xigbar
Explorer
I was think that a lot of classes can be made suitable for the concept of a character of royal lineage, but why isn't there one specifically for it? The closes I came, mechanically, was the Marshal, since support based abilities seems what I'd do. I made something of a rough draft for the idea.
Regal
Average BAB, Good Fort/Will
D8, Proficiency in all Simple Weapons, and the Rapier.
Proficient in Light Armor and Shields. Skills: 6+Int Mod, Appraise, Bluff, Decipher Script, Diplomacy, Disguise, Gather Information, Intimidate, Knowledge (Nobility/Royalty), Knowledge (History), Listen, Perform, Profession, Ride, Search, Sense Motive, Spot. Paladin Casting Progression.
1st: Command +1, Offensive Command, Defensive Command
2nd: Inspiring Strike +1
3rd: Tough Command, Quick Command, Profound Command
4th: Command +2
5th: Inspiring Strike +2
6th: Leadership, Great Leader +1
7th: Command +3
8th: Inspiring Strike +3
9th: -
10th: Command +4, Rally Command
11th: Inspiring Strike +4, Magical Command
12th: Great Leader +2
13th: Command +5
14th: Inspiring Strike +5
15th: Passion Command
16th: Command +6
17th: Inspiring Strike +6
18th: Great Leader +3
19th: Command +7
20th: Inspiring Strike +7, All Out Assault Command
Command +X; Add the bonus to all the Command abilities, to all allies within 60ft. Full Round Action to use, stackable, can't have more in effect than your base bonus. (yes, I'm not writing out fluff right now.) Each one is usable 3/day. Must be able to speak to use the ability.
Offensive; To Damage
Defensive; To AC
Tough; To FORT
Quick; To REF
Profound; To Will
Rally; +5ft Movement/ bonus
Magic; Caster Level Checks
Passion Command; Causes Rage, add Command Bonus to STR/CON.
All Out Assault; All allies attack, deal an extra 1d6+Numbers of Commands effected by, +xd6, x=command bonus.
Inspiring Strike: Add to attack bonus 1+Cha Mod/day, succesful strikes adds same bonus to allies Attack/Damage rolls until your next turn.
Leadership: Bonus Feat.
Great Leader: Add bonus to all Cha based checks, and Leadership score.
Regal
Average BAB, Good Fort/Will
D8, Proficiency in all Simple Weapons, and the Rapier.
Proficient in Light Armor and Shields. Skills: 6+Int Mod, Appraise, Bluff, Decipher Script, Diplomacy, Disguise, Gather Information, Intimidate, Knowledge (Nobility/Royalty), Knowledge (History), Listen, Perform, Profession, Ride, Search, Sense Motive, Spot. Paladin Casting Progression.
1st: Command +1, Offensive Command, Defensive Command
2nd: Inspiring Strike +1
3rd: Tough Command, Quick Command, Profound Command
4th: Command +2
5th: Inspiring Strike +2
6th: Leadership, Great Leader +1
7th: Command +3
8th: Inspiring Strike +3
9th: -
10th: Command +4, Rally Command
11th: Inspiring Strike +4, Magical Command
12th: Great Leader +2
13th: Command +5
14th: Inspiring Strike +5
15th: Passion Command
16th: Command +6
17th: Inspiring Strike +6
18th: Great Leader +3
19th: Command +7
20th: Inspiring Strike +7, All Out Assault Command
Command +X; Add the bonus to all the Command abilities, to all allies within 60ft. Full Round Action to use, stackable, can't have more in effect than your base bonus. (yes, I'm not writing out fluff right now.) Each one is usable 3/day. Must be able to speak to use the ability.
Offensive; To Damage
Defensive; To AC
Tough; To FORT
Quick; To REF
Profound; To Will
Rally; +5ft Movement/ bonus
Magic; Caster Level Checks
Passion Command; Causes Rage, add Command Bonus to STR/CON.
All Out Assault; All allies attack, deal an extra 1d6+Numbers of Commands effected by, +xd6, x=command bonus.
Inspiring Strike: Add to attack bonus 1+Cha Mod/day, succesful strikes adds same bonus to allies Attack/Damage rolls until your next turn.
Leadership: Bonus Feat.
Great Leader: Add bonus to all Cha based checks, and Leadership score.