Knight+Commander

Knight commanders are captains, leaders of fighting men and women in the field. [|Knights] and fighters predominate in their ranks, although rangers, [|martial artists] and even the occasional barbarian and spellcaster may be found taking this prestige class. It should be said that a knight commander is not just a fighter, although she will usually be found on the battlefield, and anyone taking this class will almost certainly have significant fighting skill. Her role is to lead, direct and inspire forces, not to take unnecessary risks on the frontline. In some lands, knight commanders are graduates of an established military academy, such as the Furyondan College of War in Greyhawk. In other lands, those who aspire to this rank must serve lengthy apprenticeships to ranking officers. In both cases, the most common path to becoming a knight commander is via service in the army; although particularly valiant adventurers who display outstanding leadership qualities may also be invited join this prestige class. NPC knight commanders usually serve as officers in the armies of the realm. Their responsibilities include leading companies of elite knights and guardsmen, taking charge of castle garrisons, and acting as advisers and strategists to high-ranking military officers and nobles.

Requirements
Base attack bonus: +6. Skills: Diplomacy 6 ranks, Intimidation 5 ranks, Knowledge (war) 4 ranks. Feats: Leadership, Weapon Proficiency (all martial weapons). Alignment: Any non-chaotic.

Class Statistics
Hit Die: d10. Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (war) (Int), Jump (Str), Profession (Wis), Ride (Dex), Sense Motive (Cha). Skill points/level: 4 + Int modifier. Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 +1 +2 +0 +2 Inspire courage +1, cool head 2 +2 +3 +0 +3 Great leader +1, stalwart presence 3 +3 +3 +1 +3 Tactical bonus +1 4 +4 +4 +1 +4 Inspire greatness (1 ally) 5 +5 +4 +1 +4 Great leader +2 6 +6 +5 +2 +5 Inspire courage +2 7 +7 +5 +2 +5 Inspire greatness (2 allies) 8 +8 +6 +2 +6 Great leader +3 9 +9 +6 +3 +6 Tactical bonus +2 10 +10 +7 +3 +7 Inspire greatness (3 allies)

Special Abilities
All the following are class abilities for the knight commander. +2 Hit Dice (d10s that grant temporary hit points); +2 competence bonus on attacks; +1 competence bonus on Fortitude saves. Apply the target’s Constitution modifier, if any, to each bonus Hit Die. These extra HD count as regular HD for determining effects such as the //sleep// spell. Inspire greatness is a mind-affecting ability that requires a standard action by the knight commander to activate (although she can inspire greatness in multiple allies with the one action).
 * Weapon and armour proficiency:** The knight commander is proficient with all simple and martial weapons, shields and all types of armour.
 * Inspire Courage (Ex):** The commander has the ability to inspire courage in her allies, bolstering them against fear and improving their combat abilities. This ability automatically benefits all allies who can see the commander, and hear and understand her words. Affected allies gain a +1 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. At 6th level, these bonuses increase to +2. This is a mind-affecting ability, and the bonus is lost if the commander is incapacitated, falls under a hostile charm or compulsion effect, or flees the battle.
 * Tactical Bonus (Ex):** At 3rd level, the commander and all allies who are in sight of her gain a +1 competence bonus to the following: initiative rolls; saving throws vs traps, and AC vs attacks by traps; and Spot and Listen skill checks to detect enemies. At 9th level these bonuses increases to +2. To gain this bonus, an ally must be able to see the commander, and hear and understand her words. The bonus is lost if the commander is incapacitated, falls under a hostile charm or compulsion effect, or flees the battle.
 * Cool Head (Ex):** As a trained and experienced leader, the knight commander gains a +3 bonus to Diplomacy skill checks.
 * Stalwart Presence (Ex):** At 2nd level, the commander gains immunity to fear (magical or otherwise). Allies within 30 feet of her gain a circumstance bonus to their saving throws against fear effects equal to her Charisma bonus, if any.
 * Great Leader (Ex):** At 2nd level, the knight commander’s Leadership score is increased by 1. This bonus increases by 1 every three levels thereafter (to 2 at 5th level, and 3 at 8th level). This bonus stacks with other bonuses to Leadership.
 * Inspire Greatness (Ex):** A knight commander of 4th level or higher can inspire greatness in another creature, granting extra fighting capability. For every three levels the commander gains beyond 4th, she can inspire greatness in one additional creature. To inspire greatness, the commander must meet her ally’s gaze, and the ally must be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as the knight commander continues participating in the same battle. The target gains the following boosts: