Inspired by UC, here's my Inspiring Commander bard archetype


Homebrew and House Rules


The Inspiring Commander is an archetype for the Bard. They trade spellcasting ability and some performances for unparalleled support.

Bardic Performances: An Inspiring Commander loses all performances except for Inspire Courage, Inspire Competence, Inspire Greatness, and Inspire Heroics.

Diminished Spellcasting: An inspiring commander may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Charisma allows bonus spells of that level.

Weapon And Armor Proficiency: Inspiring Commanders are proficient with all simple and martial weapons, and the whip. Inspiring Commanders are also proficient with light armor and shields (except tower shields). An Inspiring Commander can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an Inspiring Commander wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass inspiring commander still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Weapon Focus: At level 1, the Inspiring Commander receives Weapon Focus in one weapon of his choice. This ability replaces Bardic Knowledge.

Tactician (Ex): At 1st level, an inspiring commander receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat, but he treats his BAB as his Class levels for purposes of qualifying for teamwork feats. As a standard action, the inspiring commander can grant any teamwork feat he possesses 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 Inspiring Commander possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier 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.

Tactical Awareness (Ex): At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces well-versed.

Great Voice (Ex): At 2nd level, an Inspiring Commander adds half his class level to Perform (Oratory). He may use his Perform(Oratory) check in place of Diplomacy and Sense Motive. This ability replaces versatile performance.

Combat Expertise: At third level, the Inspiring Commander gains Combat Expertise as a bonus feat, even if he doesn't meet the prerequisites. Further, in addition to using his Strength or Dexterity modifier for determining his CMB, he adds his Intelligence modifier. This only applies to combat maneuvers whose improved versions require Combat Expertise.

Inspiring Words (Ex): At 5th level, an inspiring commander can use the Aid Another action as a move action at a range of 30 feet. The inspiring commander may add his intelligence modifier to the bonus from Aid Another, up to a limit of +1 for every 5 class levels the Inspiring Commander possesses. This ability replaces Lore Master.

Greater Tactician (Ex): At 9th level, an Inspiring Commander can use Tactician as a swift or move action. He gains an additional teamwork feat for which he meets the requirements. This ability replaces Jack-of-all-Trades.

Supreme Tactician (Ex): At 17th level, the inspiring commander receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Whenever the inspiring commander uses the tactician ability, he grants any two teamwork feats that he knows.

Supreme Inspiration (Ex): All performances that contain "Inspire" in the name have all bonuses given increased by 1. In addition, Performances that can affect a limited number of allies affect two additional allies. This ability replaces Deadly Performance.

Thoughts: Probably too powerful. This guy exists solely to help out his allies. I'm considering dropping his BAB to half, and letting him use his class levels == BAB for purposes of combat maneuvers that use Combat Expertise as a prereq.

I imagine him using reach weapons with combat maneuver properties to further support his allies, and to be using Aid Another almost every turn.

The free Weapon Focus is to give him some help with combat abilities.

The main idea I had in my head was him using a Whip with Whip Master and Improved Whip Master, and the Trip tree. I gave Combat Expertise since it helps out here, and also focuses the archetype towards using those sorts of maneuvers.

Int and Cha are the most important attributes for this guy, and I tried to have that reflected in the abilities.


Revised, with some clarification thrown in.

The Inspiring Commander is an archetype for the Bard. They trade spellcasting ability and some performances for unparalleled support.

-----

==Bardic Performances==
An Inspiring Commander loses all performances except for Inspire Courage, Inspire Competence, Inspire Greatness, and Inspire Heroics.

==Diminished Spellcasting==
An inspiring commander may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Charisma allows bonus spells of that level.

==Weapon And Armor Proficiency==
Inspiring Commanders are proficient with all simple and martial weapons, and the whip. Inspiring Commanders are also proficient with light armor and shields (except tower shields). An Inspiring Commander can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an Inspiring Commander wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass inspiring commander still incurs the normal arcane spell failure chance for arcane spells received from other classes.

==Weapon Focus==
At level 1, the Inspiring Commander receives Weapon Focus in one weapon of his choice. This ability replaces Bardic Knowledge.

==Great Tactics==

The inspiring commander treats his BAB as his Class levels for purposes of qualifying for teamwork feats. This applies to bonus teamwork feats granted from Inspiring Commander class features, as well as normally selected teamwork feats.

==Tactician (Ex)==
At 1st level, an inspiring commander receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the inspiring commander can grant any teamwork feat he possesses 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 Inspiring Commander possesses. Allies do not need to meet the prerequisites of these bonus feats. The Inspiring Commander 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.

==Tactical Awareness (Ex)==
At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (+2 at 6th, +3 at 10th, to a maximum of +5 at 18th level). This ability replaces well-versed.

==Great Voice (Ex)==
At 2nd level, an Inspiring Commander adds half his class level to Perform (Oratory). He may use his Perform(Oratory) check in place of Diplomacy and Sense Motive. This ability replaces versatile performance.

==Combat Expertise==
At third level, the Inspiring Commander gains Combat Expertise as a bonus feat, even if he doesn't meet the prerequisites. Further, in addition to using his Strength or Dexterity modifier for determining his CMB, he adds his Intelligence modifier. The ability to add Intelligence modifier to combat maneuver checks only applies to Dirty Trick, Disarm, Feint, Reposition, Steal, and Trip.

==Inspiring Words (Ex)==
At 5th level, an inspiring commander can use the Aid Another action as a move action at a range of 30 feet. The inspiring commander may add his intelligence modifier to the bonus from Aid Another, up to a limit of +1 for every 5 class levels the Inspiring Commander possesses. This ability replaces Lore Master.

==Greater Tactician (Ex)==
At 9th level, an Inspiring Commander can use Tactician as a swift action. He gains an additional teamwork feat for which he meets the requirements. This ability replaces Jack-of-all-Trades.

==Supreme Tactician (Ex)==
At 17th level, the inspiring commander receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Whenever the inspiring commander uses the tactician ability, he grants any two teamwork feats that he knows.

==Supreme Inspiration (Ex)==
All performances that contain "Inspire" in the name have all bonuses given increased by 1. In addition, Performances that can affect a limited number of allies affect two additional allies. This ability replaces Deadly Performance.


Bump!

Silver Crusade RPG Superstar 2014 Top 16

Cheapy wrote:

Revised, with some clarification thrown in.

The Inspiring Commander is an archetype for the Bard. They trade spellcasting ability and some performances for unparalleled support.

-----

==Bardic Performances==
An Inspiring Commander loses all performances except for Inspire Courage, Inspire Competence, Inspire Greatness, and Inspire Heroics.

==Diminished Spellcasting==
An inspiring commander may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Charisma allows bonus spells of that level.

==Weapon And Armor Proficiency==
Inspiring Commanders are proficient with all simple and martial weapons, and the whip. Inspiring Commanders are also proficient with light armor and shields (except tower shields). An Inspiring Commander can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an Inspiring Commander wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass inspiring commander still incurs the normal arcane spell failure chance for arcane spells received from other classes.

==Weapon Focus==
At level 1, the Inspiring Commander receives Weapon Focus in one weapon of his choice. This ability replaces Bardic Knowledge.

==Great Tactics==

The inspiring commander treats his BAB as his Class levels for purposes of qualifying for teamwork feats. This applies to bonus teamwork feats granted from Inspiring Commander class features, as well as normally selected teamwork feats.

==Tactician (Ex)==
At 1st level, an inspiring commander receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the inspiring commander can grant any teamwork feat he possesses 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...

I think this would work incredibly well as a multiclass archetype (http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinder RPG/houseRules/multiclassArchetypes)

You would want to make the primary class be the Cavalier, and the secondary class be the Bard. This guy doesn't need spellcasting at all, you could just replace some of the Cavalier abilities with the ones you're showing here (Bardic Performance with just the Inspire performances, Weapon focus, Great Voice, Inspiring words, Supreme Inspiration). Here's how I would write it up (following the Multiclass Archetype style created by Elghinn Lightbringer):

Inspiring Commander
An inspiring commander is the heart of his army, rallying his troops during battle while buffing them into better warriors with his warcries.

Primary Class: Cavalier
Secondary Class: Bard
Hit Dice: d10
Save Bonus: +2 Ref, +2 Will

Bonus Skills and Ranks: An inspiring commander may choose three bard skills to add to his class skill list, in addition to the standard cavalier class skills and those he gains from his chosen order.

Weapon and armor proficiency: An inspiring commander is proficient with all simple and martial weapons and the whip. He is also proficient with light armor and shields (except tower shields).

Bardic Performance: Beginning at 1st level, the inspiring commander gains the Bardic Performance ability as a bard of his level. This replaces Challenge, Banner, and Greater Banner. He can use the following bardic performances:

Inspire courage: Beginning at 1st level, the inspiring commander can use Inspire courage as a bard of his level.

Inspire competence: Beginning at 3rd level, the inspiring commander can use Inspire competence as a bard of his level.

Inspire greatness: Beginning at 8th level, the inspiring commander can use Inspire greatness as a bard of his level.

Inspire heroics: Beginning at 15th level, the inspiring commander can use Inspire heroics as a bard of his level.

Tactical Awareness (Ex): At 2nd level, a Inspiring commander gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (+2 at 6th, +3 at 10th, to a maximum of +5 at 18th level).

Great Voice (Ex): At 3rd level, an Inspiring Commander adds half his class level to Perform (Oratory). He may use his Perform(Oratory) check in place of Diplomacy and Sense Motive. This replaces Cavalier's Charge.

Inspiring Words (Ex): At 6th level, an inspiring commander can use the Aid Another action as a move action at a range of 30 feet. The inspiring commander may add his intelligence modifier to the bonus from Aid Another, up to a limit of +1 for every 5 class levels the Inspiring Commander possesses. This ability replaces his 6th-level bonus feat.

Greater Voice (Ex): At 11th level, an Inspiring commander adds his full class level to Perform(Oratory). He may now also use his Perform(Oratory) check in place of Bluff and Intimidate. This replaces Mighty Charge.

Supreme Inspiration (Ex): At 20th level, all performances that contain "Inspire" in the name have all bonuses given increased by 1. In addition, Performances that can affect a limited number of allies affect two additional allies. This ability replaces Supreme Charge.

How do you like this version? It fits in very well with Elghinn's multiclass archetypes, which we've all been working very hard on over on that thread. :-D


Actually, the idea was to get something like the Battle Herald, but that would preserve spell casting :)

Although, an archetype for the cavalier that gave up Order and Mounted abilities and gave the Inspire performances might work too...

I haven't checked out multiclass archetype threads yet, lemme do that...

Silver Crusade RPG Superstar 2014 Top 16

Cheapy wrote:

Actually, the idea was to get something like the Battle Herald, but that would preserve spell casting :)

Although, an archetype for the cavalier that gave up Order and Mounted abilities and gave the Inspire performances might work too...

I haven't checked out multiclass archetype threads yet, lemme do that...

Get ready to be wowed. Elghinn and the others have put in a TON of work on those archetypes and they're really well fleshed out. I personally plan to run a game with all multiclass archetypes at some point, just to give some of them a playtest.


Previously... wrote:


Tactician (Ex): At 1st level, an inspiring commander receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat, but he treats his BAB as his Class levels for purposes of qualifying for teamwork feats. As a standard action, the inspiring commander can grant any teamwork feat he possesses 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 Inspiring Commander possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier 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.

So his BAB is his class levels...? As a bard, his BAB is lower than his class levels, so this is a penalty. To quote Willy Wonka "Wait... stop... reverse that. Carry on." Why did you remove that ability from the first draft? Was it not compatible with the feats as written? Do they not require BAB?

Your combat expertise also has agile maneuvers and a bonus built into it? That seems very powerful at level 3. Why not make it maneuver training, like the monk, and leave it at that?

Inspiring Words is cool, but why doesn't it use Cha mod? Inspiration is, by definition, Charisma. This would also reduce a bit of MAD.

Very cool conceptually, I love it. With a cavalier version of this, you could hop straight into Battle Herald at L6.


Purplefixer wrote:
Previously... wrote:


Tactician (Ex): At 1st level, an inspiring commander receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat, but he treats his BAB as his Class levels for purposes of qualifying for teamwork feats. As a standard action, the inspiring commander can grant any teamwork feat he possesses 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 Inspiring Commander possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier 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.

So his BAB is his class levels...? As a bard, his BAB is lower than his class levels, so this is a penalty. To quote Willy Wonka "Wait... stop... reverse that. Carry on." Why did you remove that ability from the first draft? Was it not compatible with the feats as written? Do they not require BAB?

Your combat expertise also has agile maneuvers and a bonus built into it? That seems very powerful at level 3. Why not make it maneuver training, like the monk, and leave it at that?

Inspiring Words is cool, but why doesn't it use Cha mod? Inspiration is, by definition, Charisma. This would also reduce a bit of MAD.

Very cool conceptually, I love it. With a cavalier version of this, you could hop straight into Battle Herald at L6.

The BAB thing is meant to emulate him being a full BAB class. A few other classes get this too, I think. I split it from Tactician to make it clear that that BAB part works for all teamwork feats.

I see your point about adding int to CMs at level 3. I will change that. Maybe have it scale against class levels, like the duelist. Or like Inspiring Words!

The focus on Int is intentional, and while that does make them Mad, the bonus on CMs from int is supposed to help them out. It may be a little too support heavy...

Thanks! I'll check out that thread again. Teamwork archetypes are kinda my thing lately, so I will scour the thread for inspiration!

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Inspired by UC, here's my Inspiring Commander bard archetype All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules