Inspiring Warlord (Fighter/Bard)
(Original Concept by Koujow)
Primary Class: Fighter.
Secondary Class: Bard.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The inspiring warlord may select three bard skills to add to his class skills in addition to the normal fighter class skills, one of which must be Perform. The inspiring warlord gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The inspiring warlord is proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).
Strategic Commands: Starting at 1st level, the inspiring warlord gains tactical knowledge he can call upon to direct the actions of allies in battle. He can use this ability a number of times per day 3+ is Charisma modifier, plus an additional use per day every two levels above 1st. Whenever an ally that is under the effects of the inspiring warlord’s strategic command defeats an enemy (including the inspiring warlord), he regains one daily use of his strategic commands, up to his maximum number of uses per day. Defeating the enemy usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. Allies must be within 30 feet of the inspiring warlord and able to hear him to be affected. The inspiring warlord can include himself in his strategic commands if he so chooses. The inspiring warlord can use his strategic command in a number of ways.
Bolster Troops (Ex): As a standard action, the inspiring warlord can spend one use of his strategic commands to bolster the physical determination of his allies. Each ally gains 1 temporary Hit Dice (d10) and applies its own Constitution modifier (if any) as normal. These temporary Hit Dice increase to 2d10 at 7th level, 3d10 at 13th level, and 4d10 at 19th level.
Prioritize Target (Ex): As a standard action, the inspiring warlord can spend one use of his strategic commands to designate a single target. Each ally gain a +1 morale bonus on all attack and damage rolls made against the target for a number of rounds equal to the inspiring warlord’s level Charisma modifier (minimum 1). For every four levels beyond 1st, this bonus increases by +1, up to a maximum of +5 at 17th level.
Tactical Surge (Ex): As a standard action, the inspiring warlord can spend one use of his strategic commands to increase the maneuverability of his allies on the battlefield. Each ally can make one additional swift action during his turn for a number of rounds equal to his Charisma modifier (minimum 1). At 9th level, each ally can also make an additional move action during his turn.
This ability replaces thebonus feat gained at 1st level and weapon training 4.
Inspire Courage (Ex): A 2nd level an inspiring warlord can spend one use of strategic command to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the inspiring warlord’s command. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 7th level, and every six inspiring warlord levels thereafter, this bonus increases by +1, to a maximum of +4 at 19th level. Inspire courage is a mind-affecting ability. Inspire courage uses audible components and lasts for a number of rounds equal to the inspiring warlord’s Charisma modifier. This ability replaces the fighter’s Tower Shield Proficiency feat.
Tactical Awareness (Ex): At 2nd level, an inspiring warlord gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.
Bonus Feats: This is exactly like the fighter ability of the same name, except that the inspiring warlord gains a bonus feat at 3rd level and every three levels thereafter.
Inspiring Blow (Ex): At 4th level, an inspiring warlord can spend one use of strategic command to shout a war cry with each telling blow. When the inspiring warlord confirms a critical hit, he can start this command as an immediate action (ending any other commands). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain for 1 minute. This ability replaces the armor training 1.
Weapon Training (Ex): This is exactly like the fighter ability of the same name, except that the inspiring warlord only gains up to weapon training 3, as shown on Table: Inspiring warlord.
Tactician (Ex): At 5th level, an inspiring warlord gains the tactician ability as the cavalier class feature. He may use this ability once per day at 7th level, plus one additional time for every four levels after 7th (to a maximum of four times at 19th level). If the inspiring warlord also has cavalier levels, these levels stack for determining the number of uses per day, and he can take the better progression. This ability replaces the bonus feat gained at 6th level.
Gather Crowd (Ex): At 7th level, the inspiring warlord is skilled at drawing an audience to his commands. If he is in a settlement or populated area, he can spend one use of strategic command to shout and make himself noticed in order to attract an audience to his impromptu stage. The size of the crowd depends on the local population, but typically is a number of people equal to 1/2 the inspiring warlord’s level × the result of the inspiring warlord’s Perform check. The crowd gathers over the next 1d10 rounds. If the inspiring warlord fails to engage the crowd (such as by performing, kissing babies, trying to use fascinate, and so on), it disperses over the next 1d10 rounds, otherwise it remains for a number of minutes equal to inspiring warlord’s Charisma modifier (minimum 1). This ability replaces armor training 2.
Cry of Doom (Ex): At 8th level, an inspiring warlord can spend one use of strategic commands to shout a war cry to foster a sense of growing dread in his enemies, causing them to become shaken. This ability is similar to the dirge of doom bardic performance, except that it relies on audible components only. Cry of doom lasts for a number of rounds equal to the inspiring warlord’s Charisma modifier (minimum 1). This ability replaces the bonus feat gained at 8th level.
Inspire Greatness (Ex): At 10th level, an inspiring warlord can spend one use of strategic commands to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels an inspiring warlord attains beyond 9th, he can target one additional ally while using this command (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the inspiring warlord. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. These effects last for a number of rounds equal to the inspiring warlord’s Charisma modifier (minimum 1). Inspire greatness is a mind-affecting ability and it relies on audible and visual components. This ability replaces the armor training 3.
Incite Violence (Ex): At 13th level, an inspiring warlord can spend one use of strategic commands to fan the fervor of a crowd of people he has gathered. Using this ability does not disrupt the gather crowd effect, but does require a standard action to activate (in addition to the free action to continue the gather crowd effect). The inspiring warlord selects a number of targets within the crowd equal to his level, who must make Will saves (DC 10 + 1/2 the inspiring warlord’s level + the inspiring warlord’s Charisma modifier) or be affected by the rage spell for a number of rounds equal to the inspiring warlord’s level. The inspiring warlord indicates who is the intended target of violence (either after using this ability or as part of the command leading to it) and the enraged members of the crowd immediately attack the target if possible. The target does not need to be present (“kill the king” is a suitable choice) and can be an object instead of a person (“destroy the prison!” is likewise appropriate). Other members of the crowd may follow suit, though they do not gain the benefits of rage. This is a sound-based effect. If two or more inspiring warlords are attempting to direct the crowd against different targets, they must make opposed Charisma checks, with the crowd following the directions of the winner. This ability replaces the bonus feat gained at 12th level.
Cooperative Combatant (Ex): At 14th level, when an inspiring warlord uses the aid another special attack, he may affect one additional ally per point of Charisma bonus. For each ally that an inspiring warlord aids, he can pick whether to grant that ally the +2 bonus on its next attack against the opponent or the +2 bonus to AC against the opponent’s next attack on that ally, and can grant different allies different bonuses. This ability replaces the bonus feat gained at 14th level.
Battle Insight (Ex): At 16th level, as a swift action, an inspiring warlord can grant his Charisma modifier as an insight bonus on the attack rolls made by a single ally within line of sight that can both see and hear the inspiring warlord. That ally gains the bonus until the end of the inspiring warlord’s next turn. The inspiring warlord can use this ability a number of times per day equal to 3 + his Charisma modifier. This ability replaces armor training 4.
Unstoppable Crowd (Ex): At 19th level, an inspiring warlord can spend one use of strategic command to inspire a rapturous battle trance that suppresses pain, stunning, and fear effects. This affects one creature that is already affected by the inspiring warlord’s incite violence ability, plus one additional creature per two levels after 16th. Using this ability does not disrupt the gather crowd or incite violence effect, but does require a standard action to activate (in addition to the free action to continue the gather crowd effect) and lasts while incite violence remains in effect. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components. This ability replaces armor mastery.
War Master (Ex): At 20th level, the inspiring warlord becomes an expert in the fine art of directing a battle, able to assess his foes with great skill and use that knowledge to guide his allies to victory. The inspiring warlord can assess a single foe as a move action, and use that information to guide his allies in defeating the foe. The inspiring warlord makes a Sense Motive check with a DC of (10 + foe’s total Bluff bonus) or (10 + foe’s base attack bonus + foe’s Charisma modifier), whichever is higher. If the inspiring warlord succeeds, he learns the target’s current and maximum hit points, base attack bonus, armor class, and total Fortitude, Reflex, and Will saving throw bonuses. Any ally able to see and hear the inspiring warlord gains a +5 bonus to attack and damage rolls against any target the inspiring warlord has assessed in the past 24 hours. If the inspiring warlord fails an assess check, he cannot attempt to assess the same foe again for 24 hours. This ability replaces weapon mastery.
Table: Inspiring Warlord