Alternate Bard, more fighter-like

See Below!

Here's my take on the ideas given so far:

DELETED and re-posted below, this time finished!

-- Nifft, just realized he's late for work

EDIT:

Okay, the basic idea is this: gets Bard-like "inspiration", but the Officer can use Diplomacy or Intimidate in place of Perform. The Officer must choose which at 1st level, though she may take ranks in both as class skills.

The trouble is, I can't think of a synonym for "Insipre" which is compatible with being rooted in Intimidation.

And yes, it was a long day at work, thanks for asking :)
 
Last edited:

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Funny you should mention that...

There's an Officer prestige class coming in the next version of the Netbook of Classes. It's coming soon. (And I wrote it. :D )
 


"Sir, Yes, Sir!"

Officer a Core Class

Alignment: Any Non-Chaotic
Hit Die: d10
Class Skills: Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (millitary) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Ride (Dex).
Skill Points per Level: 4 + Int Bonus

BAB Progression: As Fighter
Good Saves: Will and Fort
Bad Save: Reflex

Weapons and Armor: An Officer is proficient with all simple & martial wapons, shields and all armor.

Abilities by Level:
1) Oration, Coordinate Squad
2) Bonus Feat
3) -
4) Coordinate Retreat
5) Coordinate Platoon
6) -
7) Leadership Modifier +1
8) Bonus Feat
9) -
10) Leadership Modifier +2
11) Coordinate Batallion
12) -
13) Leadership Modifier +3
14) Bonus Feat
15) -
16) Leadership Modifier +4
17) Coordinate Army
18) -
19) Leadership Modifier +5
20) Bonus Feat

* Leadership Modifier: This is only with respect to Followers, not a Cohort.

* Bonus Feats may be drawn from the following list: Alertness, Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip), Great Fortitude, Improved Critical*, Improved Initiative, Iron Will, Leadership, Lightning Reflexes, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Skill Focus, Toughness, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*


* Oration: Officers have access to a range of Inspiration abilities, which function like Bardic Music, but are based off either the Officer's Diplomacy skill or his Intimidation skill. The Officer chooses which of these skills he will use at the time he excercises his ability. This skill will hereafter be refered to as his Key Skill. An Officer may use one oration effect per day for each level of Officer he has attained.


* Inspire Courage: An Officer with 3 or more ranks in his Key Skill can to inspire courage in his or her allies. To be affected, an ally must hear the Officer speak for a full round. The effect lasts as long as the Officer speaks and for 5 rounds after the Officer stops speaking (or 5 rounds after the ally can no longer hear the officer). While speaking, the Officer can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a Sonic, supernatural, mind-affecting ability.

* Defensive Oration: An Officer with 6 or more ranks in his Key Skill can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, an Officer may shout, speak, or otherwise orate while taking other mundane actions, but not magical actions. Each round of the oration, the Officer makes a Key Skill check. Any creature within 30 feet of the Officer (including the Officer) who is affected by a sonic or language-dependent magical attack may use the Officer's skill check result in place of his saving throw if, after rolling the saving throw, the Key Skill check result proves to be better. The Officer may keep up the oration for 10 rounds plus one round per point of his his Concentration score. Defensive Oration is a Sonic, supernatural ability.

* Inspire Competence: An Officer with 9 or more ranks in his Key Skill can help an ally succeed at a task. The ally must be able to see and hear the Officer and must be within 30 feet. The officer must also see the creature. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the Officer's oration. The DM may rule that certain uses of this ability are infeasible. The Officer can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a Sonic, supernatural, mind-affecting ability.

* Inspire Greatness: An Officer with 12 or more ranks in his Key Skill can inspire greatness in another creature. For every three levels the Officer attains beyond 9th, he can inspire greatness in one additional creature. To inspire greatness, the Officer must speak and the creature must hear the Officer speak for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the Officer continue to orate and for 5 rounds thereafter. (All these bonuses are competence bonuses.)

The target gains the following boosts:
* +2 Hit Dice (d10s that grant temporary hit points).
* +2 competence bonus on attacks.
* +1 competence bonus on Fortitude saves.

Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a Sonic, supernatural, mind-affecting enchantment ability.


* Coordination: An Officer can coordinate the actions of those who report to him. By actively doing so, he can improve thier fighting abilities. The number of allies he can so coordinate depends on his level. Coordinate may be used any number of times per day as a standard action. Bonuses only apply during the round in which the Officer's coordination occurs. Coordination is an extrordinary ability.

* At 1st level, he may grant up to six allies within sight and 30' a Competence bonus to the following rolls: Spot, Listen, Move Silently, Hide. The bonus value is half the Officer's score in each of these skills.

* At 3rd level, he grants a +2 Competence bonus to Initiative in addition to all other bonuses.

* At 4th level, the Officer can coordinate an orderly retreat. By delaying initiative and covering each other's movements, those he is coordinating may disengage without drawing attacks of opportunity, so long as they are always adjacent to another coordinated ally.

* At 5th level, the Officer can coordinate up to 20 allies within 120'.

* At 11th level, the Officer can coordinate up to 120 allies within 600'.

* At 17th level, the Officer can coordinate up to 1500 allies within 2 miles.


Ex-Officers: An Officer who becomes chaotic in alignment cannot progress in levels as an Officer, though he retains all his Officer abilities.

-- Nifft

NOTE: If you allow the "Coordinated Initiative" chain Feats, give the Officer access to those as Bonus Feats, and give him free Coordinate Initiative at 1st level. Have his Coordinate give a bonus to "Coordinated Initiative" equal to one-fourth of his Officer levels, rounded up.
 

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