The Knights of the Round Table - One of the first orders of knights founded, and the oldest still around, these knights believe that all members of their order are equal in status and importance.
Knights of this order gain a +2 bonus to all stats.
Learn the ability 'Sword of Legends', which causes all of their melee attacks, armed or unarmed, to deal an additional 2 holy damage.
Learn the ability 'United', causing all members of the knights party to receive a +1 physical damage bonus to all attacks for each member in the party.
Learn the ability 'We Shall Not Falter', allowing the knight to continue taking actions as normal for 2 turns after their HP reaches 0. After those 2 turns if the knight's HP is still 0 or less, they then become critical.
Since the order believes that no individual is better than any other, they always try to find common ground and thus suffer a -2 penalty on intimidate rolls.
The Scarlet Knights - This order, like their name suggests, is no stranger to bloodshed and is taught that violence is a better solution than diplomacy, that swords are more effective than words.
Knights of this order gain a +2 bonus to base damage.
Learn the ability 'Crimson', which causes all attacks to deal an additional 2 physical damage to targets with 9 HP or less.
Learn the ability 'Deep Wounds', causing each successful attack upon an enemy to deal a stacking +1 bonus damage.
Learn the ability 'Fervor', causing all hit rolls of 16 or higher to count as a critical hit.
Because the order believes that the sword is mightier than the pen, they suffer a -2 penalty to diplomacy rolls.
The Azure Knights - Unlike most orders, the Azure Knights recognize magic as a valuable means of providing protection. Azure knights carry around talismans that enhance their own abilities to defend others from harm.
Attacks made against an Azure Knight suffer a -2 penalty on hit rolls.
Learn the ability 'Azure Ward', which provides the knight and allies within 15 yards a +2 armor bonus.
Learn the ability 'Greater Barrier', causing the first instance of damage the knight takes after entering combat to be ignored.
Learn the ability 'Magic Deflection', causing all non-physical attacks to deal 2 less damage.
Since members of this order use magic to protect them more than physical training, they receive a -2 penalty to hit rolls.
The Order of the Gilded Shield - An order consisting mostly of nobles and wealthy individuals, these knights believe that it falls upon the rich to protect the less capable poor beneath them.
Knights of this order can withdraw 20 silver per day from their personal savings.
Learn the ability 'Best Money Can Buy', increasing the armor bonus from all gear they purchase by 1.
Learn the ability 'Family Influence', allowing the knight to reduce the cost of 1 item by half once per day.
Learn the ability 'Eye for Value', causing the knight to find 1 extra item of treasure after each battle.
As the members of this order are used to living in luxury they suffer a -2 penalty to haggle rolls.
The Knights of the Highlands - This order comes from the wintery wastelands of the northern hemisphere of Pangea, and have learned to survive in even the harshest of climates.
Knights of this order gain a +2 bonus to fortitude.
Learn the ability 'Weathered', causing them to resist 1/4th of incoming physical damage, up to a maximum of 20 damage.
Learn the ability 'Pain Suppression', causing successive attacks from an enemy to suffer a -1 penalty to damage with each attack from that enemy.
Learn the ability 'Grit', reducing incoming damage by an amount equal to the knight's strength modifier as long as the knight is below 1/4 of their total HP.
Due to a life lived far from most of civilization, they suffer a -2 penalty to etiquette rolls.
The Order of Synergy - An order of knights that arose from the belief that the strong people of the world are no better than the weak, and that each must protect the other.
Knights of this order gain +1 armor for each ally within 10 feet.
Learn the ability 'The Best Defense', which increases their base damage by 1 for every 3 points of armor they have.
Learn the ability 'Blow for Blow', allowing the knight to deal an unblockable attack to any enemy that deals damage to them for half their weapon damage.
Learn the ability 'Press Forward', causing the knight and all allies to gain a +2 bonus to all hit rolls for the 1st round of combat.
Due to the order feeling that all beings should ultimately be equal in power, they suffer a -2 penalty to intimidate rolls.
The Unforgiven Knights - This order was founded by a number of ex-criminals who came to realize they should be protecting their fellow Pangeans instead of harming them, and formed a creed of helping those who could not help themselves.
Knights of this order gain a +3 bonus to their armor as long as there are other party members within 10 feet.
Learn the ability 'Repentance', which causes any enemy they attack to suffer a -2 penalty to attack rolls that turn.
Learn the ability 'Sacrificial', causing half of all damage dealt to party memebers within 10 feet to be dealt to the knight instead.
Learn the ability 'Guard Dog', allowing the knight to use their defensive action to block an attack dealt to a team member within 10 feet.
Due to feelings of guilt over the actions of their past, they suffer a -2 penalty to bluff rolls.