This is based on ideas for pathfinderizing the Marshal class from WOTC. This is mostly based on base classes presented in posts by SmiloDan and tumbler.
Overpowered? Underpowered? Just Right? Feedback is appreciated.
Lord Commander (Prestige Class)
Game statistics
Alignment: None
Hit Die: d8
Requirements
Weapon Proficiency: Must be proficient with at least three martial weapons.
Armor Proficiency: Must be proficient with medium armor.
Base attack bonus: +6
Skills: Diplomacy 5 ranks, Knowledge (Tactics) 5 ranks
Feats: Leadership
Class Skills
The Lord Commander’s class skills (and key ability for each skill) are: Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Ranks per level: 4 + Int Modifier
Saving Throws Auras Known
Level BAB Fort Ref Will Special Min Maj
1st +0 +1 +0 +1 Improved Aid Another +3, Skill Focus 1 0
2nd +1 +1 +1 +1 Major Aura +1 2 1
3rd +2 +2 +1 +2 Improved Aid Another +4, Inspire Courage +1 3 1
4th +3 +2 +1 +2 Major Aura +2 4 2
5th +3 +3 +2 +3 Improved Aid Another +5, Two Minor Auras 5 2
6th +4 +3 +2 +3 Major Aura +3 6 3
7th +5 +4 +2 +4 Improved Aid Another +6, Two Major Auras 7 3
8th +6 +4 +3 +4 Major Aura +4 8 4
9th +6 +5 +3 +5 Improved Aid Another +7, Inspire Courage +2 9 4
10th +7 +5 +3 +5 Major Aura +5, 3 Minor Auras, Master Commander 10 5
Class Features
Weapon and Armor Proficiency: Lord Commanders are proficient with all simple and martial weapons. Lord Commanders are proficient with light, medium, heavy armor, and shields (except tower shields).
Minor Aura (Ex): The Lord Commander continuously projects an aura that affects all allies (including himself) within 60 feet who can hear him and understand his language. His allies add his Charisma bonus (if any) to the rolls influenced by the aura the Lord Commander is projecting. At 1st level, the Lord Commander knows 1 Minor Aura and he learns 1 additional Minor Aura at each new class level. Projecting or changing an aura is a Swift Action. The aura remains in effect until the Lord Commander uses a free action to dismiss it or activates another aura of the same kind (major or minor). A Lord Commander’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. All bonuses granted by a Lord Commander's auras are circumstance bonuses that do not stack with each other. At 5th level, the Lord Commander can maintain two Minor Auras at a time, or project a single Minor Aura to a 120 ft. radius. At 10th level, the Lord Commander can maintain three Minor Auras at a time or project a single aura to a 180 ft. radius (or project one aura to 120 ft. and another to 60 ft.).
Improved Aid Another (Ex): At 1st level, the Lord Commander learns to improve the support she grants her allies in combat. Beginning at 1st level, when using the Aid Another action, the Lord Commander provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 3rd level and by +1 every 2 levels thereafter (+5 at 5th, +6 at 7th, +7 at 9th).
Skill Focus (Ex): The Lord Commander gains Skill Focus in any one class skill as a bonus feat.
Major Aura (Ex): Beginning at 2nd level, the Lord Commander learns to project a Major Aura. The bonus from his Major Aura is +1 at 2nd level. It increases to +2 at 4th level, and by +1 for every 2 additional levels thereafter (+3 at 6th, +4 at 8th, +5 at 10th). He can project a Major Aura and a Minor Aura simultaneously. Activating or changing a Major Aura is a Swift Action. Lord Commanders know a number of Major Auras equal to 1/2 their class level. At 7th level, the Lord Commander can project 2 Major Auras at once, or project a single Major Aura to a 120 ft. radius.
Inspire Courage (Su): Starting at 3rd level, a Lord Commander can use an oratory performance to inspire confidence in his allies (including himself) as a move action, bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the Lord Commander. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Allies under the influence of charm and fear effects are allowed one new saving throw with the bonus from Inspire Courage. Inspire Courage can be maintained as a Free Action. At 9th level, this bonus increases to +2. This ability otherwise functions as and stacks with the bard ability of the same name so long as both sources are oratory. The Lord Commander can use this ability for 2 rounds per class level. Inspire confidence is a mind-affecting ability.
Master Commander (Ex): At 10th level, the Lord Commander can activate or change any (or all) of his auras as a free action.
List of Minor Auras. Allies add the Lord Commander’s Charisma bonus to the following:
1. Critical Hits
2. Combat Maneuver Bonus
3. Fortitude Saves
4. Reflex Saves
5. Will Saves
6. Caster Level checks
7. Strength checks and Strength-based skill checks
8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks
9. Constitution checks and Constitution-based skill checks
10. Intelligence checks and Intelligence-based skill checks
11. Wisdom checks and Wisdom-based skill checks
12. Charisma checks and Charisma-based skill checks
13. AC against Attacks of Opportunity
14. Attack Rolls for Attacks of Opportunity
15. Damage Rolls for Attacks of Opportunity
16. AC against a Charging opponent
17. Attack Rolls when Charging
18. Damage Rolls when Charging
19. Attack Rolls when Flanking
20. Damage Rolls when Flanking
21. added to the amount cured by Cure and Heal spells
22. applied as Damage Reduction vs. non-lethal damage
23. x5 in feet added to speed when withdrawing from combat
24. AC when adjacent to an ally
List of Major Auras. Add per “plus”:
1. DR 1/- per plus
2. Damage rolls
3. Melee attack rolls
4. Ranged attack rolls
5. AC
6. All Saving Throws
7. 5 ft. to Speed
8. Energy Resistance 5 (acid, cold, electricity, fire, or sonic)
9. Fast Healing (up to a maximum of one half the ally's maximum hp)
10. Spell DCs
This prestige class is based off of the Marshal from WOTC and modifications for Pathfinder first suggested by SmiloDan and tumbler on the Paizo Pathfinder forums. This author claims no great originality.