Mercenary Commander (Cavalier/Swashbuckler)
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.
Alignment: Any.
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