Order of the Hawk
Cavaliers who swear themselves to the order of the hawk, do not unite under a single banner, but a single ideal–that to achieve success and rule, one must be willing to sacrifice everything. This loose-knit order is consists of men and women who have pledged themselves to the simple dream of one day having a castle, regardless of the means to that end. This order complements the Mercenary Commander multiclass archetype.
Edicts: A cavalier of the order of the hawk must make any sacrifice necessary to succeed and thrive–be it the lives of his men for the success of a mission, or their own dignity to secure resources. He must work to make his way upwards in the world, and to rule objectively above all else.
Challenge: Whenever a cavalier of the order of the hawk declares a challenge, any ally within 30 feet of him gains a +1 morale bonus to her saving throws against any abilities of the target of the cavalier's challenge. This bonus increases by +1 for every 4 levels the cavalier possesses.
Skills: A cavalier of the order of the hawk adds Perform (Oratory) and Knowledge (Nobility) to their class skill list. An order of the hawk cavalier can make Perform (Oratory) checks untrained. A cavalier of the order of the hawk may substitute his Perform (Oratory) skill for the purpose of Bluff, Diplomacy, or Intimidate checks.
Order Abilities: The order of the hawk cavalier gains the following abilities.
At 2nd level, the cavalier can use the Perform skill to cause one or more creatures to become fascinated with him. This acts as the fascinate bardic perform ability, except the save DC is 10 + 1/2 the cavalier’s level + his Charisma modifier, and it lasts for 1 round per cavalier level. The cavalier can use this ability once per day, plus an additional time per day for every five levels beyond 2nd.
Natural Leader (Ex)
At 8th level, the cavalier gains Leadership as a bonus feat. If he already has the Leadership feat, he gains a +4 to their leadership score.
Sacrifices Must Be Made (Ex)
At 15th level, the cavalier's men trust that all their leader does is for the greater good. Once per day, as a swift action, the cavalier may gain access to one betrayal feat of their choice for one minute. A number of allies within 30 feet equal to the cavalier's Charisma modifier (minimum 1) are treated as having this feat for the duration of its effects. At 19th level, the cavalier may use this ability twice per day. The cavalier can work as the instigator for the purpose of shared feats while this ability is in effect.