Devoted knights who take up oaths, and seek to protect an order or organization which they believe in rather than a faith/deity they worship.
Order: You must select an Order to devote yourself to. This order must have a Code of Conduct to follow, or you must make one up for yourself if the order doesn’t have one.
Orderly Purge
Your Purge affects enemies not associated with the Order you’ve sworn yourself to. The bonus from Purge is instead a +1 and increases by +1 for every 5 levels thereafter (to a maximum of +6 at 20th level).
This alters Purge.
Trained Defenses
You gain a +2 bonus to Defense and Avoid, and a +1 bonus on Parry.
This replaces Divine Defenses.
Devotion
You are immune to mind control and similar effects (though you’re not immune to mind-affecting effects).
This replaces Fearless.
Order's Resolve
Once per encounter you can spend an immediate action to heal 6 HP.
This replaces Light of Faith.
Can't Escape Fate
If an enemy takes a Step or move and ends their turn outside of melee reach with you, as an immediate action you can move up to them and close the distance until you’re in melee reach. This can be used once per encounter.
This replaces Battle Prayer.
Higher Inspiration
Add your Luck as a bonus on skill checks, attack rolls, and damage rolls for the first 2 rounds of an encounter.
This replaces Divine Battlefield.