Throughout the druidic circles of the world are found the reclusive knight ovates. These mounted guardians travel the breadth of their circle’s domain in search of defilers seeking to destroy the natural balance of the land. A knight ovate possesses a singular connection to the land under his protection. It is this relationship that grants his steed powers related to his chosen terrain. By employing his druidic powers and those obtained through his association to a unique druidic order, the knight ovate guards the world from those who seek to wantonly destroy it. (Original Concept by Elghinn Lightbringer)
Primary Class: Cavalier.
Secondary Class: Druid.
Alignment: Any neutral.
Hit Dice: d10.
Bonus Skills and Ranks: The knight ovate selects three druid skills to add to his class skills in addition to the normal cavalier class skills. The knight ovate gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The knight ovate is proficient with all simple and martial weapons, and with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. The knight ovate is also proficient with all types of armor (heavy, light, and medium), but he is prohibited from wearing metal armor; thus, he may wear only padded, leather, or hide armor. A knight ovate may also wear wooden armor (even wooden full plate) that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. A knight ovate is proficient with shields (except tower shields), but must use only wooden ones.
Spellcasting: The knight ovate casts a small number of divine spells drawn from the druid’s spell list, and adds the domain spells from his order to his list at the indicated levels as shown on Table: Knight Ovate. Through 3rd level, a knight ovate has no caster level. At 4th level and higher, his caster level is equal to his knight ovate level –3. A knight ovate otherwise learns, prepares, and casts spells as a druid. A knight ovate receives bonus spells per day if he has a high Wisdom score.
Challenge (Ex): This is exactly like the cavalier ability of the same name, except that the knight ovate can use challenge once per day at 1st level, and an additional time per day at 7th, 10th, 16th, and 19th level.
Favored Terrain: At 1st level, a knight ovate may select one type of terrain from Table: Ranger Favored Terrains (except planes and urban) to the exclusion of all others. The knight ovate gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A knight ovate traveling through his favored terrain, whether mounted or on foot, normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Unlike a ranger’s favored terrain ability, the bonus granted by this ability does not improve as the knight ovate increases in level. A knight ovate’s favored terrain helps to determine his mount and order abilities. This ability replaces tactician.
Terrain Mount: This is exactly like the cavalier’s ability of the same name, except that the knight ovate’s mount gains the shared spells ability and additional abilities as shown in the Knight Ovate's Mount entry.
Order: This is exactly like the cavalier ability of the same name, except that the knight ovate must select the Order of the Grand Circle.
Spontaneous Casting: At 4th level, a knight ovate gains the druid’s spontaneous casting ability. This ability replaces expert trainer.
Woodland Stride (Ex): At 4th level, a knight ovate gains the druid’s woodland stride ability, except that the knight ovate can also use this ability while mounted. This ability replaces challenge 2/day.
Resist Nature’s Lure (Ex): At 5th level, a knight ovate gains the druid’s resist nature’s lure ability. This ability replaces banner.
Tactician (Ex): At 9th level, a knight ovate gains the cavalier’s tactician ability, except that he also grants his teamwork feat to his mount. This ability replaces greater tactician.
Venom Immunity (Ex): At 12th level, a knight ovate gains the druid’s venom immunity ability. This ability replaces demanding challenge.
Banner (Ex): At 13th level, a knight ovate becomes a symbol of inspiration to his allies and companions. As long as the knight ovate is clearly visible and is within his favored terrain, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 16th level, and every three levels thereafter, these bonuses increase by +1. Tis ability otherwise functions as the cavalier's banner ability. This ability replaces challenge 5/day.
Greater Tactician (Ex): At 14th level, a knight ovate gains the cavalier’s greater tactician ability, except that he also grants his additional teamwork feat to his mount. This ability replaces greater banner.
Timeless Body (Ex): At 17th level, a knight ovate gains the druid’s timeless body ability. This ability replaces master tactician.
Terrain Charge (Su): At 20th level, whenever the knight ovate makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the knight ovate is within his favored terrain and confirms a critical hit on a charge attack while mounted, he deals an amount of energy damage equal to his knight ovate level. A Reflex save reduces this damage to half. The DC is equal to 10 + the knight ovate’s base attack bonus. The energy type of the knight ovate is determined by his favored terrain as follows: Cold (cold), Desert (fire), Forest (sonic), Jungle (sonic), Mountains (electricity), Plains (electricity), Swamp (acid), Underground (fire), Water (cold). This ability otherwise functions as and replaces supreme charge.
Table: Knight Ovate