/2 the Cavaliers level or be shaken for 1d4 rounds. At 12th Level the Cavalier is immune to fear.
Draw: At 8th level when the Cavalier challenges an enemy they must take will save equal to DC 10 plus the Cavalier's level or be shaken for 1d4 rounds.
Strikes 12: The Cavalier is so quick out of the holster that he seems to beat an opponent at every turn. At 15th level the Cavalier can never be caught flat-footed. The Cavalier also is always treated as aware and acts first during the surprise round.
Order of the Manacle
Edict: Members of the Order of the Manacle believe that a creatures life always deserves at least a first chance. Members of the order are often moralists or lawmen who see lethality to be a last resort. Order members must never act with deadly force unless nonlethal methods are expended or a person's life is in imminent risk.
Challenge: When the Cavalier challenge an enemy he adds his Cavalier level to both CMD and CMB. The Cavalier may also make grapple, trip, drag, entangle and disarm attempts without provoking an attack of opportunity and without penalty regardless of the tools used. At 12th level the cavalier may nauseate grappled opponents as a move action, daze opponents on a successful trip or cower disarmed opponents. All of the effects have a Fort save of DC 12 + the Cavalier's level and last for 1d2 rounds.
Skill: Acrobatics and Escape Artist are both class skills for Cavaliers of this order. The Cavalier does not receive an armor check penalty when using Escape Artist for any reason.
First Chance: At 2nd the Cavalier may convert any source of lethal damage to non lethal with no penalty. His non lethal damage also ignores DR/5 then up to DR/10 at level 10.
Knowledge of the Knots: At 8th the Cavalier has the effect Discern Lies on an opponent that has been bound, held helpless or pinned by the Cavalier. The bound also have a -4 penalty to will saves.
Wrangler: At 15th level the Cavalier can be treated as one size category larger or smaller at his will. He also may treat an opponent as one size category larger or smaller.