Hellknight

Sellsword2587's page

309 posts. Alias of Brennan Ashby.




I thought it'd be a really unique concept for a character to be a mix of the witch and the magus, and with the hexcrafter from Ultimate Combat falling short of my expectations, I decided to design the [Hexblade].

Basic Features:
- Witch spell list
- Spontaneous Charisma caster
- Witch Patron
- Gains a couple witch hexes, and can sub a magus arcana for additional witch hexes
- At first, can only use spellstrike to deliver hexes, curses, and necromancy spells. Eventually, spellstrike functions as normal.

Let me know what you guys think, and enjoy! If you play a character with this archetype, please let me know how it goes! (none of my players have taken me up on this concept yet)


The Staggered Advancement variant in Pathfinder Unchained only lists the values for Medium XP advancement pacing, so I just did the math for Fast and Slow XP advancement pacing, and then condensed the chart of values and ability gains into an interactive spreadsheet. I also determined the actual advancement options you had available at each XP tier based on your level and BAB progression.

I'm using this for my home games, and thought it might be useful for others, so hopefully it helps you out.

Please let me know if you find any errors in the data. Enjoy!

[LINK]


Greeting friends!

The first expansion to the Pure Steam Campaign Setting, Westbound, is now live on Kickstarter!

Take your Pure Steam game westward with unique races, new classes, archetypes, gear, and western monsters, all perfect for a rootin’ tootin’ steampunk wild west adventure.

For a small sampling of what Westbound will contain, check out the puresteamrpg.com forums!

Please show your support before the project ends! We need your funding to help make this happen. No amount is too small, and if you do donate, you'll have your name forever immortalized in print within the book, as well as our eternal gratitude! Can't donate? Then help us out by spreading the word!

Thanks guys!


So after the launch of our initial product, the Pure Steam Campaign Setting, the ICOSA team partnered up with our friends at Dungeon Mastering.com to create a monthly article series that delves into the behind-the-scenes process of Pure Steam's initial creation and continuing development. We like to call this series, "Behind the Gear-spun Curtain: A Purely Steampunk Look at Game Design."

Last month, Pure Steam's creator, B'omarr Punk, shared his views on the business side of game design. The article can be found here.

In the coming days, we will be posting this month's article on our creative process behind game design, and a share a little sneak peek at our next Pure Steam campaign supplement, "Westward."

Stay tuned!


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So I've been toying around with the rules for grappling, and I've come to make some drastic changes to how grappling works. At times, grappling can become too cumbersome to the flow of gameplay, and at times can be a pretty sub-par/inferior action option in combat.

So here's what I've done to streamline the grapple action and process a little. With this new grapple mechanic, the Reposition and Drag combat maneuvers no longer exist. Feel free to share your thoughts.

GRAPPLE
As a standard action, you can attempt a grappling maneuver against an adjacent foe, hindering his combat options or forcing him to move to a different location. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll.

If your check is successful, you perform one of the following grapple actions:

Move: As long as your target is no more than one size category larger than you, you can move your target 5 feet to a new location. For every 5 by which your grapple check exceeds your opponent's CMD, you can move your target an additional 5 feet. You can move up to half your speed with the target if you wish, but you must have the available movement to do so. If you moved with your target, at the end of your movement, you can place your target in any square adjacent to you or adjacent to your reach. If you move your target beyond your reach, you cannot maintain the grapple.

If there is another creature in the way of your target’s movement, you must immediately make a grapple check to move that creature as well. You take a –4 penalty on this check for each creature being moved beyond the first; if you are moving with your target, the penalty is reduced to –2 for each creature being moved beyond the first. If you are successful, you can continue to move the creatures a distance equal to the lesser result, but they must be moved in the same direction. An enemy being moved in this way does not provoke an attack of opportunity. You cannot move a creature into a square that is occupied by a solid object or obstacle. If you attempt to place your foe in a hazardous location, such as into an open fire or over a pit, the target receives a free attempt to break free of your grapple with a +4 bonus.

Chokehold: Unless your target is already grappled by you, unaware of you, or otherwise unable to defend against your grapple attempt, you cannot perform the chokehold grapple action. If you can wrap your arms or garrote around your target’s neck, you begin suffocating the target, cutting off its air and blood supply to its brain. While the target is held in the chokehold, it cannot breathe or speak, the penalty to Dexterity and attack rolls and combat maneuver checks imposed on the target while it is grappled increase by 2, and the target may take only a single standard action each round (it can still take free, swift and immediate actions, but not full-round actions). While you are performing a chokehold, you lose your Dexterity bonus to AC.

Each subsequent round you maintain the chokehold with a successful grapple check, you inflict an amount of nonlethal damage to your target as if you had hit with an unarmed strike or natural attack. At the end of each of your target’s turns after you have maintained the chokehold, it must make a Fortitude save (DC 10 + the amount of damage you inflicted in the previous round) or fall unconscious. If the target breaks free or is released after the first round of the chokehold, it becomes staggered for 1d3 rounds.

As long as you continue to maintain the chokehold, the target must continue to make Fortitude saves, even after it has fallen unconscious. If the target fails its Fortitude save while unconscious, it drops to –1 hit point and is dying. If the target fails its Fortitude save while dying, it dies.

Any creature that does not breathe, has no discernible neck, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold. You must have two free hands or be using a garrote to attempt a chokehold.

Damage: You can inflict damage to your target as if you had hit with your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Restrain: You can hold onto one of your target’s limbs (arm, leg, tentacle, wing, tail, jaws, etc.), preventing your target from using that limb to take actions for 1 round. This action can also be used to cover your target’s mouth if it is a humanoid creature, preventing it from speaking or shouting for 1 round. While restraining your target, you do not gain the +4 circumstance bonus on your grapple check to maintain the hold on the following round.

Pin: If you have your target restrained, you can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are simply grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

Maintaining a Grapple: If your opponent is adjacent to you at the end of your turn, you can choose to maintain your hold on your opponent. If you do, both you and the target gain the grappled condition (see the Appendices). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round as a standard action at the beginning of your turn to maintain the hold. If your target does not break the grapple, and you are grappling your target with two or more hands, you get a +4 circumstance bonus on grapple checks made against the same target in subsequent rounds. If your check to maintain the hold is successful, you continue grappling the foe and you may perform one of the above grapple actions as part of the standard action spent to maintain the grapple. If your target ever leaves your reach while grappled (if either you or your target is forced to move beyond your reach, for example), the grapple breaks.

If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can), and may perform one of the above grapple actions as part of the standard action spent to overtake the grapple. Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). When maintaining the grapple, only the creature that initiated the grapple makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action).

Each time an initiating creature’s grapple check is successful, and it performs the chokehold, damage, pin or restrain grapple action, each creature that assisted in the grapple may perform either the damage or restrain grapple actions (their choice), once per round as a free action without making a grapple check. Any damage inflicted by an assisting creature is added to the Fortitude save DC of the creature resisting a chokehold. If the initiating creature performed the move grapple action, each creature that assisted in the grapple may move with the initiating creature as long as they have movement remaining.

When breaking free of, or escaping from, a grapple with multiple creatures, the grappled creature must break free or escape from only the creature that initiated the grapple, but the initiating creature’s CMD increases by +2 for each creature assisting it in the grapple.

Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.


I figured I'd share some of the homebrew changes I've implemented to Combat Expertise. I've basically replaced the original Fighting Defensively rules with the original Combat Expertise rules, and made Combat Expertise more about being an expert of combat maneuvers. This change was designed to help make Combat Expertise less of a feat tax for combat maneuver feats and also helps to compensate for CMB/CMD values at higher levels.

The version of the feat below is not my actual homebrew version, but is instead tweaked for the public currently using the standard Pathfinder rules.

Combat Expertise:

Combat Expertise (Combat)
You excel at performing tactical combat maneuvers as well as defending against them.
Prerequisite: Int 13.
Benefit: You gain a +1 bonus to your CMB and a +1 dodge bonus to your CMD. This bonus also applies to your Bluff checks to feint in combat, as well as the Bluff DC to feint you in combat. When your base attack bonus reaches +4, and every +4 thereafter, these bonuses increase by +1.

Fighting Defensively:

Fighting Defensively:[b] You can choose to fight defensively when attacking. If you do so, you take a –1 penalty on all attacks in a round to gain a +1 dodge bonus to AC until the start of your next turn. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1.

[b]Total Defense
You can defend yourself as a standard action. You get a +3 dodge bonus to your AC for 1 round. When your base attack bonus reaches +4, and every +4 thereafter, the dodge bonus increases by +1. Your AC improves at the start of this action. You can't combine total defense with fighting defensively, and you can't make attacks of opportunity while using total defense.

Acrobatics
Special: If you have 3 or more ranks in Acrobatics, you gain a +1 dodge bonus to AC when fighting defensively, and a +2 dodge bonus to AC when taking the total defense action.

Crane Style (Combat, Style)
Your unarmed fighting techniques blend poise with graceful defense.
Prerequisites: Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st.
Benefit: The penalty you take on attack rolls for fighting defensively is reduced by 1 point (minimum 0). While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

Crane Riposte (Combat)
You use your defensive abilities to make overpowering counterattacks.
Prerequisites: Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.
Benefit: The penalty you take on attack rolls for fighting defensively is reduced by 1 point (minimum 0). This reduction stacks with the reduction granted by Crane Style. Whenever you use Crane Wing to deflect an opponent's attack, you can make an attack of opportunity against that opponent after the attack is deflected.

In my home games, performing a combat maneuver does not provoke an attack of opportunity, but failing a combat maneuver leaves you flat-footed until the start of your next turn. Having the Combat Expertise feat, however, also allows you make an attack of opportunity against any opponent that attempts a combat maneuver against you without the Improved feat of that maneuver. If your AoO hits, the opponent takes the damage dealt amount as a penalty to their attack roll.

Also, in my games, the Improved maneuver feats (including Improved Feint) do not have Combat Expertise, Improved Unarmed Strike, or Power Attack as a prerequisite (they instead have just a +1 BAB and Ability score prerequisite), scale into the Greater version of that maneuver feat (at +6 BAB), and prevent you from being caught flat-footed should you fail the maneuver.

I've also rolled the Bull Rush, Drag, and Reposition maneuvers into the Grapple maneuver, replacing the 'Move' option of the Grapple maneuver with the 3-maneuver combo. This might be a topic for another post though if anyone is interested.


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After reading through the "Main Problem with Fighters" thread, I decided to post the homebrew tweaks I've been using for the fighters in my home games.

Class Skills
This tweak is pretty common; change the fighter skill points per level to 4. However, I also decide to give the fighter a tad bit more versatility by removing a few of the classic fighter skills, keeping the basics, and then allowing fighters to choose 4 additional skills of their choice as class skills.

Class Skills:
The fighter's class skills are Climb (Str), Craft (Int), Profession (Wis), Ride (Dex), Swim (Str), and four additional skills of the fighter’s choice.

Skill Ranks per Level: 4 + Int modifier.

Bonus Feats
So kind of a different change here, made in the name of martial versatility which I felt the fighter desperately deserved. I reduced the number of fighter bonus feats gained by level 20 to just six, but also gave the fighter more versatility with his fighter bonus feats, allowing him to retrain them at the start of each day. Fear not, a fighter still gets some kind of bonus feat every other level (and thus retains his feat every level progression).

Bonus Feats:
Bonus Feats: At 1st level, and at every three levels thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

A fighter does not need to meet the prerequisites of an Improved combat maneuver feat (such as Improved Trip) when selecting the feat as his fighter bonus feat.

Starting at 4th level, once per day, after getting 8 hours of sleep and spending 1 hour practicing his martial training, a fighter can choose to learn new fighter bonus feats in place of any fighter bonus feats he has already learned (this does not include combat style bonus feats). In effect, the fighter loses his fighter bonus feats in exchange for new ones. The old feats cannot be ones that are used as a prerequisite for another feat, prestige class, or other ability.

Combat Style Feats
Yep, combat style feats. I know this change isn't quite innovative as some would prefer, but my reasoning behind it kind of is. The largest boon of the combat style feature is it's ability to grant feats while ignoring prerequisites, and that really screamed "fighter" to me. Yes, you have to shoehorn your fighter's concept into a combat style, but aren't most fighters already doing that to some degree with the weapon training class feature?

With this addition, the fighter keeps his feat-a-level progression, but also gains the ability to grab the feats he needs without some of the heavy feat tax. Now, the fighter still needs to pay that feat tax if he wants to continue down a feat chain outside of his combat style feats and fighter bonus feats, so I thought that was justification enough to make the changes I did.

I have also created a couple of new combat styles for players that couldn't use the current combat styles to create their concept. Creating new combat styles isn't too difficult.

Combat Style Feats:
Combat Style Feats: At 2nd level, a fighter must select one of the many ranger combat styles to pursue. The fighter's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

Fighter Base Class:
Level......Special
1st..........Bonus Feat
2nd..........Bravery +1, combat style feat
3rd..........Armor training 1
4th..........Bonus feat
5th..........Weapon training 1
6th..........Bravery +2, combat style feat
7th..........Armor training 2
8th..........Bonus feat
9th..........Weapon training 2
10th.........Bravery +3, combat style feat
11th.........Armor training 3
12th.........Bonus feat
13th.........Weapon training 3
14th.........Bravery +4, combat style feat
15th.........Armor training 4
16th.........Bonus feat
17th.........Weapon training 4
18th.........Bravery +5, combat style feat
19th.........Armor mastery
20th.........Bonus feat, weapon mastery

I have been testing these homebrew tweaks for nearly half a year now, and I have yet to run into any gameplay issues. They have been compatible with nearly every fighter archetype without causing any disruption, so far. I've seen an increase in PC fighters, as well as fighter spot-lighting both in and out of combat. And my players typically feel much better about playing a fighter than they did in the past thanks to the added versatility.

As a disclaimer, most of my players are roleplayers first, and munchkins last, so that may skew things a little, but I can't imagine by much.

So what do you guys think?


I am a huge fan of the Bladesinger lore. So this is my attempt at converting the Bladesinger prestige class (from 3.5 Complete Warrior and 3.5 Forgotten Realms Race Guide) into a magus archetype.

The lore behind most of this archetype's abilities can be found here.

The Bladesinger (Magus Archetype)

All of the following are class features of the bladesinger archetype.

Racial Restrictions:

Only elves and half-elves may become bladesingers.

Weapon Proficiencies:

In addition to the normal magus weapon proficiencies, a bladesinger may use a longsword in conjunction with the Weapon Finesse feat.

Skills:

Acrobatics (Dex), Performance (dance) (Cha), and Perform (sing) (Cha) are class skills for a bladesinger.

Bladesong Style (Ex):

Starting at 2nd level, when wearing light or no armor and not using a shield, a bladesinger adds 1 point of Intelligence bonus (if any) per two magus class levels to his Dexterity bonus to modify Armor Class while wielding his melee weapon. If a bladesinger is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
This ability replaces medium armor and heavy armor.

Bladesinger Arcana:

A bladesinger gains access to the following magus arcana. He cannot select any arcana more than once.

Bladedance (Ex): While benefiting from his bladesong style, and while wielding a longsword or a bladed finesse weapon, a bladesinger may use his Dexterity modifier instead of his Strength modifier on melee damage rolls.

Bladesong Feint (Ex): A bladesinger can use his bonus in Perform (dance) in place of his bonus in Bluff when feinting in combat. When substituting in this way, the bladesinger uses his total Perform (dance) skill bonus, including class skill bonus, in place of his Bluff skill bonus, whether or not he has ranks in Bluff or if it is a class skill.

Bladesong Mobility (Ex): A bladesinger gains Mobility as a bonus feat, even if he doesn’t meet the feat’s prerequisites. A bladesinger benefits from this arcana as long as he is benefiting from his bladesong style. If the bladesinger already possesses Mobility, the dodge bonus granted by the feat increases by +2 as long as the bladesinger is benefiting from his bladesong style.

Bladesong Flourish (Ex): When using spell combat and while benefiting from his bladesong style, a bladesinger may expend 1 point from his arcane pool to make an Intimidate check to demoralize all foes within 30 feet who can see him as a swift action. If the bladesinger is trained in Perform (sing), he can use his bonus in Perform (sing) in place of his bonus in Intimidate. When substituting in this way, the bladesinger uses his total Perform (sing) skill bonus, including class skill bonus, in place of his Intimidate skill bonus, whether or not he has ranks in Intimidate.

Knowledge Pool (Su): A bladesinger gains the knowledge pool magus class feature. The bladesinger must be at least 9th level before selecting this arcana.

Song of Celerity (Su):

At 7th level, while benefiting from his bladesong style, a bladesinger may expend 2 points from his arcane pool as a swift action to speed up his attacks for a number of rounds equal to his magus level. When making a full-attack action, a bladesinger may make one extra attack with any manufactured weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 10th level, and every three magus levels thereafter, these bonuses increase by +1, to a maximum of +5 at 19th level. These bonuses do not stack with the haste spell. This ability replaces knowledge pool.

Spellsong (Ex):

Starting at 8th level, a bladesinger can take 10 when making a concentration check to cast defensively while using spell combat, even when in immediate danger or while distracted.
This ability replaces improved spell combat.

Song of Fury (Ex):

At 13th level, while benefiting from his bladesong style, a bladesinger can combine a full-attack action with a single move, taking the attacks at any point during his movement, but must move at least 5 feet between each attack or spell. This movement provokes attacks of opportunity as normal.

Magus Arcana:

The following magus arcana complement the bladesinger archetype: Arcane Redoubt, Bane Blade, Devoted Blade, Ghost Blade, Greater Arcane Redoubt, Reflection, Spell Blending, and Spell Shield.

Let me know what you guys think. Feedback greatly appreciated.

Thanks!


If I wanted to design and publish a futuristic campaign setting that used the Pathfinder RPG rule set as its basis, and was granted a compatibility license, what would be the validity of the following alterations? Would these changes breach the compatibility license? And if so, how could I alter them so that they don't breach the license, but keep their integrity?

- Did not use Pathfinder's races, player-classes, feats, or spells (by name), but used some of their mechanics in my own campaign-specific classes, races, feats, and spells? Pathfinder's races, player-classes, and all related feats would not be allowed, used, or referenced in the campaign setting at all, by name at least (i.e. there would be no 'magic' in the campaign setting, so arcane and divine spellcasters, or feats that pertain to abilities of those classes, would not exist, nor could they)?

- Did reference Pathfinder's rules for character creation, or the fact that character creation in my campaign setting used Pathfinder's rules for character creation, but did not reprint them in the campaign setting source books?

- Did create new campaign-specific skills that combined the mechanics of two or more Pathfinder skills (similar to how Stealth combined Hide and Move Silently from 3.5)?

- Changed the name of a skill like "Heal" to something that better fit the flavor of the campaign setting, like "Medical", but kept the skills mechanics?

- Did omit certain Pathfinder skills that did not pertain to the campaign setting, such as "Use Magic Device", "Spellcraft", or "Craft"?


Looking for a little clarification here. Say I were to repair a broken longsword, how would I determine price and progress?

Longsword = Martial melee weapon
Price: 15 gp (150 sp)
Craft (weapon) DC: 15

Total Craft (weapon) bonus: +10

Craft wrote:
Repair Items: You can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item's price.

So is this the correct process?

Longsword repair price: 3 gp (15/5 = 3)[30 sp]
Longsword repair raw material cost: 1 gp

Craft (weapon) roll: 10
Craft (weapon) result: 20 (vs DC 15 = Success)
Total weekly progress: 20 (result) x 15 (DC) = 300 sp

Conclusion: The longsword is repaired in one-tenth (1/10) of the time.

Assuming the Crafter would normally spend 8 hours per day on the repairs, that is 56 hours of repair work per week.

According to the conclusion result, the Crafter would successfully repair the longsword in 5.6 hours.


5 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Am I reading this correctly; Improved Two-Weapon Feint does not have Two-Weapon Feint as a prerequisite?

Improved Two-Weapon Feint wrote:
Prerequisites: Dex 17, Int 13, Combat Expertise, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +6.

I've checked FAQ and there doesn't seem to be a correction to this.


After looking through all of the Cavalier archetypes on these boards and in the official source books, I wasn't able to find a Cavalier archetype that replaced the mount ability that I liked, or thought fit the "knight" feel.

Chivalrous Knight:

Replaces: mount, cavalier's charge, expert trainer, mighty charge, supreme charge

Chivalrous Knights strive to uphold the ideals and creed of their Order through martial discipline and unwavering resolve.

Knight Protector (Ex): At 1st level, whenever the chivalrous knight is adjacent to an ally that has fewer than half its total hit points, or that is suffering from an adverse condition (such as fatigued, shaken, sickened, helpless, etc), the chivalrous knight gains a +1 bonus to attack rolls and damage rolls. These bonuses last for as long as the chivalrous knight remains adjacent to the wounded ally, until the ally is cured, or until the ally is healed above half of its total hit points.
At 5th level, and every four levels thereafter, the bonus to attack rolls and damage rolls increases by +1, to a maximum of +5 at 17th level.
This ability replaces mount.

Armored Combatant (Ex): At 3rd level, the chivalrous knight gains the fighter's armor training class feature, treating his cavalier level as his fighter level. In addition, the chivalrous knight does not suffer any penalty to his AC after making a charge attack
This ability replaces cavalier's charge.

Shining Example (Ex): The chivalrous knight often rises to expectations of him and the order he represents. At 4th level, the chivalrous knight selects a number of skills equal to his Charisma modifier. From then on, he adds one-half his cavalier level to all chosen skill checks.
This ability replaces expert trainer.

No Mercy (Ex): Starting at 11th level, the chivalrous knight can make a total number of attacks of opportunity in a round equal to the number of iterative attacks he can perform as a full-attack action due to a high base attack bonus. If the chivalrous knight has the Combat Reflexes feat, he may only make one additional attack of opportunity in a round (on top of his additional iterative attacks), regardless of his Dexterity modifier. He must still have at least a +1 Dexterity modifier to gain this additional attack of opportunity, as normal.
This ability replaces mighty charge.

Lead the Attack (Ex): At 20th level, whenever the chivalrous knight makes a charge attack, all allies within sight gain inspiration from the chivalrous knight's fearless act of valor. If an affected ally makes a charge attack before the start of the chivalrous knight's next turn, their attack roll bonus for charging doubles and they do not suffer the charging penalty to AC.
In addition, if the chivalrous knight confirms a critical hit while charging, all enemies within 30ft that can see the chivalrous knight become shaken for a number of rounds equal to the chivalrous knight's Charisma modifier. A Will save of DC 10 + the cavalier's level + the cavalier's Charisma modifier negates this effect.
This ability replaces supreme charge.

Let me know what you guys think. I attempted to make the archetype's flavor as flexible as possible when it came down to which orders it can select (mostly for roleplaying purposes). However, if you guys find it too limiting, I can attempt to make it more generic.