1d10 = 10+3+1
1d20 = 6+3+1
F = 3+3
Diplomacy 2+3-1 (+3)
Favored Terrain: Underground +2
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey
Feats & Traits:
You were touched by nature at an early age and share a kinship with wild creatures. Your body might bear animalistic features, such as bestial ears or a tail, or your presence may be subtly unlike that of others.
Prerequisites: Any neutral alignment, must be taken at 1st level.
Benefit: You gain the druid’s wild empathy ability, using your character level as your druid level. If you have one or more levels in a class that grants wild empathy, you gain an additional +3 bonus on wild empathy checks. You are treated as an animal for the purpose of harmful mind-affecting effects that target animals (such as charm animal).
Special: A character who has this feat can select the Animal Soul or Aspect of the Beast feats without meeting the prerequisites.
King in Waiting
Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Some knights serve nature itself and can be found protecting unspoiled natural places or serving fey beings.
Beast Tongue (Ex): A green knight can use Diplomacy to improve an animal’s attitude. Beast tongue otherwise functions like the druid’s wild empathy ability, using the green knight’s Diplomacy modifier and using her cavalier level as her effective druid level, and it counts as that ability for the purpose of other effects (such as feat prerequisites or effects that alter or improve wild empathy).
Implacable Knight (Ex): A green knight gains Endurance and Diehard as bonus feats.
Nature’s Servant (Ex): A green knight must select the order of the Green.
Order of the Green
Edicts: The cavalier knows his place in the natural order and strives to defend the balance of nature. He must be willing to allow nature to take its course, and he must stop all those who would do harm to its delicate balance. He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection.
Challenge: An order of the Green cavalier can’t issue a challenge against any creature of the animal or plant type. Whenever he issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier has. If the target of his challenge is of the aberration or undead type, each round he can roll his first attack roll against the target creature twice and take the higher result.
Favored Terrain (Ex): At 2nd level, an order of the Green cavalier chooses a favored terrain from the list of ranger favored terrains. He gains this as a favored terrain, as the ranger class feature of the same name. At 8th level and every 6 levels thereafter, he selects another favored terrain. In addition, at each such interval, the skill bonus in any one favored terrain (including the one just selected, if so desired) increases by 2