Battle Paragon

**Alignment:** Any

**Hit Die:** D10

**Class Skills:** 2+ Int mod. Acrobatics, Bluff, Climb, Craft, Diplomacy, Intimidate, Knowledge (History), Knowledge (Martial), Perception, Ride, Sense Motive, Stealth, Survival, Swim.

**Role:** The Battle Paragon understands combat to an extent most others can only dream of reaching. They are able to direct others in order to most efficiently control the battlefield, with a few tricks up their sleeves to turn the tides in a pinch.

**Proficiencies:** All armor, shields, tower shields, all simple and martial weapons, one exotic or eastern weapon of your choice.

**Battle Ready:** At first level, as part of the initiative check, you may choose a number of allies equal to your Int mod within 30 ft. They gain a +2 bonus to initiative. You may include yourself in this choice. This increases to +4 at fourth level and to +6 at eighth level.

**Give Orders:** At first level, you may spend either a move or standard action (or both) to give an ally that can hear you a move action on your turn. At fifth level, you can give a standard action instead with either a move or standard action.. At tenth level, you may give a full-round action instead by spending a full-round action. At fifteenth level, you may choose to spend a full-round action to give two allies either a single move or single standard action each. You may choose which type each gets. At twentieth level, you may spend a full-round action to give three allies a move or standard action in the same way.

**Tough:** At second level, you gain toughness as a bonus feat.

**Tactician:** At third level, three times per day, you may give a bonus to AC, attack rolls, or damage rolls equal to half of your level in this class to one ally per two levels for one minute as a swift action. Increase this bonus by +1 if you chose that ally for Battle Ready or Give Orders this round. This bonus  increases to +2 if both apply. At eleventh level, this bonus can apply to saves or skill checks. The bonus applies to the same thing for all allies.

**Inspire Vitality:** At sixth level, as a standard action, you can give 10 temporary hit points to all allies within 30 ft. This increases to 20 temporary hit points at twelfth level, and 40 temporary hit points at eighteenth level.

**Right Hand:** At seventh level, you gain a cohort as if you had the Leadership feat. If you later gain the Leadership feat, that cohort's maximum level is equal to your own -4. Your right hand must be of the same type as you.

**Prime Target:** At ninth level, you may declare a prime target as a move action once per day. The prime target takes a -4 penalty to AC and all critical threats against the target are automatically confirmed.

**Fight On:** At thirteenth level, once per day as an immediate action when you or an ally is subjected to an ill effect, they may put off the effect for a number of rounds equal to your Int modifier. This time does not count against the effect's duration, and after those rounds are up you are effected as normal (unless certain measures are taken, such as putting off the effects of a poison for three rounds, and someone else casting *Remove Poison* on the second round). Alternatively, when you or an ally is reduced to zero or fewer hit points, you continue to fight as normal for a number of rounds equal to your Int modifier, no matter how much damage they accumulate. After the duration of this, you die as normal if your hit points are still below zero.

**Indomitable:** At fourteenth level, you add your Battle Paragon level to all saves against charms, illusions, and compulsions.

**Calculating:** At sixteenth level, you add your Int mod to Diplomacy, Sense Motive, and Perception checks in addition to the relevant ability score.

**Exemplary Style:** At seventeenth level, you gain the ability to enter an exemplary style stance. In addition, you gain an exemplary action. Choose any combination of three Move actions, Combat Maneuvers, or Attacks. Once chosen they cannot be changed, and they must occur in the order of Move actions, Combat Maneuvers, and Attacks. The Combat Maneuver(s) chosen must be specific, such as sunder or grapple. While using this style, you gain a +10 ft move speed if your style includes at least one move action, a +10 bonus to CMB if your style includes at least one Combat Maneuver, and a +10 bonus to damage if your style includes at least one attack. Entering exemplary style is a swift action. You may execute your exemplary action as a full-round action three times per day. The attacks, if chosen, can be special attacks that require a standard action (except a charge). For example, your exemplary action could be a move action, an attack, and an attack; both of these attacks could be *Vital Strikes* if you have that feat and choose to do so.

**Weapons Expert:** At nineteenth level, you gain the benefit of having *Improved Critical, Weapon Focus,* and *Weapon Specialization* with any weapon you spend at least one minute studying. If you study a new weapon, you lose these benefits with any weapon you have previously studied in this way.

**True Paragon:** At twentieth level, you truly become the greatest warrior and tactician. Choose two of the following:

* You automatically confirm all critical threats
* Your critical multiplier increases by 1
* You may add an additional critical feat effect on a critical hit
* Your critical threat range increases by 1 (20 becomes 19-20, 19-20 becomes 18-20, 18-20 becomes 17-20, 17-20 becomes 16-20, 16-20 becomes 15-20, and 15-20 becomes 14-20)