Kamina, a legendary prodigal overlord
Words are power, and not in that weird
way that truenames are magical. The prodigal overlord has the grand ability to encourage his closest allies into legendary feats and accomplishments in battle. As prodigal overlords advance, they become more adept at granting bonuses and powers to their allies through sheer charisma, so long as the allies remain close by. The central focus of the class is on it's cohort, who gains many more powers than your other allies by virtue of this class.
Diplomacy 9 ranks, Perform (oratory) 4 ranks
Ability to use 3rd level maneuvers, including at least two of either the Army of One
or Scarlet Bravura
Must have used inspiration alone to guide a team of your allies to defeat a foe with a CR two higher than the highest level member of your party.
Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Martial Lore, Perform (Oratory), Swim and Tumble.
Skill-points per level:
|1st||+1||+2||+0||+2||Stoke the flames|
|4th||+4||+4||+1||+4||Brothers in arms|
|10th||+10||+7||+3||+7||Invincible adamant brigade|
Weapon and Armor proficiencies:
|Level||Man. Known||Man. Readied||Stances Known|
Prodigal overlords gain no additional weapon or armor proficiencies.
At every odd-numbered level, a prodigal overlord gains new maneuvers known from the Army of One or Scarlet Bravura disciplines. You must meet a maneuver's prerequisite to learn it. You add your full prodigal overlord levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th and 9th levels, you gain additional maneuvers readied per day.
At 5th level, you learn a new martial stance from the Army of One or Scarlet Bravura disciplines. You must meet the stances prerequisites to learn it.
Stoke the Fires (Ex):
You know the power your words have to encourage your closest ally. At first level, you can take a swift action to encourage your ally, granting them a morale bonus on damage rolls equal to your Charisma modifier for a number of rounds equal to your class level. You may only use this ability on one ally at a time.
Audacious Warlord (Ex):
At 2nd level, your mastery as a natural leader advances. You gain a bonus to your leadership score equal to your class level.
At 3rd level, and again at 8th, you gain a bonus fighter feat for which you meet the prerequisites. Additionally, your prodigal overlord levels stack with fighter and warblade levels for determining effective fighter level for meeting the prerequisites of feats.
Brothers in Arms (Ex):
At 4th level, you and your cohort are part of a perfect warrior companionship. As long as you are adjacent to at least one ally, you and all allies gain the benefits of the Improved Uncanny Dodge class feature. In addition, as long as you and one or more adjacent allies threaten an enemy, you are all treated as flanking that enemy.
Adamant Camaraderie (Ex):
At 5th level, you learn a stance that can bolster your allies to new levels. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. When in this stance, all allies that can see or hear you gain an ongoing benefit, the benefit gained is chosen by the prodigal overlord from the list below. You may change the benefits from the list below as a swift action.
Your allies gain the slippery mind class feature. In addition, they gain a morale bonus on Will saves equal to your Charisma modifier.
Your allies gain a +30 ft. morale bonus to their base land speed. In addition, they gain a morale bonus on Reflex saves equal to your Charisma modifier.
Whenever one of your allies is reduced to half or less of their maximum hp, they gain fast healing equal to your Charisma modifier (maximum fast healing 5) for as long as their hp is below half maximum. In addition, they gain a morale bonus on Fortitude saves equal to your Charisma modifier.
Bravura Onslaught (Ex):
At 6th level, you know the perfect words to put your allies into a surging attack against your foe. As a swift action, you may make a Diplomacy check to rally your allies against one enemy, with a DC equal to 15 + twice that enemy's CR. If you do, then all your allies gain a morale bonus equal to your Charisma modifier on attack rolls against that foe and caster level checks to overcome that foe's spell resistance for one round.
Heaven-Piercing Fury (Su):
At 7th level, you learn the strike that pierces the very heavens with it's fury and power. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 6th level strike, and does not belong to any discipline. Initiating this strike requires a full round action, and you must be adjacent to at least one ally to initiate it. When you initiate this maneuver, both you and one adjacent ally may make a single melee attack. Each attack deals +10d6 damage. If you both attack and damage the same foe, then that enemy must make two Fortitude saves, both with a DC equal to 16 + your Charisma modifier. If he fails either one, then he is dazed for one round. If he fails both, he is instead stunned for 1d3 rounds.
Glorious Death (Su):
At 9th level, your power over your comrades is so encouraged by your charisma and prowess that in death and near death your soul empowers theirs. You gain the Diehard feat as a bonus feat. In addition, rather than dying at -10 hp, you die at -(10 + your Charisma modifier). Thus, a Prodigal Warlord with a Charisma score of 18 would die at -14 hp, not -10 hp. Finally, as long as you are below 0 hp (even if you are dead), all allies that are within 30 ft. of you or that saw you die gain a morale bonus equal to your Charisma modifier, maximum +5, on all attack rolls, damage rolls, and saving throws. In addition, they are treated as having one additional level in any class of their choice for determining what class features they gain, their effective class level, gaining new spells per day or spells known, and so on. These bonuses last for as long as you are below -0 hp. If you die, then they last for as long as you remain dead or until your allies next gain a level.
Invincible Adamant Brigade (Su):
At 10th level, your charisma and will does something outrageous and fantastic. As a swift action, you may manifest a powerful armor about you and your allies within 60 ft., a magical armament born of sheer bravura. Your armor grants you a +10 armor bonus to AC and damage reduction 10/adamantine. That gained by your allies grants a +6 armor bonus to AC, and damage reduction 5/adamantine. Your armor counts as heavy armor; your allies counts as light armor. Both armors have a maximum Dexterity bonus of 5, a 10% arcane spell failure chance, and no armor check penalty. In addition, the armors grant a drill-like natural weapon that deals 2d6 damage, plus one and a half times the wielder's Strength modifier, with a +5 enhancement bonus. In addition, once during the duration of this ability, you and each ally may, as a swift action, grant yourself the benefits of the haste
spell, with caster level equal to your initiator level, for one round. The manifested armor lasts for a number of rounds equal to your initiator level. You may use this ability once per encounter, and cannot use it outside of combat.