Knight Commander

Requirements

Base attack bonus: +6

Skills: Diplomacy 6 ranks, Intimidation 5 ranks, Knowledge (war) 4 ranks.

Feats: Leadership, Weapon Proficiency (all martial weapons).

Alignment: Any non-chaotic.

Class statistics

Hit Die: d10.

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (war) (Int), Jump (Str), Profession (Wis), Ride (Dex), Sense Motive (Cha).

Skill points/level: 4 + Int modifier

Level

Base Attack Bonus

Fort
Save

Ref
Save

Will
Save

Special

1

+1

+2

+0

+2

Inspire courage, tactical bonus +1, cool head

2

+2

+3

+0

+3

Great leader +1, stalwart presence

3

+3

+3

+1

+3

Tactical bonus +2

4

+4

+4

+1

+4

Inspire greatness (1 ally)

5

+5

+4

+1

+4

Great leader +2

6

+6

+5

+2

+5

Tactical bonus +3

7

+7

+5

+2

+5

Inspire greatness (2 allies)

8

+8

+6

+2

+6

Great leader +3

9

+9

+6

+3

+6

Tactical bonus +4

10

+10

+7

+3

+7

Inspire greatness (3 allies)

Special abilities

All the following are class abilities for the knight commander.

Weapon and armour proficiency: The knight commander is proficient with all simple and martial weapons, shields and all types of armour.

Inspire Courage (Ex): The commander has the ability to inspire courage in her allies, bolstering them against fear and improving their combat abilities. This ability benefits all allies who can see the commander, and hear and understand her words. Affected allies gain a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. This is a mind-affecting ability, and the bonus is lost if the commander is incapacitated, falls under a hostile charm or compulsion effect, or flees the battle.

Tactical Bonus (Ex): The commander and all allies who are in sight of her gain a +1 competence bonus to the following: initiative rolls; saving throws vs traps, and AC vs attacks by traps; and Spot and Listen skill checks to detect enemies. At 3th level the bonus increases to +2. At 6th level it increases to +3, and at 9th level, to +4. To gain this bonus, an ally must be able to see the commander, and hear and understand her words. The bonus is lost if the commander is incapacitated, falls under a hostile charm or compulsion effect, or flees the battle.

Cool Head (Ex): As a trained and experienced leader, the knight commander gains a +3 bonus to Diplomacy skill checks.

Stalwart Presence (Ex): At 2nd level, the commander gains immunity to fear (magical or otherwise). Allies within 30 feet of her gain a morale bonus to their saving throws against fear effects equal to her Charisma bonus, if any (note that this doesnít stack with the bonus granted by the inspire courage ability, above).

Great Leader (Ex): At 2nd level, the knight commanderís Leadership score is increased by 1. This bonus increases by 1 every three levels thereafter (to 2 at 5th level, and 3 at 8th level). This bonus stacks with other bonuses to Leadership.

Inspire Greatness (Ex): A knight commander of 4th level or higher can inspire greatness in another creature, granting extra fighting capability. For every three levels the commander gains beyond 4th, she can inspire greatness in one additional creature. To inspire greatness, the commander must meet her allyís gaze, and the ally must be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as the knight commander continues participating in the same battle. The target gains the following boosts:

Apply the targetís Constitution modifier, if any, to each bonus Hit Die. These extra HD count as regular HD for determining effects such as the sleep spell. Inspire greatness is a mind-affecting ability that requires a standard action by the knight commander to activate (although she can inspire greatness in multiple allies with the one action).


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