Radosek Pavril

Tetro Aeminus's page

174 posts. Alias of Decimus Observet.


Full Name

Tetro Aeminus

Race

| HP: 225/225 +9 temp HP | AC: 26 (12 Tch, 26 Fl) | CMB: +21, CMD: 32 | F: +23, R: +13, W: +15 | Init: +9 (+5 without longspear) | Perc: +18, SM: +8

Classes/Levels

; Init: +9 in battle; Per +18; Sense M +8, Aghi HP 147/147, Temp: 0

Gender

Male Human (Taldan) Cavalier, Order of the Dragon 2 (Standard Bearer, Strategist), Brawler 5 (Exemplar), Battle Herald 10

Size

Medium, 6' 4"

Age

34

Alignment

True Neutral

Languages

Auran, Giant, Taldane, Ulfen

Occupation

Mercenary

Strength 24
Dexterity 8
Constitution 24
Intelligence 11
Wisdom 13
Charisma 28

About Tetro Aeminus

Tetro Aeminus
Human (Taldan) Cavalier, Order of the Dragon 2 (Standard Bearer, Strategist), Brawler 5 (Exemplar), Battle Herald 10
True Neutral Medium Humanoid (human)
Init +5 (+9 when holding longspear with both hands); Senses Perception 18, Sense Motive +8

Favoured Class: Brawler

--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 26 [10 -1 Dex +10 armour +5 natural armour +3 protection]
hp 225 (17 HD; 1d10 +7 Con)
Fort +23, Ref +13, Will +15

Cold resistance 2
--------------------
Offense
--------------------
Speed 30 ft.

Melee
+2 Defending Cestus +26 1d4+9 19-20/x2 — B or P

+4 Courageous Longspear +28 1d8+11 x3 — P brace, reach

Ranged
Mwk. Sling +16 1d4+7 x2 50 ft. — B

--------------------
Statistics
--------------------
Human: +2 to Cha, L4: +1 Str, L8: +1 Con, L12: +1 Cha, L16: +1 Cha
Str 18 (24), Dex 8, Con 18 (24), Int 11, Wis 13, Cha 22 (28)
Base Atk +17; CMB +21; CMD 32
Feats
L1: Power Attack, Noble Scion, Cavalier: Teamwork Feat (Escape Route)
L2:
L3: Iron Will
L4: Brawler Feat (Combat Expertise)
L5: Lingering Performance
L6:
L7: Leadership (Aghi the Sleipnir), Brawler Feat (Weapon Focus - Longspear)
L8:
L9: Gang Up
L10:
L11: Flagbearer
L12:
L13: Team Up, Battle Herald Teamwork feat (Outflank)
L14:
L15: Coordinated Charge
L16:
L17: Shake It Off

Base Atk +17; CMB +24; CMD 33

Feats:

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Noble Scion
You are a member of a proud noble family, whether or not you remain in good standing with your family.
Prerequisites: Cha 13, must be taken at 1st level.

Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.
Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

Escape Route (Combat, Teamwork)
You have trained to watch your allies’ backs, covering them as they make tactical withdraws.

Prerequisite: none

Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Gang Up (Combat)
You are adept at using greater numbers against foes.

Prerequisites: Int 13, Combat Expertise.

Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.

Normal: You must be positioned opposite an ally to flank an opponent.

Flagbearer (Combat)
Prerequisites: Cha 15.

Benefit: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

Lingering Performance
The effects of your bardic performance carry on, even after you have stopped performing.

Prerequisite: Bardic performance class feature.

Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Team Up (Combat)
When you are ganging up against an enemy, you can aid an ally with a quick feint.

Prerequisites: Int 13, Combat Expertise, Gang Up, base attack bonus +6.

Benefit: When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action.

Normal: Aid another is a standard action.

Outflank (Combat, Teamwork)
You look for every edge when flanking an enemy.

Prerequisite: Base attack bonus +4.

Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Coordinated Charge (Combat, Teamwork)
You are an expert at leading your allies into the fray.

Prerequisites: You have at least two other teamwork feats, base attack bonus +10.

Benefit: When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules.

Shake It Off (Teamwork)
You support your allies and help them recover from crippling effects.

Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

Traits
Helpful, Natural-Born Leader, Northern Ancestry

Helpful
You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them place a well-aimed strike.

Benefit(s): When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus.

Natural-Born Leader (social trait)
You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not.

Benefits: All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Northern Ancestry (campaign trait)
One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north.

Benefits: You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Drawback

Pride
You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Languages
Auran, Giant, Taldane, Ulfen

Skills
Class Skills

Noble Scion means that Knowledge (nobility) is always considered a class skill for you.

The cavalier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Skill Ranks per Level: 4 (4 + 0 Int)
+2 background skills

The brawler’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 5 (4 + 0 Int +1 favoured class)
+2 background 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).

Skill Ranks per Level: 4 (4 + 0 Int)
+2 background skills

+3 competence bonus on Charisma-based checks

Armour Check Modifier: -1

+Acrobatics +3 |-1 Dex +1 rank +3 class skill
Appraise +0 |+0 Int
+Bluff +16 |+9 Cha +1 rank +3 class skill +3 competence
+Climb +10 |+6 Str +1 rank +3 class skill
+Craft (leather) +4 |+0 Int +1 rank +3 class skill
+Diplomacy +24 |+9 Cha +5 rank +3 class skill +2 racial +2 class +3 competence
Disable Device* +0 |-1 Dex +1 rank
Disguise +12 |+9 Cha +3 competence
+Escape Artist +3 |-1 Dex +1 rank +3 class skill
Fly -1 |-1 Dex
+Handle Animal* +16 |+9 Cha +1 rank +3 class skill +3 competence
+Heal +5 |+1 Wis +1 rank +3 class skill
+Intimidate +20 |+9 Cha +5 rank +3 class skill +3 competence
Knowledge Arcana* +1 |+0 Int +1 rank
+Knowledge Dungeoneering* +4 |+0 Int +1 rank +3 class skill
+Knowledge Engineering* +4 |+0 Int +1 rank +3 class skill
Knowledge Geography* +1 |+0 Int +1 rank
+Knowledge History* +4 |+0 Int +1 rank +3 class skill
+Knowledge Local* +4 |+0 Int +1 rank +3 class skill
+Knowledge Nobility* +6 |+0 Int +1 rank +3 class skill +2 noble scion
Knowledge Nature* +1 |+0 Int +1 rank
Knowledge Planes* +1 |+0 Int +1 rank
Knowledge Religion* +1 |+0 Int +1 rank
Linguistics* +3 |+0 Int +3 rank
+Perception +18 |+1 Wis +17 rank
Perform (Oratory) +29 |+9 Cha +17 rank +3 competence
+Profession (soldier) +21 |+1 Wis +17 rank +3 class skill
+Ride +19 |-1 Dex +17 rank +3 class skill
+Sense Motive +9 |+1 Wis +5 rank +3 class skill
Sleight of Hand* +0 |-1 Dex +1 rank
Spellcraft* +1 |+0 Int +1 rank
Stealth -1 |-1 Dex
+Survival +5 |+1 Wis +1 rank +3 class skill
+Swim +10 |+6 Str +1 rank +3 class skill
Use Magic Device* -- |+9 Cha +3 competence

Special Qualities
Bonus Feat
Humans select one extra feat at 1st level.

Social Ties
Some human societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat). This racial trait replaces skilled.

Tetro's Gear
Mithral Balanced Jousting Agile Breastplate +4 33,150.00
Defending Cestus +2 18,305.00
Courageous Longspear +4 50,005.00
Mwk. Sling 300.00
Bullets 20 0.20
Horsemaster's Saddle 12,000.00
Lance Feather Token 150.00
Lance of Jousting 4,310.00
Banner of the Ancient Kings 18,000.00
Cloak of Resistance +5 25,000.00
Ring of Protection +3 18,000.00
Ring of Sustenance 2,500.00
Belt of Physical Might +6 90,000.00
Fighter's Kit 9
Boots of the Battle Herald 30,000.00
Amulet of Natural Armour +3 18,000.00
Circlet of Persuasion 3,000.00
Headband of Inspiring Charisma +6 36,000.00
Traveller's Any-Tool 250.00
Handy Haversack 2,000.00
Portable Hole 20,000.00
Ioun Torch 75.00
Sleeves of Many Garments 200.00
Lyre of Building 13,000.00
Folding Boat 7,500.00

Starting money: 410,000g
Spent: 401,754.20g

Remaining: 8,245.80g

Aghi's Gear
+3 Mithril Chain Shirt Barding 11,400.00
Cloak of Resistance +5 25,000.00
Bit and Bridle 2.00
Feed 14 days 0.70
Saddle Bags 4.00
Ring of Sustenance 2,500.00
Amulet of Natural Armour +1 2,000.00
Belt of Mighty Strength +4 16,000.00

Starting money: 58,500g
Spent: 56,906.70g

Remaining: 1,593.30g

Special Abilities:

Edicts
The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Weapon and Armor Proficiency
Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).

A battle herald gains no proficiency with any weapon or armor.

Challenge (Ex)
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Banner (Ex)
At 1st level, a standard bearer gains the banner ability. This ability is identical to the standard cavalier’s banner ability, except that the morale bonuses on saving throws against fear effects and on attack rolls made as part of a charge increase at 5th level, and every five levels thereafter.

This ability replaces the standard cavalier’s mount ability.

Tactician (Ex)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier 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 cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats.

A strategist can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every four levels thereafter (to a maximum of five times per day at 17th level).

Aid Allies (Ex)
At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Brawler’s Cunning (Ex)
If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Call to Arms (Ex)
At 1st level, an exemplar can expend a use of martial flexibility to rouse her allies into action. All allies within 30 feet are no longer flat-footed, even if they are surprised. Using this ability is a move action. At 6th level, the exemplar can use it as a swift action instead. At 10th level, she can use it as a free action. At 12th level, she can use it as an immediate action.

This ability replaces unarmed strike.

Bonus Combat Feats
At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler’s Flurry (Ex)
Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.

At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler’s flurry.

Inspiring Prowess (Ex)
At 3rd level, an exemplar gains the ability to use certain bardic performances. She can use this ability for a number of rounds per day equal to 3 + her Charisma modifier; this increases by 1 round per brawler level thereafter. The exemplar’s effective bard level for this ability is equal to her brawler level – 2. At 3rd level, the exemplar can use inspire courage. At 11th level, the exemplar can use inspire greatness. At 15th level, the exemplar can use inspire heroics. Instead of the Perform skill, she activates this ability with impressive flourishes and displays of martial talent (this uses visual components).

This ability otherwise functions as bardic performance; feats and other effects that affect bardic performance (such as the Extra Performance feat) apply to it.

This ability replaces maneuver training and AC bonus.

Knockout (Ex)
At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

Close Weapon Mastery (Ex)
At 5th level, a brawler’s damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon’s normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon’s base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

Field Instruction (Ex)
At 5th level, as a standard action an exemplar can grant a teamwork feat to all allies within 30 feet who can see and hear her. This teamwork feat must be one the exemplar knows or has gained with the martial flexibility ability. Allies retain the use of this teamwork feat for 3 rounds + 1 round for every 2 brawler levels. If the granted teamwork feat is one gained from martial flexibility, this duration ends immediately if the exemplar loses access to that feat. Allies don’t need to meet the prerequisites of this teamwork feat. The exemplar can use this ability once per day at 5th level, plus one additional time per day at 9th, 12th, and 17th level.

This ability otherwise counts as the cavalier’s tactician class feature; feats and other effects which affect tactician (such as Practiced Tactician) apply to it.

This ability replaces brawler’s strike.

Inspiring Command (Ex)
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 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 battle herald is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned). The battle herald cannot have more than one command in effect at a time. She may use this ability for a number of rounds per day equal to 4 + her Charisma modifier, plus 2 additional rounds per level after 1st. She may use rounds of bardic performance to issue inspiring commands, but not vice versa. Inspiring commands are language-dependent, mind-affecting effects. The battle herald cannot maintain an inspiring command and a bardic performance at the same time (this does not preclude abilities such as persistent command or the Lingering Performance feat, which continue an inspiring command or bardic performance after the battle herald stops maintaining it).

Battle Magic*: One ally gains a bonus on caster level checks and concentration checks equal to the battle herald’s command bonus.

None Shall Fall*: A number of allies equal to the battle herald’s inspiring command bonus heal 1d6 points of damage. Targeted allies who are poisoned may attempt a new poison saving throw with a bonus equal to the battle herald’s inspiring command bonus; a failed save has no additional effect, but a successful save counts toward curing the poison. This healing is not positive energy and can heal undead creatures.

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.

Sound the Charge: Allies apply the battle herald’s inspiring command bonus to attack and damage rolls. Charging allies increase their speed by 5 feet times the battle herald’s inspiring command bonus.

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.

Taken:
BH1: Sound the Charge
BH3: Teamwork
BH5: None Shall Fall
BH7: Battle Magic
BH9: Reveille

Improved Leadership (Ex)
A battle herald with the Leadership feat adds her inspiring command bonus to her leadership score.

Voice of Authority (Ex)
A battle herald is skilled at shouting commands over the din of the battlefield and signaling allies when speech is impossible. She gains a +2 bonus on Diplomacy and Intimidate checks with creatures with which she shares a language. In addition, her allies gain a bonus equal to the battle herald’s class level on Perception or Sense Motive checks to hear her commands or interpret her secret messages conveyed with Bluff. The battle herald’s levels stack with cavalier levels for the purpose of the cavalier’s tactician ability.

Easy March (Ex)
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 (Ex)
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 (Ex)
At 5th level, a battle herald may fly a battle standard that inspires her allies. This ability is identical to the cavalier’s banner ability, and cavalier levels stack with battle herald levels to determine the bonuses provided by the banner.

Teamwork Feat
At 6th level, a battle herald receives a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. She can use her cavalier tactician ability as a move action to grant this feat to allies (if she has the cavalier greater tactician ability, this is a swift action).

Demanding Challenge (Ex)
This ability is identical to the 12th-level cavalier demanding challenge ability.

Persistent Commands (Ex)
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 (Ex)
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 (Ex)
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.

Aghi the Sleipnir:

Sleipnir

This mighty horse has eight powerful legs. Its hooves leave shimmering hoofprints that quickly fade to mist.

N Large magical beast

Init +4; Senses darkvision 60 ft., low-light vision; Perception +16

Defense

AC 33, touch 13, flat-footed 29 (+4 Dex, +12 natural, +7 armour, +1 amulet natural, –1 size)

hp 147 (14d10+70)

Fort +19, Ref +20, Will +14

Immune electricity; Resist cold 10

Offense

Speed 80 ft.; air walk

Melee bite +21 (1d8+8), 4 hooves +22 (1d8+8)

Space 10 ft.; Reach 5 ft.

Special Attacks breath weapon (DC 22), powerful charge (hoof, 2d8+17), trample (1d8+14, DC 23)

Spell-Like Abilities (CL 11th; concentration +12)

Constant—air walk

Statistics

Str 26, Dex 18, Con 21, Int 10, Wis 17, Cha 13

Base Atk +14; CMB +23; CMD 37 (49 vs. trip)

Feats Endurance, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Run, Weapon Focus (hoof)

Skills Acrobatics +18 (+38 when jumping), Perception +16, Swim +18

Languages Auran (cannot speak)

Special Abilities

Breath Weapon (Su) As a standard action, a sleipnir can exhale a 30-foot cone of shimmering, rainbow-colored light. Every creature in the area is randomly struck by one or more beams, as a prismatic spray spell (DC 22 half or negates). The sleipnir may use this ability once every 1d6 rounds, up to 3 times per day. The save DC is Constitution-based.

Sleipnirs are a legendary breed of magical, eight-legged horses. Most sleipnirs have jet-black coats and long, flowing manes and tails, though occasionally a sleipnir foal is born with a white or shimmering silver coat. Such rare sleipnirs sometimes display additional abilities beyond those of their darker kin. A typical sleipnir stands 6 to 7 feet tall at the shoulder, measures about 12 feet long, and weighs upward of 1,600 pounds.

Believed to be descended from the mystical steeds of gods, sleipnirs have spread throughout the Material Plane. While sleipnirs cannot actually fly, they are able to walk on air as easily as on land, and spend much of their time galloping across the skies of their homes. Although sleipnirs lack the ability to travel between planes themselves, riders have brought them as mounts far beyond the Material Plane, and populations of sleipnirs can be found on several of the more hospitable Outer Planes as well.

Sleipnirs are highly prized as steeds, but as intelligent magical beasts, they cannot be trained using the Handle Animal skill, and those trying to do so find them intractable and even violent. Although they cannot speak, sleipnirs understand Auran, and one seeking a sleipnir as a mount must convince the creature to serve using Diplomacy, Intimidate, or other means. Sleipnirs are generally indifferent to most creatures, meaning they can be found serving as steeds to creatures of all alignments, from good to evil.

Riding a sleipnir requires no equipment other than a normal saddle, and they are well trained in combat from birth. A rider does not need to make a Ride check to control a sleipnir in battle, but must make a Ride check to attack in the same round that the sleipnir attacks. A sleipnir can carry 519 pounds as a light load, 1,038 pounds as a medium load, and 1,560 pounds as a heavy load.

+3 Mithril Chain Shirt Barding
Cloak of Resistance +5
Bit and Bridle
Feed 14 days
Saddle Bags
Ring of Sustenance
Amulet of Natural Armour +1
Belt of Mighty Strength +4
Horseshoes of Crushing Blows +3

Appearance and Personality:

Tetro is a tall, broad man, with long flame-red hair and well-groomed beard. His dark brown eyes are those of a man who has seen much hardship but been tempered by it, not bent or broken. His hands are calloused, having seen much labour in his days. He exudes the quiet self-assurance of a man confident in his abilities and his preparations.

Background:

Tetro was the third son of Julio Aeminus IV, himself the head of an ancient Taldan noble family. Julio instilled a work ethic in his son, and a drive for excellence altogether too rare in the Taldan nobility. The Aeminus had given many sons and daughters to the branches of the Taldan military and to the chevalier orders, and Tetro found that his combination of antique name, physique, and skill at inspiring others brought him far. He joined the Order of the Dragon, realising that his true strength was in aiding others to reach new heights in combat. He is a consummate military professional, having left the Taldan military hierarchy in order to find new challenges in the mercenary life, riding to battle on his steed Aghi, a sleipnir he made a bond with on his travels.

Rough Notes:

Str 17
Dex 8
Con 17
Int 11
Wis 13
Cha 18+2

Cavalier 2
+2 BAB
+3 Fort
+0 Ref
+0 Will
2d10 HD

Brawler 5
+5 BAB
+4 Fort
+4 Ref
+0 Will
5D10 HD
Unarmed Damage D8

Battle Herald 10
+10 BAB
+5 Fort
+3 Ref
+5 Will
10D10 HD

Totals
+17 BAB
+12 Fort
+7 Ref
+5 Will

Fractional:
+10 1/2 Fort
+8 1/2 Ref
+7 1/3 Will

Skill points:

8 cavalier
25 brawler
40 battle herald

34 background