Many take to the battlefield for fame and glory, but to the mercenary commander, these come not from one's prowess in combat, but in leadership. Born to lead, fight, and conquer, these natural-born officers lead with stunning grace, prowess, and a prodigious tactical mind. (Original Concept by Taco Man)
Primary Class: Cavalier.
Secondary Class: Swashbuckler.
Hit Dice: d10.
Bonus Skills and Ranks: The mercenary commander may select three swashbuckler skills to add to his class skills in addition to the normal cavalier class skills. The mercenary commander gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The mercenary commander is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium), and with shields (except tower shields).
Battlefield Command (Ex): Once per day per level, a mercenary commander can draw upon his experience and leadership to issue commands to his allies on the battlefield. As a swift action, he can grant a +1 bonus on all attack and damage rolls, saving throws, and Armor Class to himself and a number of allies within 30 feet that can see, hear, and understand him equal to his Charisma modifier (minimum 1) until the beginning of his next turn. This bonus increases by +1 at 5th level and every 5 levels thereafter. This ability replaces challenge.
Order: The mercenary commander may also select the new Order of the Hawk.
Panache (Ex): At 1st level, a mercenary commander gains the swashbuckler’s panache ability. This ability and deeds replace tactician, greater tactician, master tactician, cavalier's charge, and mighty charge
Deeds (Ex): At 1st level, a mercenary commander gains the swashbuckler deeds ability and gains access to each level of deeds at the indicated levels. In addition, the mercenary commander swaps five deeds for the following deeds.
Natural Officer (Ex): At 1st level, a mercenary commander can spend 1 panache point to roll an additional 1d6 on a single Diplomacy, Knowledge (Nobility), Perform (Oratory), Ride, or Sense Motive skill check and at it to the check’s result. He can choose to use this deed after the skill check is made but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1). This deed replaces the derring-do deed.
Ordered Strike (Ex): At 3rd level, as a standard action, so long as the mercenary commander has at least 1 panache point, he can grant one ally within 30 feet a single melee attack at his highest attack bonus as an immediate action. This attack is in addition to any attacks or action the ally has, and does not change the initiative order. This deed replaces the kip-up deed.
Hold the Line (Ex): At 7th level, if a creature takes a 5-foot step out of or withdraws from a square that is adjacent to and threatened by a mercenary commander and one of his allies, the creature provokes an attack of opportunity from both the mercenary commander and his ally. This deed replaces the swashbuckler's grace deed.
Battlefield Strategist (Ex): At 11th level, as a move action, a mercenary commander can grant one ally within 30 feet an additional move action. This extra move action must be used before the beginning of his next turn. If the mercenary commander spends 1 point of panache, he can grant this extra move action as a swift action instead. This deed replaces the evasive deed
Inspiring Words (Ex): At 19th level, when using his battlefield command ability, a mercenary commander can grant a number of allies within 30 feet the benefits of greater heroism (as the spell). He can affect a number of allies equal to his Charisma modifier and must spend 1 panache point per ally affected by this deed. This deed replaces stunning stab.
Tactician (Ex): At 5th level, a mercenary commander gains the cavalier’s tactician ability. This ability replaces banner.
Greater Tactician (Ex): At 14th level, a mercenary commander gains the cavalier’s greater tactician ability. This ability replaces greater banner.
Born to Lead (Ex): At 20th level, the mercenary commander gains two additional teamwork feats as bonus feats. He must meet the prerequisites for these feats. The mercenary commander can grant these feat to his allies using the tactician ability. Whenever the mercenary commander uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats. In addition, whenever the mercenary commander uses his battlefield command ability, he and his allies add his Charisma modifier to their damage rolls. This ability replaces supreme charge.
Table: Mercenary Commander