Knight Ovate (Cavalier/Druid)

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 doma