Battle Herald
System: Pathfinder | SRD | Type: Prestige class | Hit Die: d10 | Skill Ranks: 4 + Int modifier.
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 Skills
The battle herald's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Weapon and Armor Proficiency
A battle herald gains no proficiency with any weapon or armor.
Class Progression
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +1 | +0 | +1 | 1st inspiring command (+1), improved leadership, voice of authority |
| 2nd | +2 | +1 | +1 | +1 | Easy march |
| 3rd | +3 | +2 | +1 | +2 | 2nd inspiring command |
| 4th | +4 | +2 | +1 | +2 | Inspiring command (+2), inspire greatness |
| 5th | +5 | +3 | +2 | +3 | 3rd inspiring command, banner |
| 6th | +6 | +3 | +2 | +3 | Teamwork feat |
| 7th | +7 | +4 | +2 | +4 | 4th inspiring command (+3), demanding challenge |
| 8th | +8 | +4 | +3 | +4 | Persistent commands |
| 9th | +9 | +5 | +3 | +5 | 5th inspiring command, inspire last stand |
| 10th | +10 | +5 | +3 | +5 | Complex commands, inspiring command (+4) |
Class Features
Inspiring Command (Extraordinary)
A battle herald uses her keen tactical acumen and decisive judgment to lead others to victory, as well as her mastery of command to assist herself and her allies in battle.
All battle heralds may use inspiring command to inspire courage (as the bardic performance ability); bard and battle herald levels stack to determine the bonuses provided by inspire courage.
At 1st level, and every two levels thereafter, the battle herald chooses one command to learn. Unless otherwise noted, these abilities provide a competence bonus equal to the battle herald's inspiring command bonus to her and to all allies within 60 feet able to see or hear her. Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can in
Improved Leadership (Extraordinary)
A battle herald with the Leadership feat adds her inspiring command bonus to her leadership score.
Voice of Authority (Extraordinary)
Easy March (Extraordinary)
At 2nd 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 her inspiring command bonus.
Inspire Greatness (Extraordinary)
At 4th level, a battle herald may use her inspiring command ability to inspire greatness (as the 9th-level bardic performance ability). This ability affects one creature at 4th level, two at 7th, and three at 10th.
Banner (Extraordinary)
Demanding Challenge (Extraordinary)
This ability is identical to the 12th-level cavalier demanding challenge ability.
Persistent Commands (Extraordinary)
At 8th level, a battle herald may allow her inspiring commands to persist even if she 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 her Charisma bonus (these count toward her number of rounds per day limit). This ability does not apply if the battle herald intentionally stops maintaining an inspiring command—only if she 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, she may resume maintaining it as a free action.
Inspire Last Stand (Extraordinary)
At 9th level, a battle herald may use inspiring command to grant herself and all allies within 30 feet the benefits of the Diehard feat. Conscious affected creatures also gain the benefits of inspire courage while at negative hit points.
Complex Commands (Extraordinary)
At 10th 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, her allies do not get double the bonus, even though dodge bonuses normally stack).
The battle herald can also maintain one bardic performance in addition to her inspiring commands, though each must be begun separately and each requires its own maintenance cost.<
Source: Advanced Player's Guide
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