Some bards make a lifelong mission out of their exceptional ability to direct troops on the battlefield, combining tactical insight with a preternatural skill at improving the teamwork of their allies in order to win the day. Such rearguards are masters at learning the strengths and weaknesses of those they fight alongside, and at employing those observations at the most opportune moments. The best of them are also skilled at determining the strengths and weaknesses of their enemies, as well as at countering some of those strengths with their own formidable abilities.
The rearguard is an archetype of the bard class.
Tactical Skills (Ex/Su)
At 1st level, a rearguard gains a set of abilities. Thhis ability can be used for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st, he can use tactical skills for 2 additional rounds per day. A swift action is needed to turn on one of the following abilities:
- Attack Support (Ex): A rearguard adds his own BAB directly onto the strikes of melee party members.
- Charge Assist (Su): A rearguard can transfer and channel a portion of his own MP (equal to his bard level, once per round) directly to his allies. If the rearguard runs out of MP, this ability immediately turns off and cannot be activated until he regains some MP.
- Defense Support (Ex): A rearguard reduces incoming physical damage dealt to party members by 2. This increases by 1 for every four bard levels thereafter.
- Hawk Eyes (Ex): A rearguard gains a +2 competence bonus to Perception skill checks. This bonus increases by 2 for every four bard levels thereafter.
- Morale Support (Ex): A rearguard adds a +1 morale bonus to attack rolls to his whole party. This bonus increases by 1 for every four bard levels thereafter.
- Recovery Support (Su): A rearguard gives Fast Healing 1 up to 50 % health to his whole party. This fast healing increases by 1 for every four bard levels thereafter.
- Tactical Reload (Ex): A rearguard grants his party the effects of the Rapid Reload feat.
These abilities replace bardic performance and all bardic performance abilities.
Coordinated Strike (Su)
At 2nd level, a rearguard is able to direct his allies to coordinating their attacks upon a single target to devastating effect. As a swift action, the rearguard can declare one target within his line of sight as the primary foe. All allies within 30 feet, including the rearguard himself gain a +1 competence bonus to attacks against the primary foe until the beginning of the rearguard’s next turn. At 5th level and every four levels thereafter, this bonus increases by 1. This ability may be used a number of times per day equal to 3 + the rearguard’s Charisma modifier.
This ability replaces versatile performance.
Teamwork Feat
At 3rd level, and every three levels thereafter, the rearguard gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The rearguard must meet the prerequisites of the selected bonus feat.
As a standard action, the rearguard can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat he has already learned. In effect, the rearguard loses the bonus feat in exchange for the new one. He can only change the most recent teamwork feat gained. Whenever he gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An rearguard can change his most recent teamwork feat a number of times per day equal to his Charisma modifier.
This ability replaces inspiration.
Group Tactics (Ex)
At 4th level, all of the rearguard’s allies are treated as if they possessed the same teamwork feats as the rearguard for the purpose of determining whether the rearguard receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the rearguard to receive the listed bonus.
This ability replaces wide audience.
Master Tactician (Ex)
At 7th level, a rearguard can always act in a surprise round even if he fails to make a Perception check to notice enemies, though he is considered flat-footed until he acts. In addition, the rearguard gains a bonus on initiative checks equal to half his bard level. At 20th level, a rearguard’s initiative roll is automatically a natural 20. Allies able to see and hear the rearguard gain a bonus on initiative checks equal to 1/4 the rearguard’s bard level. This is a language-dependent ability.
This ability replaces skilled performer and unstoppable performance,
