This archetype is based on a campaign set in the first world.
Thunder Knights are the elite forces of the Thunder nation. To enter the imperial academy, students must be dedicated, driven, skilled, and above all – well connected. Entry into the Thunder Knights is the best path that mortals of the Thunder nation have into the justicars and eventually nobility and immortality.
The Thunder Knights are composed mostly of gnomes and ratfolk (the main residents of the Thunder nation) who ride flying mounts such as herons, rocs, or eagles. Many of them take the Thunder Knight hunter archetype
Mount (Ex): The Thunder knight must choose a flying creature as his animal companion. The creature must be one that either can carry her into battle or one that will attain that size by level 7. The Thunder Knight’s mount gains light armor proficiency as a bonus feat.
A Thunder knight not take an armor check penalty on Ride checks while riding her mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat.
A Thunder Knight’s mount does not gain the ability to select hunter’s tricks from the skirmisher ranger archetype.
This alters the hunter’s animal companion class feature but otherwise functions in the same way.
Mounted Combat (Ex): Thunder Knights Gain Mounted Combat as a bonus feat.
Woodland Stride (Ex): This ability functions as the regular hunter’s ability but it also allows the Thunder Knight and her mount to fly through foliage without penalty.
Slipstream (Su): As the Thunder Knight grows in skill, her mount takes on some of her fey nature. At 7th level and every 6 levels thereafter, a Thunder Knight’s mount’s fly speed increases by 5 ft.
This replaces the bonus tricks her mount would normally gain at these levels.