I've been playing around with this some more. With the Regent Master class in play, it has actually relieved my ambition to try to make this class all things to all people. Baron is intended to be sort of the mirror image of Gallant, the guy who owns the castle rather than the guy who serves in one. I've also realized that Blade Practice marries the class unnecessarily to a particular style (even though I liked the imagery), as there is no reason a Baron couldn't be a master archer or even a minor magician rather than a melee character. For the game-breaker, I inverted the Paladin's speciality. The Baron can plow through lesser foes, but against truly superior opponents, he must confront his fate... or convince a champion to confront it for him. I gave in and made him explicitly a backer, though he remains somewhat of a hybrid social character.
The Baron is a cunning warrior and an able leader. The Baron's power derives not from a life of privilege, but from formidable personal
skills, used in the service of his domain. Whether negotiating alliances or storming the walls, the Baron's unyielding self-confidence and acumen put him head and shoulders over his rivals.
Depending on your campaign, a Baron could be...
An ambitious lord, driving back anarchy and the wilderness to expand his territory
A loyal governor, maintaining an iron grip throughout the province
A heroic knight, filling his manor's great hall with trophies of his victories
A dashing noble, whose martial valor provides a counterweight to discontent among the lords
A mercenary, setting forth from his private keep when gold and glory beckon once again
Party Role: Combatant/Backer. You're a lion in battle. You inspire trust, or at least cooperation, in others, and your personal resources give
pause to those who would stand in your way.
Requirements: Cha 13+, Resolve 4+ ranks, Tactics 4+ ranks, Contempt feat
BAB high, Reflexes low, Fortitude low, Will medium, Defense medium, Initiative medium, Lifestyle high, Legend medium
Favored Attributes: Strength, Charisma, Intelligence
Skills: Athletics, Haggle, Impress, Intimidate, Notice, Resolve, Ride, Sense Motive, Survival, Tactics.
Skill Points: 6 + Int modifier per level
Vitality: 9 + Con modifier per level
1 Perilous siege, loyal armsmen
2 Land and title
4 Battle planning I, Well-Equipped
5 Rise to Power
6 - Self-confidence +1
7- Fortunes of war I, Fiefdom
8 Battle planning II, bonus feat
9 Rise to Power
10 Self-confidence +2, Lord of War
Loyal armsmen: You gain the Followers feat, the followers consisting of Men-at-arms. You may gain the Followers feat a second time, as your
character options allow.
Perilous siege: You gain Pathfinder Basics (Indoor/Settled) as a bonus feat. You also gain the Warding Strike trick.
Land and title: At Level 2, you receive a 20% discount when purchasing or improving holdings. Also, NPCs automatically know your name and title.
Fiefdom: At Level 3, you gain 30 Reputation which must be spent on Holdings. At Level 7, you receive an additional 30 Reputation.
Rise to Power: At Levels 5 and 9, you gain 1 Lifestyle or your Noble Renown increases by 1.
Battle planning I: At Level 4, you gain battle planning (as the Captain class).
Battle planning II: At Level 8, you gain two additional battle plans (total 4).
Well-equipped: At Level 4, choose mounts, one class of vehicles, or siege weapons. You gain a 20% discount when purchasing gear and related gear from those categories.
Self-Confidence: At Levels 6 and 10, your Wisdom and Charisma scores each rise by 1.
Fortunes of war I: At Level 7, you gain Damage Reduction 1. During dramatic scenes, this DR increases to 2.
Bonus feat: At Level 8, you gain a bonus Style, or Terrain feat.
Lord of War: At Level 10, you gain an insight bonus to Defense equal to your Wisdom bonus (minimum +1) against standard characters. Against standard characters, your threat range increases by your Charisma bonus (minimum 1).