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Inspiring Commander

The last of her kind, the inspiring commander leads from the front. They are a master of aid and bringing out the best in their allies.

Weapon and Armor Proficiency

Inspiring commanders are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (except tower shields).

Inspiring Commands (Ex)

An inspiring commander gains the ability to inspire her comrades. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes) except that the performances are extraordinary abilities, not supernatural or spell-like. Further, all effects based on Charisma are instead based on Intelligence. The inspiring commander may inspire courage at 1st level, inspire competence at 3rd level, inspire greatness at 9th level, and inspire heroics at 15th level.

In addition, an inspiring commander can use aid another as a move action. Furthermore, whenever an inspiring commander uses aid another to assist one of her allies, she adds her Intelligence modifier (up to her inspiring commander class levels) as a bonus to all aid another bonuses she gives to that ally. This ability replaces the mount, cavalier’s charge, and mighty charge abilities.

Teamwork Feats

At 1st level, an inspiring commander receives a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. At levels 9 and 17, the cavalier receives an additional teamwork feat.

The ability replaces the bonus feats class feature.

Rapid Tactician (Ex)

At 1st level, as a move action the inspiring commander can grant any teamwork feat she knows to all allies within 30 feet who can see and hear her. 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. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 4th level and for every 3 levels thereafter. Furthermore, the inspiring commander adds her Intelligence modifier to initiative, in addition to her Dexterity modifier.

This ability replaces tactician.

Put Your Heart Into It (Ex)

At 4th level, as a free action when the inspiring commander uses her rapid tactician ability with a teamwork feat or uses aid another, she can grant affected allies 1d6 temporary hit points per four inspiring commander levels she possesses. These temporary hit points last for 10 minutes or until depleted. An ally can only gain these temporary hit points once per minute. If an ally receives temporary hit points from this ability while still having temporary hit points from a previous use of this ability, the temporary hit points do not stack and they take whichever value is the highest. This ability can be used a number of times per day equal to 3+ the inspiring commander’s Intelligence modifier.

This ability replaces expert trainer.

Inspiring Voice (Ex)

At 5th level, an inspiring commander can use aid another to assist an ally within 30 feet. When using aid another on a non-adjacent ally, you make a DC 10 Perform (oratory) check instead of the normal roll.

This ability replaces banner and greater banner.

Tactical Mastery (Ex)

At 13th level, the inspiring commander can use her rapid tactician ability as a swift action.

This ability replaces greater tactician and master tactician.

Supreme Inspiration (Ex)

Inspiring commands become more effective. All bonuses from inspire courage and inspire competence increase by one. inspire greatness grants one additional temporary hit point per hit die, including the bonus hit die given. inspire greatness and inspire heroics can affect one additional creature.

This ability replaces supreme charge.

Section 15: Copyright Notice

The Secrets of Tactical Archetypes. Copyright 2011, Steven D Russell; Author Will McCardell.

The Secrets of Adventuring. Copyright 2013, Steven D. Russell; Authors: Steven D. Russell, Jonathan McAnulty, Will McCardell, Benjamin Rombeaut and David Mallon.