Many paladins ride noble mounts, and some paladins are even devoted to fighting exclusively on horseback, such as the shining knights, but none of them bond as closely with their mounts as the chevaliers. These paladins manifest their divine power through their mounts, which gain magnificent power and outshine the mounts of other paladins. They also train heavily in mounted combat, becoming experts of that style of fighting.

Skilled Rider (Ex and Su)

At 3rd level, a chevalier does not take any penalty to her Ride skill due to her armor check penalty. In addition, any mount she is riding gains the benefit of her divine grace class feature, adding her Charisma bonus (if any) to its saving throws.

This ability replaces divine health.

Bonus Feat

At 3rd level, the chevalier gains Mounted Combat as a bonus feat. If she already has Mounted Combat, she chooses a feat from the list below, instead.

At 6th level, and every 3 levels thereafter, she gains an additional bonus feat, chosen from the following list: Armored Cavalry, Beast Master, Combat Platform, Dragoon Skirmisher, Equestrianism, Joust, Mounted Archery, Mounted Shield, Mounted Skirmisher, Parting Shot, Ride-By Attack, Spirited Charge, Trample, Trick Riding, or Unseat.

This replaces the paladin's mercy class feature.

The paladin is still treated as qualifying for the Extra Mercy feat, and can select that feat in order to gain mercies. She must still meet the minimum level requirement and any other prerequisites for any mercies she selects. This does not allow the paladin to select Extra Mercy if she somehow does not have the lay on hands class feature.

Divine Bond (Su)

Upon reaching 5th level, a chevalier must form a bond with a mount. Additionally, the paladin's mount gains some additional benefits.

At 7th level, the mount's natural attacks, if any, overcome damage reduction as though they were magic and good.

At 9th level the paladin's mount gains the advanced template, and at 13th level, the paladin's mount gains a fly speed equal to its base land speed.

Finally, at 17th level, the mount gains a breath weapon, which it can use once per day. This breath weapon is in the form of a 30-foot cone which deals 1d8 points of damage per 2 paladin levels the paladin possesses (maximum 10d8) to all creatures within the cone's range. A successful Reflex save (DC 10 + 1/2 the paladin's class level + the mount's Constitution modifier) halves this damage. When his mount gains this ability, the paladin must choose cold, electricity, or fire: half the damage dealt by the breath weapon is of that type, and the other half is untyped damage, in the same manner as the flame strike spell. This ability otherwise functions as the paladin ability.

This ability replaces the paladin's spellcasting.