So, without further ado, I present you the Herald with the words of its author, Aaron Hollingsworth.
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Note
to Publisher: The
Battle Herald prestige class is a mess. I’ve never heard of anyone
playing it or enjoying it. And yet, I saw it as a diamond in the
ruff. So, I chipped at it and fitted it to a bit of gold and silver.
I present to you the Herald!
I
read this amazing YA fantasy novel called Arrows of the Queen
(Heralds of Valdemar, #1) by Mercedes Lackey. In it, there are these
magical warriors called heralds, and they are basically hybrids of
bard and paladin. It sparked the idea, initially.
THEN,
I studied the historical meaning of the word, and they seemed to be
in reality more like bard/cavaliers. They were basically news anchors
on horseback or diplomats.
THEN,
of course, I looked to see how the word applies to Pathfinder, and
found that heralds are representatives of the gods, coming in a
variety of forms.
SO,
I kind of took all that stuff and made this hybrid class. FYI, It is
a first draft and still needs alphabetizing, and may still need
balancing of abilities throughout the progression.
Thank
you for your time and consideration.
Herald
(Hybrid Class)
News
travels quickly. Were it not for the heralds, it might never come at
all. Heralds are messengers tasked with serving as the eyes, ears,
and mouths of the vast powers they represent. It is given to a herald
to deliver messages of dire import and to see to it that all is
prepared for the advent of greater things to come. Many heralds ride
from town to town, informing the populace of events and laws. Other
heralds travel far distances with the intent of delivering a single
message to a single person. Chosen for their silver tongues and
skills of command, these bellicose diplomats are ever ready to deal
out concord or discord as they deem necessary, for they speak for and
carry out the will of greater powers than themselves.
Role:
Heralds act as advisors and emissaries for their allies. While not
necessarily rulers themselves, those who heed a herald’s commands
find their efforts well-guided.
Alignment:
Any.
Hit
Die:
d10.
Parent
Classes:
Bard,
Cavalier, and the Battle Herald prestige class.
Starting
Wealth:
5d6 × 10 gp (average 175 gp.) In addition, each character begins
play with an outfit worth 10 gp or less.
Class Skills
The
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).
Skill
Ranks per Level: 4
+ Int modifier.
Table:
Herald
Level
|
Base
Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
Spells
per Day
|
|||
1st
|
2nd
|
3rd
|
4th
|
||||||
1st
|
+1
|
+2
|
+0
|
+2
|
1st
Inspiring Command, Command Bonus (+1), Affiliation, Mount
|
—
|
—
|
—
|
—
|
2nd
|
+2
|
+3
|
+0
|
+3
|
Tactician,
Voice of Authority
|
—
|
—
|
—
|
—
|
3rd
|
+3
|
+3
|
+1
|
+3
|
Easy
March, 2nd Inspiring Command
|
—
|
—
|
—
|
—
|
4th
|
+4
|
+4
|
+1
|
+4
|
Expert
Trainer, Command Bonus (+2)
|
1
|
—
|
—
|
—
|
5th
|
+5
|
+4
|
+1
|
+4
|
3rd
Inspiring Command, Banner
|
1
|
—
|
—
|
—
|
6th
|
+6/+1
|
+5
|
+2
|
+5
|
Teamwork
Feat
|
1
|
—
|
—
|
—
|
7th
|
+7/+2
|
+5
|
+2
|
+5
|
4th
Inspiring Command
|
1
|
1
|
—
|
—
|
8th
|
+8/+3
|
+6
|
+2
|
+6
|
Command
Bonus (+3)
|
1
|
1
|
—
|
—
|
9th
|
+9/+4
|
+6
|
+3
|
+6
|
5th
Inspiring Command, Inspire Greatness
|
2
|
1
|
—
|
—
|
10th
|
+10/+5
|
+7
|
+3
|
+7
|
Greater
Tactician, Inspire Last Stand
|
2
|
1
|
1
|
—
|
11th
|
+11/+6/+1
|
+7
|
+3
|
+7
|
6th
Inspiring Command
|
2
|
1
|
1
|
—
|
12th
|
+12/+7/+2
|
+8
|
+4
|
+8
|
Command
Bonus +4, Persistent Commands
|
2
|
2
|
1
|
—
|
13th
|
+13/+8/+3
|
+8
|
+4
|
+8
|
7th
Inspiring Command,
Inspiring
Command (+5)
|
3
|
2
|
1
|
1
|
14th
|
+14/+9/+4
|
+9
|
+4
|
+9
|
Greater
Banner
|
3
|
2
|
1
|
1
|
15th
|
+15/+10/+5
|
+9
|
+5
|
+9
|
8th
Inspiring Command, Complex Commands
|
3
|
2
|
2
|
1
|
16th
|
+16/+11/+6/+1
|
+10
|
+5
|
+10
|
Command
Bonus (+5)
|
3
|
3
|
2
|
1
|
17th
|
+17/+12/+7/+2
|
+10
|
+5
|
+10
|
9th
Inspiring Command, Master Tactician
|
4
|
3
|
2
|
1
|
18th
|
+18/+13/+8/+3
|
+11
|
+6
|
+11
|
Ascended
Mount
|
4
|
3
|
2
|
2
|
19th
|
+19/+14/+9/+4
|
+11
|
+6
|
+11
|
10th
Inspiring Command
|
4
|
3
|
3
|
2
|
20th
|
+20/+15/+10/+15
|
+12
|
+6
|
+12
|
Arrival
Command
Bonus (+6)
|
4
|
4
|
3
|
2
|
Class
Features
All
of the following are class features of the herald.
Weapon
and Armor Proficiency
A
herald is proficient with all simple weapons and martial weapons.
Heralds are also proficient with light and medium armor (but not with
shields).
Affiliation
A
herald represents something greater than himself. At 1st level, a
herald decides who or what he speaks for by selecting an affiliation.
Affiliations can be anything from highly structured organizations,
specialized guilds, to mysterious powers best left unexplained. An
affiliation determines the kinds of messages a herald can deliver
throughout his adventures. Select one of the following affiliations.
Once this choice is made, it cannot be changed without the GM’s
permission.
High
Arcana:
You
represent a cabal of arcane spellcasters or even a single being of
immense arcane power, such as a dragon. Add Knowledge (arcana) to
your list of class skills. You cast your herald spells as arcane
spells. At levels 4, 7, 10, and 13 you learn one spell from the
Wizard/Sorcerer spell list and add it to your list of spells known.
These spells must be of a level you can cast.
A
Herald of the High Arcana can learn the following abilities in place
of inspiring commands:
Arcane
Compatibility (Su):
The
herald can cast his class spells while wearing medium armor and using
a shield without incurring the normal arcane spell failure chance.
Like any other arcane spellcaster, a herald wearing medium or heavy
armor incurs a chance of arcane spell failure if the spell in
question has a somatic component. A multiclass herald still incurs
the normal arcane spell failure chance for arcane spells received
from other classes.
Arcane
School Power:
You
gain one 1st level arcane school power, as per the wizard. This power
must have a limited number of uses per day. Each time you use this
power, it uses up 1 round of inspiring command.
Sorcerer
Bloodline Power: You
gain one 1st level bloodline power, as per the sorcerer. This power
must have a limited number of uses per day. Each time you use this
power, it uses up 1 round of inspiring command.
Gallantry:
You
represent your own chosen allies, recognizing no power greater than
unity among comrades. Add Perform to your list of class skills. You
cast your herald spells as arcane spells. At levels 4, 7, 10, and 13
you learn one additional spell from the Bard spell list and add
it to your list of spells known. These spells must be of a level you
can cast.
A
Herald of Gallantry can learn the following abilities in place of
inspiring commands:
Inspiring
Challenge (Ex): The
herald gains the challenge feature, as per the cavalier. Unlike the
standard challenge ability, a herald is not limited to a number of
challenges per day. Each round he uses this ability uses up 1 round
of inspiring command.
Arcane
Compatibility (Su):
The
herald can cast his class spells while wearing medium armor without
incurring the normal arcane spell failure chance. Like any other
arcane spellcaster, a herald wearing medium or heavy armor incurs a
chance of arcane spell failure if the spell in question has a somatic
component. A multiclass herald still incurs the normal arcane spell
failure chance for arcane spells received from other classes.
Versatile
Performance:
The
herald gains one type of versatile performance, as per the bard. This
ability can be selected up to 3 times.
Mercantile:
You
represent a mundane business entity, such as a guild or wealthy
merchant. Add Appraise to your list of class skills. You cast your
herald spells as psychic spells. At levels 4, 7, 10, and 13 you learn
one spell from the Mesmerist spell list and add it to your list of
spells known. These spells must be of a level you can cast.
A
Herald of the Mercantile can learn the following inspiring commands:
Crafty
Professional (Ex): The
herald adds his command bonus to all of his profession and craft
checks. This is a continuous effect that does not require the use of
rounds from his inspiring command ability.
Suggestion
(Sp):
The
herald can use his inspiring to make a suggestion
(as
per the spell) to a creature. Using this ability requires a standard
action to activate. A herald cannot use this ability more than once
against an individual creature in a 24 hour period.
A
herald must be at least 6th level to learn this command.
Mass
Suggestion (Sp):
This
ability functions just like suggestion, but allows the herald to make
a suggestion simultaneously to any number of creatures that can see
and understand him. Mass suggestion is an enchantment (compulsion),
mind-affecting, language dependent ability that relies on audible
components.
A
herald must be at least 18th level to learn this command.
Military:
You
represent a military organization, such as a horde or great host of
warriors. Add Knowledge (geography) to your list of class skills. You
cast your herald spells as arcane spells. At levels 4, 7, 10, and 13
you learn one spell from the Magus spell list and add it to your list
of spells known. These spells must be of a level you can cast.
A
Herald of the Military can learn the following inspiring commands:
Inspiring
Challenge (Ex): The
herald gains the challenge feature, as per the cavalier. Unlike the
standard challenge ability, a herald is not limited to a number of
challenges per day. Each round he uses this ability uses up 1 round
of inspiring command.
Take
Up Arms (Ex): The
herald can inspire his allies to take up arms against their foes.
Both the allies and the herald ignore the -4 penalty for using
weapons they are not proficient with.
Inspire
Heroics (Su): The
herald can inspire tremendous heroism in himself or a single ally
within 30 feet. For every three herald levels the character attains
beyond 15th, he can inspire heroics in one additional creature. To
inspire heroics, all of the targets must be able to see and hear the
herald. Inspired creatures gain a +4 morale bonus on saving throws
and a +4 dodge bonus to AC. The effect lasts for as long as the
targets are able to witness the command. Inspire heroics is a
mind-affecting ability that relies on audible and visual components.
A
herald must be at least 15th level to learn this command.
Doom:
You
represent an impending doom that is foretold to befall a place or
people. While not necessarily evil, you instill fear and dread in
your enemies. Add Knowledge (arcana) to your list of class skills.
You cast your herald spells as arcane spells. At levels 4, 7, 10, and
13 you learn one spell from the Witch spell list and add it to your
list of spells known. These spells must be of a level you can cast.
A
Herald of Doom can learn the following inspiring commands:
Evil
Eye (Su):
The
herald can use his inspiring command to cause doubt to creep into the
mind of a foe within 30 feet that he can see. The target takes a –1
penalty on one of the following (herald’s choice): AC, ability
checks, attack rolls, saving throws, or skill checks (no save). This
penalty increases by 1 at levels 4, 8, 12, 16, and 20.
This
is a mind-affecting effect.
Harbinger
of Doom (Su):
The
herald can use his inspiring command to foster a sense of growing
dread in his enemies, causing them to take become shaken. To be
affected, an enemy must be within 30 feet and able to see and hear
the herald’s commands. The effect persists for as long as the enemy
is within 30 feet and the herald continues the command. The command
cannot cause a creature to become frightened or panicked, even if the
targets are already shaken from another effect. Harbinger of doom is
a mind-affecting fear effect, and it relies on audible and visual
components.
A
herald must be at least 9th level to learn this command.
Dread
Fortelling (Sp):
The
herald can use his performance to cause fear in his enemies. To be
affected, an enemy must be able to hear the herald perform and be
within 30 feet. Each enemy within range receives a Will save (DC 10 +
1/2 the herald’s level + the herald’s Cha modifier) to negate the
effect. If the save succeeds, the creature is immune to this ability
for 24 hours. If the save fails, the target becomes frightened and
flees for as long as the target can hear the herald’s command.
Dread Fortelling relies on audible components.
A
herald must be at least 14th level to learn this command.
Faith:
You
represent a divine faith, philosophical doctrine, or similar entity
such as a church organization or even a god or powerful outsider. Add
Knowledge (religion) to your list of class skills. You cast your
herald spells as divine spells. At levels 4, 7, 10, and 13 you learn
one spell from the Cleric/Oracle spell list and add it to your list
of spells known. These spells must be of a level you can cast.
A
Herald of the Faith can learn the following inspiring commands:
Inspiring
Judgement (Su):
The
herald gains the judgement feature, as per the inquisitor. Each round
he uses this ability uses up 1 round of inspiring command.
Take
Comfort (Su):
The
herald and his allies heal a number of hit points per round equal to
his command bonus.
Good
Tidings (Su):
The
herald can use his inspiring command to create an effect equivalent
to the mass cure serious wounds, using the herald’s level as the
caster level. In addition, this command removes the fatigued,
sickened, and shaken condition from all those affected. Using this
ability requires 4 rounds of continuous inspiring command, and the
targets must be able to see and hear the herald throughout the
commanding. Good Tidings performance relies on audible and visual
components.
A
herald must be at least 12th level to learn this command.
Occult:
You
represent an esoteric power, such as a secret society of psychic
spellcasters or a mysterious being from the cosmic beyond. Add
Knowledge (planes) to your list of class skills. You cast your herald
spells as psychic spells. At levels 4, 7, 10, and 13 you learn one
spell from the Psychic spell list and add it to your list of spells
known. These spells must be of a level you can cast.
A
Herald of the Occult can learn the following abilities in place of
inspiring commands:
Fascinate
(Su): The
herald can use his inspiring command ability to cause one or more
creatures to become fascinated with him. Each creature to be
fascinated must be within 90 feet, able to see the herald, and
capable of paying attention to him. The herald must also be able to
see the creatures affected. The Distraction of a nearby combat or
other dangers prevents the ability from working. For every three
levels a herald has attained beyond 1st, he can target one additional
creature with this ability.
Telepathic
Commands (Su): The
herald can use his inspiring command ability telepathically, without
the use of words or gestures, up to a range of 30 ft + 10 additional
feet per level. .
Mental
Banner (Su): The
herald does not need to have his banner displayed in order to produce
its benefits. This is applies to the banner and greater banner
abilities.
Wilderness:
You
represent nature itself or a group of folk with strong ties to the
wilderness.
Add
Knowledge (nature) to your list of class skills. You cast your herald
spells as divine spells. At levels 4, 7, 10, and 13 you learn one
spell from the Druid spell list and add it to your list of spells
known. These spells must be of a level you can cast.
A
Herald of the Wilderness can learn the following abilities in place
of inspiring commands:
Woodland
Stride:
The
herald and his mount gain Woodland Stride, as per the druid. The
herald can grant the benefits of this ability to his allies by using
his inspired command ability.
Wild
Empathy: The
herald gains Wild Empathy, as per the druid. The herald can grant the
benefits of this ability to his allies by using his inspired command
ability.
Evasion:
The
herald and his mount gain Evasion. The herald can grant the benefits
of this ability to his allies by using his inspired command ability.
The
herald must be at least 9th level to learn this command.
Inspiring
Commands (Ex and Su)
A
herald can issue special commands that aid herself and his allies in
times of strife. A command grants a +1 bonus. This command bonus
increases by +1 at levels 4, 8, 12, 16 and 20(to a maximum of +6).
The type of this bonus differs with each type of command. At 1st
level, and every two levels thereafter, the 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 his 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 include the
battle herald).
Issuing
an inspiring command is a move action. At 5th level, this becomes a
swift action, and at 10th level, it becomes an immediate action.
Maintaining an inspiring command is a free action that cannot be
disrupted, but its effects end immediately if the herald is killed or
otherwise prevented from taking actions (such as being dazed,
helpless, or stunned). The herald cannot have more than one command
in effect at a time. he may use this ability for a number of rounds
per day equal to 4 + his Charisma modifier, plus 2 additional rounds
per level after 1st. Inspiring commands are language-dependent,
mind-affecting effects.
Destroy:
The
herald and his allies gain a morale bonus to damage rolls made with
manufactured weapons.
Avoid:
The
herald and his allies gain a dodge bonus to Armor Class.
Take
Heart:
The
herald and his allies gain a morale bonus to Will saves.
Lay
On: The
herald and his allies gain a competence bonus to attack rolls.
Eat
Hearty:
The
herald and his allies gain a competence bonus to Fort saves.
Beware:
The
herald and his allies gain a competence bonus to Reflex saves.
Subjugate:
The
herald and his allies gain a competence bonus to steal attempts.
Take
Hold:
The
herald and his allies gain a competence bonus to grapple attempts.
Lay
Them Low:
The
herald and his allies gain a competence bonus to trip attempts.
Pen
Them In:
The
herald and his allies gain a competence bonus to reposition attempts.
Run
Them Down:
The
herald and his allies gain a competence bonus to reposition attempts.
Secret
Tactic #34:
The
herald and his allies gain a competence bonus to dirty trick
attempts.
Drive
Them Back:
The
herald and his allies gain a competence bonus to bull rush attempts.
Draw
Them In:
The
herald and his allies gain a competence bonus to drag attempts.
Break
on Through:
The
herald and his allies gain a competence bonus to sunder attempts.
Put
Your Backs Into It:
The
herald and his allies gain a morale bonus to Strength-based skills
and checks.
Look
Alive:
The
herald and his allies gain a morale bonus to Dexterity-based skills
and checks.
Remember
Your Lessons:
The herald and his allies gain a morale bonus to Intelligence-based
skills and checks.
Best
Foot Forward:
The
herald and his allies gain a morale bonus to Charisma-based skills
and checks.
Word
to the Wise:
The herald and his allies gain a morale bonus to Wisdom-based skills
and checks.
Battle
Magic:
One
ally gains a bonus on caster level checks and concentration checks
equal to the herald’s command bonus.
Inspire
Hardiness:
Allies
gain DR/— equal to the battle herald’s inspiring command bonus.
Rally:
Allies
affected by a fear effect may attempt a new saving throw against each
fear effect on them; this new save has a bonus equal to the battle
herald’s inspiring command bonus.
Reveille:
Allies
affected by exhaustion, fatigue, or sleep effects may attempt a new
saving throw against each such effect; this new save has a bonus
equal to the battle herald’s inspiring command bonus. Allies who
are sleeping normally automatically awaken when this ability is used.
Stand
Firm: The
herald and his allies gain a competence bonus to CMD.
Teamwork:
Allies
add the battle herald’s inspiring command bonus on skill checks or
attack rolls made when using the aid another action, and if
successful, the assisted ally increases the aid another bonus by an
amount equal to the battle herald’s inspiring command bonus.
Mount
(Ex)
A
herald gains the service of a loyal mount, as per the cavalier.
Tactician
(Ex)
At
2nd level, a herald receives a teamwork feat as a bonus
feat. He must meet the prerequisites for this feat. As a standard
action, the herald can grant this feat to all allies
within 30 feet who can see and hear him. Allies retain the use of
this bonus feat for 3 rounds plus 1 round for every two levels the
herald possesses. Allies do not need to meet the prerequisites
of these bonus feats. The herald can use this ability
once per day at 1st level, plus one additional time per day at 5th
level, and for every 5 levels thereafter.
Voice
of Authority (Ex)
At
2nd level, herald becomes skilled at shouting commands over the din
of the battlefield and signaling allies when speech is impossible. he
gains a +2 bonus on Diplomacy and Intimidate checks with creatures
with which he shares a language. In addition, his allies gain a bonus
equal to the battle herald’s class level on Perception or Sense
Motive checks to hear his commands or interpret his secret messages
conveyed with Bluff.
Easy
March (Ex)
At
3rd level, allies within 60 feet of the herald can hustle or force
march during overland travel without ill effects for a number of
hours per day equal to 1 hour times his inspiring command bonus.
Expert
Trainer (Ex)
At
4th level, a herald learns to train mounts with speed and
unsurpassed expertise. The herald receives a bonus equal
to 1/2 his herald level whenever he uses Handle Animal on
an animal that serves as a mount. In addition, he can reduce the time
needed to teach a mount a new trick or train a mount for a general
purpose to 1 day per 1 week required by increasing the DC by +5. He
can also train more than one mount at once, although each mount after
the first adds +2 to the DC.
Spell Casting
Level
|
Herald
Spells Known
|
||||
0th
|
1st
|
2nd
|
3rd
|
4th
|
|
1st
|
2
|
—
|
—
|
—
|
—
|
2nd
|
3
|
—
|
—
|
—
|
—
|
3rd
|
4
|
—
|
—
|
—
|
—
|
4th
|
4
|
2
|
—
|
—
|
—
|
5th
|
5
|
3
|
—
|
—
|
—
|
6th
|
5
|
4
|
—
|
—
|
—
|
7th
|
6
|
4
|
2
|
—
|
—
|
8th
|
6
|
4
|
3
|
—
|
—
|
9th
|
6
|
5
|
4
|
—
|
—
|
10th
|
6
|
5
|
4
|
2
|
—
|
11th
|
6
|
5
|
4
|
3
|
—
|
12th
|
6
|
6
|
5
|
4
|
—
|
13th
|
6
|
6
|
5
|
4
|
2
|
14th
|
6
|
6
|
5
|
4
|
3
|
15th
|
6
|
6
|
6
|
5
|
4
|
16th
|
6
|
6
|
6
|
5
|
4
|
17th
|
6
|
6
|
6
|
5
|
4
|
18th
|
6
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6
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6
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6
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5
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19th
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6
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6
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6
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6
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5
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20th
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6
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6
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6
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6
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5
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A
herald can cast a small number of spells drawn from the bard spell
list. Whether these spells are arcane, divine, or psychic depends on
the herald’s affiliation. To learn or cast a spell, a herald must
have a Charisma score equal to at least 10 + the spell’s level. He
can cast any spell he knows without preparing it ahead of time. The
saving throw DC against a herald’s spell is equal to 10 + the spell
level + the herald’s Charisma modifier.
A
herald can cast only a certain number of spells of each level per
day. His base daily spell allotment is given on Table: Herald. In
addition, he receives bonus spells per day if he has a high Charisma
score.
The
herald’s selection of spells is limited. He cannot learn or cast
bard spells that are 5th level or higher and such spells are not
considered part of the his spell list.
At
1st level, a herald knows two 0-level spells of his choice. At each
new level, the herald learns one or more new spells, as indicated on
Table: Herald Spells Known. Unlike his spells per day, the number of
spells a herald knows is not affected by his Charisma score; the
numbers on the table are fixed. At 5th level and every 3 levels
thereafter, a herald can learn a single new spell in place of one he
already knows. The new spell’s level must be the same as that of
the spell being exchanged, and he must choose whether to swap the
spell at the same time he gains new spells known for the level.
0th-Level
Spells: Heralds learn a number of 0-level spells, as noted on Table:
Herald Spells Known. These spells are cast like any other spell, but
they don’t consume slots and can be used again.
If
the herald casts his spells as arcane spells, he can cast his class
spells while wearing light armor and using a shield without incurring
the normal arcane spell failure chance. Like any other arcane
spellcaster, a herald wearing medium or heavy armor incurs a chance
of arcane spell failure if the spell in question has a somatic
component. A multiclass herald still incurs the normal arcane spell
failure chance for arcane spells received from other classes.
Banner
(Ex)
At
5th level, a herald ’s banner becomes a symbol of inspiration
to his allies and companions. As long as the herald ’s banner
is clearly visible, all allies within 60 feet receive a +2 morale
bonus on saving throws against fear and a +1 morale bonus on attack
rolls made as part of a charge. At 10th level, and every five levels
thereafter, these bonuses increase by +1. The banner must be at least
Small or larger and must be carried or displayed by the herald
or his mount to function.
Teamwork
Feat
At
6th level, a herald receives a teamwork feat as a bonus feat. he must
meet the prerequisites for this feat. he can use his tactician
ability as a move action to grant this feat to allies (if he has the
herald greater tactician ability, this is a swift action).
Inspire
Greatness (Ex)
At
9th level, a herald may use his 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.
Inspire
Last Stand (Ex)
At
10th level, a 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.
Greater
Tactician (Ex)
At
10th level, the herald receives an additional teamwork
feat as a bonus feat. He must meet the prerequisites for this feat.
The herald can grant this feat to his allies using the
tactician ability. Using the tactician ability is a swift action.
Persistent
Commands (Ex)
At
12th level, a herald may allow his inspiring commands to persist even
if he 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 his Charisma bonus (these
count toward his number of rounds per day limit). This ability does
not apply if the herald intentionally stops maintaining an inspiring
command—only if he is dazed, held, stunned, killed, and so on, and
is unable to maintain them. If the herald recovers from incapacity
while an inspiring command is ongoing, he may resume maintaining it
as a free action.
Greater
Banner (Ex)
At
14th level, the herald ’s banner becomes a rallying call to
his allies. All allies within 60 feet receive a +2 morale bonus on
saving throws against charm and compulsion spells and effects. In
addition, while his banner is displayed, the herald can
spend a standard action to wave the banner through the air, granting
all allies within 60 feet an additional saving throw against any one
spell or effect that is targeting them. This save is made at the
original DC. Spells and effects that do not allow saving throws are
unaffected by this ability. An ally cannot benefit from this ability
more than once per day.
Complex
Commands (Ex)
At
15th level, a 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 herald to have more than one
single-target command (such as battle magic) in effect at the same
time.
Master
Tactician (Ex)
At
17th level, the herald receives an additional teamwork
feat as a bonus feat. He must meet the prerequisites for this feat.
The herald can grant this feat to his allies using the
tactician ability. Whenever the herald uses the tactician
ability, he grants any two teamwork feats that he knows. He can
select from any of his teamwork feats, not just his bonus feats.
Ascended
Mount (Su):
At
18th level, a herald’s mount undergoes a profound change. The mount
gains one of the following simple templates:
- Simple Template: Aerial Creature
- Simple Template: Aqueous Creature
- Simple Template: Celestial
- Simple Template: Chthonic Creature
- Simple Template: Dark Creature
- Simple Template: Entropic
- Simple Template: Fiendish
- Simple Template: Fiery Creature
- Simple Template: Primordial Creature
- Simple Template: Resolute
Arrival
When
a herald reaches 20th level, all that he has foretold will presently
come to pass. Three things happen. These things are the equivalent to
three castings of wish (if the herald casts arcane or psychic spells)
or three castings of miracle (if the herald casts divine spells).
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