Difference between revisions of "Battle Herald (Apath)"

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== Class Information ==
 
== Class Information ==
This is a [[Prestige Class Archetypes (Apath)|prestige class archetype]].
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This is a [[Prestige Archetypes (Apath)|prestige archetype]].
  
'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/battle-herald Battle herals].   
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'''Prestige Class: ''' [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/battle-herald Battle herald] from Pathfinder Roleplaying Game: Advanced Player's Guide.   
  
'''Build Classes: ''' Bard, Cavalier.   
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'''Build Classes: ''' Bard.   
  
 
'''Alignment:''' Any
 
'''Alignment:''' Any
  
'''Hit Die:''' d10.
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'''Hit Die:''' d8.
  
 
=== Class Skills ===
 
=== Class Skills ===
The arcane trickster's class skills (and the key ability for each skill) are Acrobatics (Dex),
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The battle herald's class skills (and the key ability for each skill) are Acrobatics (Dex),
Appraise (Int),
 
 
Bluff (Cha),
 
Bluff (Cha),
 
Climb (Str),
 
Climb (Str),
Craft (Int ),
+
Craft (Int),
 
Diplomacy (Cha),
 
Diplomacy (Cha),
Disable Device (Dex),
+
Handle Animal (Cha),
Disguise (Cha),
+
Heal (Wis),
Escape Artist (Dex),
 
Fly (Dex),
 
 
Intimidate (Cha),
 
Intimidate (Cha),
Knowledge (all) (Int),
+
Knowledge (engineering) (Int),
Linguistics (Int),
+
Knowledge (history) (Int),
Perception (Wis),
+
Knowledge (local) (Int),
Perform (Cha),
+
Knowledge (nobility) (Int),
 +
Perform (oratory) (Cha),
 
Profession (Wis),
 
Profession (Wis),
Sense Motive (Wis),
+
Ride (Dex),
Sleight of Hand (Dex),
+
Sense Motive (Wis), and
Spellcraft (Int),
+
Swim (Str).
Stealth (Dex),
 
Swim (Str), and
 
Use Magic Device (Cha).
 
  
 
'''Skill Ranks at Each Level:''' 4 + Int modifier.
 
'''Skill Ranks at Each Level:''' 4 + Int modifier.
  
== Class Abilities ==
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== Class Features==
This archetype has all normal class abilities, except as noted.
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This is all the class features of the battle herald.
  
 
=== Weapon and Armor Proficiency ===
 
=== Weapon and Armor Proficiency ===
Arcane tricksters are proficient with all simple weapons, plus the hand rapier, sap, shortbow, and short sword, but not with any type of armor or shield. Armor interferes with an arcane trickster's movements, which can cause his spells with somatic components to fail.
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Battle heralds are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
  
=== Spells ===
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=== Inspiring Command (Ex) ===
An arcane trickster casts arcane spells drawn from the sorcerer/wizard spell list. An arcane trickster must choose and prepare his spells ahead of time. An arcane trickster only ever learns to cast spells up to level 6. Sorcerer/wizard spells of level 7 or higher are not on the arcane tricksters spell list.
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A battle herald uses his keen tactical acumen and decisive judgment to lead others to victory, as well as his mastery of command to assist himself and his allies in battle.
  
To learn, prepare, or cast a spell, the arcane trickster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane trickster's spell is 10 + the spell level + the arcane trickster's Intelligence modifier.
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At first level a battle herald may use inspiring command to inspire courage. At 1st level, and every two levels thereafter, the battle herald chooses one additional command to learn.  
  
An arcane trickster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane trickster. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
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Unless otherwise noted, the battle herald's inspiring commands give a +1 competence bonus to the checks noted under each command. This inspiring command bonus increases to +2 at level 4 and by a further +1 every 4 class levels after level 4. This bonus applies to him and to all allies within 60 feet able to see or hear him. Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can include the battle herald). All commands are mind-affecting, language-dependent, emotion effects.
  
An arcane trickster may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Spellbooks spellbook]. While studying, the arcane trickster decides which spells to prepare.
+
Issuing an inspiring command is a move action. At 9th level, this becomes a swift action, and at 17th level, it becomes an immediate action. Maintaining an inspiring command is a free action that cannot be disrupted, but its effects end immediately if the battle herald is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned). The battle herald cannot have more than one command in effect at any time. He may use this ability for a number of rounds per day equal to 8 + his Charisma modifier, plus 4 additional rounds per level after the 1st. Inspiring command is a mind-affecting, emotion effect.  
  
'''Starting Spells:''' An arcane trickster begins play with a [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Spellbooks spellbook] containing all 0-level sorcerer/wizard spells plus three 1st-level spells of his choice. The arcane trickster also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new arcane trickster level, he gains two new spells of any spell level or levels that he can cast (based on his new arcane trickster level) for his spellbook. At any time, an arcane trickster can also add spells found in other arcane tricksters' spellbooks to his own (see Magic).
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# ''Inspire Courage (Su):'' A 3rd level battle herald can use inspiring command to bolster them against fear and improving their combat abilities. An affected ally receives a bonus on saving throws against charm and fear effects and on attack and weapon damage rolls equal to the battle herald’s command bonus.
 +
# ''Battle Magic*:'' One ally gains a bonus on caster level checks and concentration checks equal to the battle herald’s command bonus.
 +
# ''Inspire Hardiness:'' Allies gain DR: /— equal to twice the battle herald’s inspiring command bonus.
 +
# ''Inspire Resistance:'' Allies gain acid, cold, electricity, fire, and sonic resistance equal to twice the battle herald’s inspiring command bonus.
 +
# ''Inspired Tactics:'' Allies apply the battle herald’s inspiring command bonus on critical hit confirmation rolls, on combat maneuver checks, and as a dodge bonus to AC and CMD.
 +
# ''Keep Your Heads:'' Allies apply the battle herald’s inspiring command bonus on Will saves and concentration checks.
 +
# ''None Shall Fall*:'' A number of allies equal to the battle herald’s inspiring command bonus heal 1d6 points of damage. This healing is not positive energy and can heal constructs and undead creatures provided they are not immune to mind-affecting effects. Targeted allies who are poisoned may attempt a new poison saving throw with a bonus equal to the battle herald’s inspiring command bonus; a failed save has no additional effect, but a successful save counts toward curing the poison. This command is instantaneous and cannot be maintained.
 +
# ''On Your Feet:'' Prone allies immediately stand up from prone and do not provoke attacks of opportunity for doing so. This command is instantaneous and cannot be maintained.
 +
# ''Pincer Maneuver:'' Allies apply the battle herald’s inspiring command bonus to attack and damage rolls when flanking, and as a dodge bonus to AC against attacks of opportunity provoked by movement (including standing from prone).
 +
# ''Rally:'' Allies affected by a fear effect may attempt a new saving throw against each fear effect on them; this new save has a bonus equal to the battle herald’s inspiring command bonus. This command is instantaneous and cannot be maintained.
 +
# ''Reveille:'' Allies affected by exhaustion, fatigue, or sleep effects may attempt a new saving throw against each such effect; this new save has a bonus equal to the battle herald’s inspiring command bonus. If there is no saving throw DC given for the effect, roll against a save DC of 15. Allies who are sleeping normally automatically awaken instantly when this ability is used. This command is instantaneous and cannot be maintained.
 +
# ''Scatter:'' Allies gain the benefits of the [http://www.d20pfsrd.com/feats/combat-feats/wind-stance-combat---final Wind Stance] feat.
 +
# ''Shake It Off*:'' One ally subject to an ongoing condition may attempt a new saving throw to negate the effects with a bonus equal to the battle herald’s inspiring command bonus. This ability does not help against instantaneous effects, effects that require recurring saving throws to avoid additional penalties (such as diseases and poisons), or effects that do not allow a saving throw. This command is instantaneous and cannot be maintained.
 +
# ''Sound the Charge:'' Allies apply the battle herald’s inspiring command bonus to attack and damage rolls. Charging allies increase their speed by 5 feet times the battle herald’s inspiring command bonus.
 +
# ''Sound the Retreat:'' Allies gain the benefit of the [http://www.d20pfsrd.com/feats/combat-feats/lightning-stance-combat---final Lightning Stance] feat.
 +
# ''Stand Firm:'' Allies apply the battle herald’s inspiring command bonus as a dodge bonus to to AC, CMD and a competence bonus on Fortitude saves.
 +
# ''Teamwork:'' Allies add the battle herald’s inspiring command bonus on skill checks or attack rolls made when using the aid another action, and if successful, the assisted ally increases the aid another bonus by an amount equal to the battle herald’s inspiring command bonus.
 +
# ''Tuck and Roll:'' Allies apply the battle herald’s inspiring command bonus on Reflex saves and Acrobatics checks.
  
'''Spells Gained at a New Level:''' Arcane tricksters perform a certain amount of spell research between adventures. Each time a character attains a new arcane trickster level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
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=== Tactician (Ex) ===
 +
At 1st level, a battle herald receives a [http://www.d20pfsrd.com/feats/teamwork-feats teamwork feat] as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the battle herald can grant a teamwork feat he knows to all allies within 30 feet who can see or hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the battle herald possesses. Allies do not need to meet the prerequisites of these bonus feats.
  
=== Cantrips ===
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At level 3 and every 4 levels after level 4, the battle herald learns an additional bonus teamwork feat he meets the prerequisites for.
Arcane tricksters can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane trickster under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
 
  
=== Ranged Legerdemain (Su) ===
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=== Voice of Authority (Ex) ===
An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used and has ''mage hand'' prepared.
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A battle herald is skilled at shouting commands over the din of the battlefield and signaling allies when speech is impossible. He gains a +2 bonus on Diplomacy and Intimidate checks. In addition, his allies gain a bonus equal to the battle herald’s class level on Perception or Sense Motive checks to hear his commands or interpret his secret messages conveyed with Bluff.
  
=== Trapfinding (Ex) ===
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=== Easy March (Ex) ===
An arcane trickster adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An arcane trickster of 2nd level or higher can use Disable Device to disarm magic traps.
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At 4th level, allies within 60 feet of the battle herald can hustle or force march during overland travel without ill effects for a number of hours per day equal to 1 hour times his inspiring command bonus.  
  
=== Scribe Scroll ===
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=== Armor Training (Ex) ===
At 2nd level, an arcane trickster gains Scribe Scroll as a bonus feat.
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Starting at 5th level, a battle herald learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (9th, 13th, 17), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
  
=== Evasion (Ex) ===
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In addition, a battle herald can move at his normal speed while wearing medium armor. At 9th level, a battle herald can move at his normal speed while wearing heavy armor.  
At 3rd level and higher, an arcane trickster can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the arcane trickster is wearing light armor or no armor. A helpless arcane trickster does not gain the benefit of evasion.
 
  
=== Sneak Attack (Ex) ===
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=== Inspire Greatness (Ex) ===
At 3rd level, when an arcane trickster can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
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At 6th level, a battle herald may use his inspiring command ability to inspire greatness. For every three levels a battle herald attains beyond 6th, he can target one additional ally while using this command (up to a maximum of five at 18th level). 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.
  
The arcane trickster's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the arcane trickster flanks her target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every two arcane trickster levels thereafter. Should the arcane trickster score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
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=== Persistent Commands (Ex) ===
 +
At 6th level, a battle herald may allow his inspiring commands to persist even if he is incapacitated and unable to maintain them. If the player chooses, the effects of the battle herald’s inspiring commands persist for a number of rounds equal to his Charisma bonus (these count toward his number of rounds per day limit). This ability does not apply if the battle herald intentionally stops maintaining an inspiring command—only if he is dazed, held, stunned, killed, and so on, and is unable to maintain them. If the battle herald recovers from incapacity while an inspiring command is ongoing, he may resume maintaining it as a free action.
  
With a weapon that deals nonlethal damage (like a sap, whip, unarmed strike, or ''[http://www.d20pfsrd.com/magic/all-spells/f/frostbite frostbite]'')), an arcane trickster can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use an attack that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
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=== Improved Leadership (Ex) ===
 +
At 7th level, a battle herald with the [http://www.d20pfsrd.com/feats/general-feats/leadership---final Leadership] feat adds his inspiring command bonus to his leadership score.
  
The arcane trickster must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An arcane trickster cannot sneak attack while striking a creature with concealment. Sneak attack from several sources stacks.
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=== Greater Tactician (Ex) ===
 +
At 8th level, the battle herald can use the tactician ability as a move action.
  
=== Rogue Talents ===
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=== Inspire Heroics (Ex) ===
At 4th level, an arcane trickster starts to learn a number of rogue talents that aid her and confound her foes. Starting at 4th level, an arcane trickster gains one rogue talent. She gains an additional rogue talent for every 4 levels of arcane trickster. An arcane trickster cannot select an individual talent more than once.
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A battle herald of 10th level or higher can use inspiring command to install tremendous heroism in himself or a single ally within 30 feet. For every three battle herald levels the character attains beyond 10th, he can inspire heroics in one additional creature. Inspired creatures gain a morale bonus on saving throws and a dodge bonus to AC equal to the battle herald's command bonus.
  
Talents marked with an asterisk add effects to an arcane trickster's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
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=== Instant Commands (Ex) ===
 +
At 10th level, a battle herald may use the
 +
keep your heads,
 +
none shall fall,
 +
on your feet,
 +
reveille, or
 +
shake it off
 +
while maintaining another inspiring command. The benefit of this command applies instantly and may not be maintained. He must know a particular inspiring command to use it with this ability. This counts as an additional round of inspiring command against the daily limit.
  
=== Trap Sense (Ex) ===
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=== Inspire Last Stand (Ex) ===
At 4th level, an arcane trickster gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by one for every for arcane trickster levels. Trap sense bonuses gained from multiple classes stack.
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At 12th level, a battle herald grants those affected by his inspiring command ability  the benefits of the [http://www.d20pfsrd.com/feats/general-feats/diehard---final Diehard] feat, in addition to the normal effects of the inspiring command.
  
=== Arcane Bond (Ex or Sp) ===
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=== Selective Command (Ex) ===
At 6th level, arcane tricksters form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the arcane trickster's skills and senses and can aid him in magic, while a bonded object is an item an arcane trickster can use to cast additional spells or to serve as a magical item. Once an arcane trickster makes this choice, it is permanent and cannot be changed.
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At 14th level, a battle herald can give different commands to different allies. Each command must be initiated and maintained separately, and each ally can choose which command to benefit from as a free action at the beginning of their round. No ally can be affected by more than one of these commands at once.
  
Rules for bonded items are given below, while rules for familiars are located here: Familiars.
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=== Master Tactician (Ex) ===
Arcane tricksters who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If an arcane trickster attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
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At 16th level, whenever the battle herald uses the tactician ability, he grants any two teamwork feats that he knows.
  
A bonded object can be used once per day to cast any one spell that the arcane trickster has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the arcane trickster, including casting time, duration, and other effects dependent on the arcane trickster's level. This spell cannot be modified by metamagic feats or other abilities.  
+
=== Complex Commands (Ex) ===
 +
At 20th level, a battle herald can have more than one command ability in effect at one time. Each must be begun separately and requires a separate maintenance cost. This allows the battle herald to have more than one single-target command (such as battle magic) in effect at the same time. The effects of multiple instances of the same command ability do not stack, even if the bonuses provided by that ability would normally stack (for example, if the battle herald maintains two pincer maneuver commands, his allies do not get double the bonus, even though dodge bonuses normally stack).
  
An arcane trickster can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, an arcane trickster with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the arcane trickster who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
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== Table: Battle Herald ==
 
+
{|class="wikitable"
If a bonded object is damaged, it is restored to full hit points the next time the arcane trickster prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per arcane trickster level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. An arcane trickster can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
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|valign="top"|'''Level'''||valign="top"|'''Base Attack Bonus'''||valign="top"|'''Fort Save'''||valign="top"|'''Ref Save'''||valign="top"|'''Will Save'''||valign="top"|'''Special'''
 
 
=== Tricky Spells (Su)===
 
Starting at 6th level, as a free action, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability once per day at 6th level and one additional time per every three levels thereafter, to a maximum of 6 times per day at 18th level. The arcane trickster decides to use this ability at the time of casting.
 
 
 
=== Impromptu Sneak Attack (Ex) ===
 
Beginning at 10th level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to precision damage take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
 
 
 
At 14th level, an arcane trickster can use this ability twice per day.
 
 
 
=== Surprise Spells ===
 
At 14th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.
 
 
 
=== Advanced Talents ===
 
At 16th level, and every four levels thereafter, an arcane trickster can choose an advanced talent in place of a rogue talent.
 
 
 
=== Invisible Thief (Su) ===
 
At 18th level, an arcane trickster can become invisible, as if under the effects of ''greater invisibility'', as a free action. She can remain invisible for a number of rounds per day equal to half her arcane trickster level. Her caster level for this effect is equal to her level. These rounds need not be consecutive.
 
 
 
== Table: Arcane Trickster==
 
{| class="wikitable"
 
|rowspan=2| '''Class<br>Level''' || rowspan=2| '''Base Attack<br>Bonus''' || rowspan=2| '''Fort<br>Save''' || rowspan=2| '''Ref<br>Save''' || rowspan=2| '''Will<br>Save''' || rowspan=2| '''Special''' || colspan=7 align="center" |'''Spells per Day'''
 
 
|-
 
|-
|| 0 || |1 || |2 || |3 || |4 || |5 || |6
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|valign="top"| 1st ||valign="top"| +0 ||valign="top"| +2 ||valign="top"| +0  ||valign="top"| +2  ||valign="top"| Inspiring command (+1, inspire courage), tactician
 
|-
 
|-
|valign="top"|1st || valign="top"|+0 || valign="top"|+0 || valign="top"|+2 || valign="top"|+2 ||  valign="top"|Cantrips, ranged legerdemain, trapfinding || valign="top"|3 || valign="top"|1 || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|
+
|valign="top"| 2nd  ||valign="top"| +1 ||valign="top"| +||valign="top"| +||valign="top"| +3 ||valign="top"| Voice of authority
 
|-
 
|-
|valign="top"|2nd || valign="top"|+1 || valign="top"|+0 || valign="top"|+3 || valign="top"|+3 || valign="top"| Scribe scroll || valign="top"|4 || valign="top"|2 || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 3rd  ||valign="top"| +2 ||valign="top"| +||valign="top"| +||valign="top"| +3 ||valign="top"| Easy march, teamwork feat
 
|-
 
|-
|valign="top"|3rd || valign="top"|+2 || valign="top"|+1 || valign="top"|+3 || valign="top"|+3 || valign="top"|Evasion, sneak attack 1d6 || valign="top"|4 || valign="top"|3 || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 4th  ||valign="top"| +3 ||valign="top"| +||valign="top"| +||valign="top"| +4 ||valign="top"| Inspiring command (+2)
 
|-
 
|-
|valign="top"|4th || valign="top"|+3 || valign="top"|+1 || valign="top"|+4 || valign="top"|+4 || valign="top"|Rogue talent, trap sense || valign="top"|4 || valign="top"|3 || valign="top"|1 || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 5th  ||valign="top"| +3 ||valign="top"| +||valign="top"| +||valign="top"| +4 ||valign="top"| Armor training
 
|-
 
|-
|valign="top"|5th || valign="top"|+3 || valign="top"|+1 || valign="top"|+4 || valign="top"|+4 || valign="top"|Sneak attack 2d6 || valign="top"|4 || valign="top"|4 || valign="top"|2 || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|
+
|valign="top"| 6th  ||valign="top"| +4 ||valign="top"| +||valign="top"| +||valign="top"| +||valign="top"| Inspire greatness, persistent commands
 
|-
 
|-
|valign="top"|6th || valign="top"|+4 || valign="top"|+2 || valign="top"|+5 || valign="top"|+5 || valign="top"| Arcane bond, tricky spells  || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|— || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 7th  ||valign="top"| +5 ||valign="top"| +||valign="top"| +||valign="top"| +5 ||valign="top"| Improved leadership, teamwork feat
 
|-
 
|-
|valign="top"|7th || valign="top"|+5 || valign="top"|+2 || valign="top"|+5 || valign="top"|+5 || valign="top"|Sneak attack 3d6 || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|1 || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 8th  ||valign="top"| +6/+1 ||valign="top"| +||valign="top"| +||valign="top"| +||valign="top"| Greater tactician, inspiring command (+3)
 
|-
 
|-
|valign="top"|8th || valign="top"|+6/+1 || valign="top"|+2 || valign="top"|+6 || valign="top"|+6 || valign="top"| Rogue talent || valign="top"|5 || valign="top"|4 || valign="top"|4 || valign="top"|2 || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 9th  ||valign="top"| +6/+1 ||valign="top"| +||valign="top"| +||valign="top"| +6 ||valign="top"| Armor training (heavy), inspiring command (swift),
 
|-
 
|-
|valign="top"|9th || valign="top"|+6/+1 || valign="top"|+3 || valign="top"|+6 || valign="top"|+6 || valign="top"|Sneak attack 4d6 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|— || valign="top"|— || valign="top"|—
+
|valign="top"| 10th  ||valign="top"| +7/+2 ||valign="top"| +||valign="top"| +||valign="top"| +7 ||valign="top"| Inspire greatness, instant command
 
|-
 
|-
|valign="top"|10th || valign="top"|+7/+2 || valign="top"|+3 || valign="top"|+7 || valign="top"|+7 || valign="top"| Impromnitou sneak attack || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|1 || valign="top"|— || valign="top"|
+
|valign="top"| 11th  ||valign="top"| +8/+3 ||valign="top"| +7 ||valign="top"| +3 ||valign="top"| +7  ||valign="top"| Teamwork feat
 
|-
 
|-
|valign="top"|11th || valign="top"|+8/+3 || valign="top"|+3 || valign="top"|+7 || valign="top"|+7 || valign="top"| Sneak attack 5d6 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|4 || valign="top"|2 || valign="top"|— || valign="top"|
+
|valign="top"| 12th  ||valign="top"| +9/+4 ||valign="top"| +||valign="top"| +||valign="top"| +||valign="top"| Inspire last stand
 
|-
 
|-
|valign="top"|12th || valign="top"|+9/+4 || valign="top"|+4 || valign="top"|+8 || valign="top"|+8 || valign="top"| Rogue talent || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|— || valign="top"|—
+
|valign="top"| 13th  ||valign="top"| +9/+4 ||valign="top"| +||valign="top"| +||valign="top"| +8  ||valign="top"| Inspiring command (+4)
 
|-
 
|-
|valign="top"|13th || valign="top"|+9/+4 || valign="top"|+4 || valign="top"|+8 || valign="top"|+8 || valign="top"|Sneak attack 6d6 || valign="top"|5 || valign="top" |5 || valign="top"|5 || valign="top"|4 || valign="top" |3 || valign="top" |1 || valign="top"|—
+
|valign="top"| 14th  ||valign="top"| +10/+5 ||valign="top"| +||valign="top"| +||valign="top"| +9 ||valign="top"| Selective command
 
|-
 
|-
|valign="top"|14th || valign="top"|+10/+5 || valign="top"|+4 || valign="top"|+9 || valign="top"|+9 || valign="top"| Surprise spells ||valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|4 || valign="top"|2 || valign="top"|
+
|valign="top"| 15th  ||valign="top"| +11/+6/+1 ||valign="top"| +9 ||valign="top"| +5 ||valign="top"| +9  ||valign="top"| Teamwork feat
 
|-
 
|-
|valign="top"|15th || valign="top"|+11/+6/+1 || valign="top"|+5 || valign="top"|+9 || valign="top"|+9 || valign="top"|Sneak attack 7d6 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|—
+
|valign="top"| 16th  ||valign="top"| +12/+7/+2 ||valign="top"| +10  ||valign="top"| +||valign="top"| +10 ||valign="top"| Master tactician
 
|-
 
|-
|valign="top"|16th || valign="top"|+12/+7/+2 || valign="top"|+5 || valign="top"|+10 || valign="top"|+10 || valign="top"|Advanced talent || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|3 || valign="top"|1
+
|valign="top"| 17th  ||valign="top"| +12/+7/+2 ||valign="top"| +10  ||valign="top"| +||valign="top"| +10  ||valign="top"| Inspiring command (immediate)
 
|-
 
|-
|valign="top"|17th || valign="top"|+12/+7/+2 || valign="top"|+5 || valign="top"|+10 || valign="top"|+10 || valign="top"|Sneak attack 8d6 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|4 || valign="top"|2
+
|valign="top"| 18th  ||valign="top"| +13/+8/+3 ||valign="top"| +11  ||valign="top"| +||valign="top"| +11  ||valign="top"| Inspiring command (+5)
 
|-
 
|-
|valign="top"|18th || valign="top"|+13/+8/+3 || valign="top"|+6 || valign="top"|+11 || valign="top"|+11 || valign="top"|Invisible theif || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4 || valign="top"|3
+
|valign="top"| 19th  ||valign="top"| +14/+9/+4 ||valign="top"| +11  ||valign="top"| +||valign="top"| +11  ||valign="top"| Teamwork feat
 
|-
 
|-
|valign="top"|19th || valign="top"|+14/+9/+4 || valign="top"|+6 || valign="top"|+11 || valign="top"|+11 || valign="top"|Sneak attack 9d6 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|4
+
|valign="top"| 20th ||valign="top"| +15/+10/+5 ||valign="top"| +12  ||valign="top"| +||valign="top"| +12 ||valign="top"| Complex commands
|-
 
|valign="top"|20th || valign="top"|+15/+10/+5 || valign="top"|+6 || valign="top"|+12 || valign="top"|+12 || valign="top"|Advanced talent || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5 || valign="top"|5
 
 
|}
 
|}
 
+
<!-- OGL -->
== Summary of Changed Class Abilities ==
+
<noinclude>{{OGL}}</noinclude>

Latest revision as of 14:48, 12 May 2015

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Unofficial rules compendium

In every army there are leaders who surpass the average cold-hearted mercenary, battle-scarred veteran, or wizened drill instructor, not so much in their skill at arms but in their ability to inspire and lead others. Battle heralds are just such captains—skilled warriors to be sure, but ones who have honed the art of leadership to a keen edge and keep it as ready as their sword as a means to victory. Battle heralds tap into reservoirs of courage, skill, bravery, and perseverance that those who serve with them never knew they had, and their allies often find themselves ascending the mount of triumph following the battle herald’s glorious (if often tattered) banner.

Class Information

This is a prestige archetype.

Prestige Class: Battle herald from Pathfinder Roleplaying Game: Advanced Player's Guide.

Build Classes: Bard.

Alignment: Any

Hit Die: d8.

Class Skills

The battle herald's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perform (oratory) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Class Features

This is all the class features of the battle herald.

Weapon and Armor Proficiency

Battle heralds are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

Inspiring Command (Ex)

A battle herald uses his keen tactical acumen and decisive judgment to lead others to victory, as well as his mastery of command to assist himself and his allies in battle.

At first level a battle herald may use inspiring command to inspire courage. At 1st level, and every two levels thereafter, the battle herald chooses one additional command to learn.

Unless otherwise noted, the battle herald's inspiring commands give a +1 competence bonus to the checks noted under each command. This inspiring command bonus increases to +2 at level 4 and by a further +1 every 4 class levels after level 4. This bonus applies to him and to all allies within 60 feet able to see or hear him. Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can include the battle herald). All commands are mind-affecting, language-dependent, emotion effects.

Issuing an inspiring command is a move action. At 9th level, this becomes a swift action, and at 17th level, it becomes an immediate action. Maintaining an inspiring command is a free action that cannot be disrupted, but its effects end immediately if the battle herald is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned). The battle herald cannot have more than one command in effect at any time. He may use this ability for a number of rounds per day equal to 8 + his Charisma modifier, plus 4 additional rounds per level after the 1st. Inspiring command is a mind-affecting, emotion effect.

  1. Inspire Courage (Su): A 3rd level battle herald can use inspiring command to bolster them against fear and improving their combat abilities. An affected ally receives a bonus on saving throws against charm and fear effects and on attack and weapon damage rolls equal to the battle herald’s command bonus.
  2. Battle Magic*: One ally gains a bonus on caster level checks and concentration checks equal to the battle herald’s command bonus.
  3. Inspire Hardiness: Allies gain DR: /— equal to twice the battle herald’s inspiring command bonus.
  4. Inspire Resistance: Allies gain acid, cold, electricity, fire, and sonic resistance equal to twice the battle herald’s inspiring command bonus.
  5. Inspired Tactics: Allies apply the battle herald’s inspiring command bonus on critical hit confirmation rolls, on combat maneuver checks, and as a dodge bonus to AC and CMD.
  6. Keep Your Heads: Allies apply the battle herald’s inspiring command bonus on Will saves and concentration checks.
  7. None Shall Fall*: A number of allies equal to the battle herald’s inspiring command bonus heal 1d6 points of damage. This healing is not positive energy and can heal constructs and undead creatures provided they are not immune to mind-affecting effects. Targeted allies who are poisoned may attempt a new poison saving throw with a bonus equal to the battle herald’s inspiring command bonus; a failed save has no additional effect, but a successful save counts toward curing the poison. This command is instantaneous and cannot be maintained.
  8. On Your Feet: Prone allies immediately stand up from prone and do not provoke attacks of opportunity for doing so. This command is instantaneous and cannot be maintained.
  9. Pincer Maneuver: Allies apply the battle herald’s inspiring command bonus to attack and damage rolls when flanking, and as a dodge bonus to AC against attacks of opportunity provoked by movement (including standing from prone).
  10. Rally: Allies affected by a fear effect may attempt a new saving throw against each fear effect on them; this new save has a bonus equal to the battle herald’s inspiring command bonus. This command is instantaneous and cannot be maintained.
  11. Reveille: Allies affected by exhaustion, fatigue, or sleep effects may attempt a new saving throw against each such effect; this new save has a bonus equal to the battle herald’s inspiring command bonus. If there is no saving throw DC given for the effect, roll against a save DC of 15. Allies who are sleeping normally automatically awaken instantly when this ability is used. This command is instantaneous and cannot be maintained.
  12. Scatter: Allies gain the benefits of the Wind Stance feat.
  13. Shake It Off*: One ally subject to an ongoing condition may attempt a new saving throw to negate the effects with a bonus equal to the battle herald’s inspiring command bonus. This ability does not help against instantaneous effects, effects that require recurring saving throws to avoid additional penalties (such as diseases and poisons), or effects that do not allow a saving throw. This command is instantaneous and cannot be maintained.
  14. Sound the Charge: Allies apply the battle herald’s inspiring command bonus to attack and damage rolls. Charging allies increase their speed by 5 feet times the battle herald’s inspiring command bonus.
  15. Sound the Retreat: Allies gain the benefit of the Lightning Stance feat.
  16. Stand Firm: Allies apply the battle herald’s inspiring command bonus as a dodge bonus to to AC, CMD and a competence bonus on Fortitude saves.
  17. Teamwork: Allies add the battle herald’s inspiring command bonus on skill checks or attack rolls made when using the aid another action, and if successful, the assisted ally increases the aid another bonus by an amount equal to the battle herald’s inspiring command bonus.
  18. Tuck and Roll: Allies apply the battle herald’s inspiring command bonus on Reflex saves and Acrobatics checks.

Tactician (Ex)

At 1st level, a battle herald receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the battle herald can grant a teamwork feat he knows to all allies within 30 feet who can see or hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the battle herald possesses. Allies do not need to meet the prerequisites of these bonus feats.

At level 3 and every 4 levels after level 4, the battle herald learns an additional bonus teamwork feat he meets the prerequisites for.

Voice of Authority (Ex)

A battle herald is skilled at shouting commands over the din of the battlefield and signaling allies when speech is impossible. He gains a +2 bonus on Diplomacy and Intimidate checks. In addition, his allies gain a bonus equal to the battle herald’s class level on Perception or Sense Motive checks to hear his commands or interpret his secret messages conveyed with Bluff.

Easy March (Ex)

At 4th level, allies within 60 feet of the battle herald can hustle or force march during overland travel without ill effects for a number of hours per day equal to 1 hour times his inspiring command bonus.

Armor Training (Ex)

Starting at 5th level, a battle herald learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (9th, 13th, 17), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a battle herald can move at his normal speed while wearing medium armor. At 9th level, a battle herald can move at his normal speed while wearing heavy armor.

Inspire Greatness (Ex)

At 6th level, a battle herald may use his inspiring command ability to inspire greatness. For every three levels a battle herald attains beyond 6th, he can target one additional ally while using this command (up to a maximum of five at 18th level). 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.

Persistent Commands (Ex)

At 6th level, a battle herald may allow his inspiring commands to persist even if he is incapacitated and unable to maintain them. If the player chooses, the effects of the battle herald’s inspiring commands persist for a number of rounds equal to his Charisma bonus (these count toward his number of rounds per day limit). This ability does not apply if the battle herald intentionally stops maintaining an inspiring command—only if he is dazed, held, stunned, killed, and so on, and is unable to maintain them. If the battle herald recovers from incapacity while an inspiring command is ongoing, he may resume maintaining it as a free action.

Improved Leadership (Ex)

At 7th level, a battle herald with the Leadership feat adds his inspiring command bonus to his leadership score.

Greater Tactician (Ex)

At 8th level, the battle herald can use the tactician ability as a move action.

Inspire Heroics (Ex)

A battle herald of 10th level or higher can use inspiring command to install tremendous heroism in himself or a single ally within 30 feet. For every three battle herald levels the character attains beyond 10th, he can inspire heroics in one additional creature. Inspired creatures gain a morale bonus on saving throws and a dodge bonus to AC equal to the battle herald's command bonus.

Instant Commands (Ex)

At 10th level, a battle herald may use the keep your heads, none shall fall, on your feet, reveille, or shake it off while maintaining another inspiring command. The benefit of this command applies instantly and may not be maintained. He must know a particular inspiring command to use it with this ability. This counts as an additional round of inspiring command against the daily limit.

Inspire Last Stand (Ex)

At 12th level, a battle herald grants those affected by his inspiring command ability the benefits of the Diehard feat, in addition to the normal effects of the inspiring command.

Selective Command (Ex)

At 14th level, a battle herald can give different commands to different allies. Each command must be initiated and maintained separately, and each ally can choose which command to benefit from as a free action at the beginning of their round. No ally can be affected by more than one of these commands at once.

Master Tactician (Ex)

At 16th level, whenever the battle herald uses the tactician ability, he grants any two teamwork feats that he knows.

Complex Commands (Ex)

At 20th level, a battle herald can have more than one command ability in effect at one time. Each must be begun separately and requires a separate maintenance cost. This allows the battle herald to have more than one single-target command (such as battle magic) in effect at the same time. The effects of multiple instances of the same command ability do not stack, even if the bonuses provided by that ability would normally stack (for example, if the battle herald maintains two pincer maneuver commands, his allies do not get double the bonus, even though dodge bonuses normally stack).

Table: Battle Herald

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Inspiring command (+1, inspire courage), tactician
2nd +1 +3 +0 +3 Voice of authority
3rd +2 +3 +1 +3 Easy march, teamwork feat
4th +3 +4 +1 +4 Inspiring command (+2)
5th +3 +4 +1 +4 Armor training
6th +4 +5 +2 +5 Inspire greatness, persistent commands
7th +5 +5 +2 +5 Improved leadership, teamwork feat
8th +6/+1 +6 +2 +6 Greater tactician, inspiring command (+3)
9th +6/+1 +6 +3 +6 Armor training (heavy), inspiring command (swift),
10th +7/+2 +7 +3 +7 Inspire greatness, instant command
11th +8/+3 +7 +3 +7 Teamwork feat
12th +9/+4 +8 +4 +8 Inspire last stand
13th +9/+4 +8 +4 +8 Inspiring command (+4)
14th +10/+5 +9 +4 +9 Selective command
15th +11/+6/+1 +9 +5 +9 Teamwork feat
16th +12/+7/+2 +10 +5 +10 Master tactician
17th +12/+7/+2 +10 +5 +10 Inspiring command (immediate)
18th +13/+8/+3 +11 +6 +11 Inspiring command (+5)
19th +14/+9/+4 +11 +6 +11 Teamwork feat
20th +15/+10/+5 +12 +6 +12 Complex commands
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