This is what I have worked up for it so far.
Not sure of two things:
class skills
class prereqs
BAB: As fighter
Fort & Will Saves: Good
Dex Save: Bad
Hit Dice: D10
Level 1: Detect Evil, Bane Strike +1, Instill Hope
Level 2: Aura of Courage, Smite Evil (1/day)
Level 3: Bane Strike +2, Fleet Of Foot
Level 4: Smite Evil (2/day)
Level 5: Bane Strike +3
Level 6: Smite Evil (3/day)
Level 7: Bane Strike +4
Level 8: Smite Evil (4/day)
Level 9: Bane Strike +5
Level 10: Leader Of Men, Smite Evil (Enhanced, 5/day)
Detect Evil: At will the dreadbane can detect evil as a spell like ability. This ability duplicates the effects of the spell detect evil.
Bane Strike: The weapon the character is wielding excels at attacking evil outsiders. Against evil outsiders its effective enhancement bonus is +1 at first level, +2 at third level, etc. Further, for each point of its enhancement bonus it, the weapon deals 1d6 points of bonus damage.
Instill Hope: Once per day, as a free action, the character may use this ability. It has the same effects as if the character had cast Good Hope. The only difference is that this ability lasts a number of rounds equal to her dreadbane class level times two.
Aura of Courage: Beginning at 2nd level, a dreadbane is immune to fear (magical or otherwise). Allies within 10 feet of the dreadbane gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.
Smite Evil: Dreadbanes of 2nd level or higher may attempt to smite evil with a normal melee attack. At 2nd level Dreadbanes may only do this once, but at every two levels thereafter, she gains one more use of this ability per day. When smiting evil the character adds her Charisma modifier (if positive) to her attack roll and deals one extra point of damage per Dreadbane level. For example a 9th level Dreadbane armed with a battleaxe would deal 1d8+9 points of damage, plus any additional bonuses for high strength or magical effects (including Bane Strike) that normally apply. If the dreadbane accidentally smites a creature that is not evil, the smite has no effect, but one of the ability has been used up for that day. Smite evil is a supernatural ability.
Fleet of Foot: This ability functions exactly the same as the Run feat. If the character already has the Run feat, her land speed increases by 10 feet.
Enhanced Smiting: The character automatically defeats any Damage Reduction his intended target might have.
Leader of Men: This ability has three effects. First, her ability to instill hope lasts a number of rounds equal to her dreadbane level times four, plus she may use this ability twice per day. Second, the dreadbanes aura of courage swells to twenty feet and all allies gain a +8 morale bonus instead of +4. Lastly the character gains the Leadership feat (if she didn’t already have it) and her leadership score gains a permanent +4 bonus.
Not sure of two things:
class skills
class prereqs
BAB: As fighter
Fort & Will Saves: Good
Dex Save: Bad
Hit Dice: D10
Level 1: Detect Evil, Bane Strike +1, Instill Hope
Level 2: Aura of Courage, Smite Evil (1/day)
Level 3: Bane Strike +2, Fleet Of Foot
Level 4: Smite Evil (2/day)
Level 5: Bane Strike +3
Level 6: Smite Evil (3/day)
Level 7: Bane Strike +4
Level 8: Smite Evil (4/day)
Level 9: Bane Strike +5
Level 10: Leader Of Men, Smite Evil (Enhanced, 5/day)
Detect Evil: At will the dreadbane can detect evil as a spell like ability. This ability duplicates the effects of the spell detect evil.
Bane Strike: The weapon the character is wielding excels at attacking evil outsiders. Against evil outsiders its effective enhancement bonus is +1 at first level, +2 at third level, etc. Further, for each point of its enhancement bonus it, the weapon deals 1d6 points of bonus damage.
Instill Hope: Once per day, as a free action, the character may use this ability. It has the same effects as if the character had cast Good Hope. The only difference is that this ability lasts a number of rounds equal to her dreadbane class level times two.
Aura of Courage: Beginning at 2nd level, a dreadbane is immune to fear (magical or otherwise). Allies within 10 feet of the dreadbane gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.
Smite Evil: Dreadbanes of 2nd level or higher may attempt to smite evil with a normal melee attack. At 2nd level Dreadbanes may only do this once, but at every two levels thereafter, she gains one more use of this ability per day. When smiting evil the character adds her Charisma modifier (if positive) to her attack roll and deals one extra point of damage per Dreadbane level. For example a 9th level Dreadbane armed with a battleaxe would deal 1d8+9 points of damage, plus any additional bonuses for high strength or magical effects (including Bane Strike) that normally apply. If the dreadbane accidentally smites a creature that is not evil, the smite has no effect, but one of the ability has been used up for that day. Smite evil is a supernatural ability.
Fleet of Foot: This ability functions exactly the same as the Run feat. If the character already has the Run feat, her land speed increases by 10 feet.
Enhanced Smiting: The character automatically defeats any Damage Reduction his intended target might have.
Leader of Men: This ability has three effects. First, her ability to instill hope lasts a number of rounds equal to her dreadbane level times four, plus she may use this ability twice per day. Second, the dreadbanes aura of courage swells to twenty feet and all allies gain a +8 morale bonus instead of +4. Lastly the character gains the Leadership feat (if she didn’t already have it) and her leadership score gains a permanent +4 bonus.