| Loopy |
An organization similar to the Gunslingers from the Dark Tower exists in my campaign and these abilities are fresh off the top of my head for the new classes. You may find some of the abilities below have slightly vague or arbitrarily defined descriptions. This works for me, but you may want to fix it for your game if you use it.
Order of Ka
New Cavalier Order
A Cavalier who follows the Order of Ka is usually, but not always a Gunslinger. They must follow the ways of Ka and do all they can to hold the fabric of reality together. Disruptions in the thread of space-time must be eliminated regardless of personal cost. Also, Ka dictates your path and you must do its bidding. When your path is clear, you must follow it.
Edicts: The Cavalier must seek out and destroy that which disturbs the natural order and protect the lives of the common folk in that order; if commoners must die to protect the natural order, then so be it). What this means in the campaign world you adventure in is up the the Dungeon Master.
Also, at times, the GM will present an moral dilemma to the Cavalier and explain that a certain path is the will of Ka. A Cavalier who fails to follow the path set by Ka has Forgotten the Face of Their Father.
A Cavalier who fails to fulfill an oath (lower-case "o") or vow has Forgotten the Face of Their Father.
A Cavalier who loses control of their emotions in a tense situation that requires finesse and wisdom has Forgotten the Face of Their Father.
A follower of Ka who has Forgotten the Face of Their Father shamefully receives a cumulative -1 to all ability checks, saving throws, skill checks, attack rolls, caster level checks, and initiative checks per week until they atone (through glorious deeds) or make right the difficult situation they created. A Cavalier who has reached a total of -20 to their checks no longer feels shame, is suddenly cleared of all penalties, is subject to an alignment change, and becomes one of the GM's NPCs.
Sometimes a liege, Dinh, religious leader or other important figure can cleanse you of your shame, sometimes with but a word, especially when Ka is being a right b!+ch.
All who follow the Order of Ka or who are in a Ka-tet inherently know when someone has Forgotten the Face of Their Father on sight.
Many people do not invoke their actual Father when this shame is felt, but someone else close to them with whom they've had a deep rapport.
Order Abilities:
Ka-tet (Ex):
At 2nd level, the Cavalier may form a Ka-tet. This is a group of friends or allies with whom they have been spending a meaningful amount of time with (such as adventuring or working in close proximity) for at least one month. An individual remains a member of the Crusader's Ka-tet for at most a month after they leave the presence of the Crusader. Other members may be added to the Ka-tet as long as they fit the above criteria. A Cavalier may only have up to six members in their Ka-tet at any given time, though the DM, of course, may override this.
When a member of a Ka-tet falls in battle, all members gain a -2 to all saves and skill checks for 10 rounds. This penalty applies for a week and doubles if a character dies.
There are three main benefits to being a member of a Ka-tet.
Ka-tet members know when one of the other members is being forced to make a Will save (though the individual themselves might not). The range on this ability is 1 mile per Cavalier level of the highest-level Cavalier in the Ka-tet.
Ka-tet members may pass thoughts onto another member as a free action. They must be able to see each other to use this ability. The number of words that may be transmitted is equal to the Diplomacy check of the person trying to communicate.
Members of a Ka-tet, when within range of the Cavalier, receive a +2 morale bonus to all Will saves. This bonus increases to +4 if it is a save versus an ongoing effect and another member of the Ka-tet is attempting to shake them out of it (not necessarily literally).
One From Many (Ex)
By level 8, a Cavalier and his Ka-tet work as one mind and body. In battle, they complement each other in ways that other fighting groups can only dream of. They come to rely on each other and are stronger for it.
Once per day, all members of the Ka-tet may take a -1 penalty to one of their good saves, but increase another of their saves by +2. This lasts until dawn the next day.
Also, when the Cavalier makes an attack action, he may take up to a -5 to his attack rolls until his next turn. He may grant any member of his Ka-tet within line-of-sight a bonus equal to add this penalty to their attack bonus for 1 round.
Harsh Reality (Ex)
Ka can be a cruel mistress. A follower of Ka must be prepared to accept this. The Ka-tet of a Cavalier who follows this Order no longer receives a penalty when an ally falls or dies. Additionally, The Cavalier receives a +4 bonus to all Will saves.
You Have Forgotten the Face of Your Father
New Inquisitor Judgement
This Judgement increases the saving throw DC of any ability, spell, or skill effect that the Inquisitor uses against their foe by +1. This bonus increases by +1 each round after the first to a maximum of +3 on the fifth and following rounds. At 10th level, all of these bonuses are doubled.
Ka
New Domain
Granted Powers: You are a devoted follower of Ka. It's not enough to let luck guide your life... destiny beckons instead.
Kas-ka: You wisely listen to the will of Ka and your actions are often rewarded. Once per session, you may instantly and retroactively declare that any single d20 roll was a 20. The DM, who is the arbiter of Ka in his campaign, has final say in whether to allow it or not. If the DM does not allow you to make this declaration, they must give you an additional declaration (in addition to the one you just didn't spend).
Ka Like the Wind: Sometimes we get caught up in our own machinations and we must simply open our arms and let Ka take us where we must go. By level 8, you gain the ability to listen to the threads of fate and can perceive Ka's road. Once per session, you may cast Divination as an extraordinary ability with 100% accuracy.
Domain Spells: 1st—true strike, 2nd—prayer, 3rd—lesser geas, 4th—divination, 5th—geas/quest, 6th—find the path, 7th—spell turning, 8th—moment of prescience, 9th—foresight.