A chieftain is a powerful tribal leader and military commander, known for commanding absolute authority through raw strength, combat prowess, and intimidation. They lead warbands, rule settlements, and represent the apex of social hierarchies.
The chieftain is an archetype of the summoner class, available only to goblin, kobold, orc, or trollkin summoners.
Summon Minion (Su)
At 1st level, as a standard action, a chieftain gains a pool of minions he can summon. The number of minions summoned is equal to double his summoner level. These minions are the same race as the chieftain, using a 1st-level NPC class. These minions uses the following stat array: The ability scores are: 15, 14, 13, 12, 10, and 8. Plus their racial stats.
Starting at 4th level, a chieftain gains a choice of: Archer, Black Mage, Knight, or Warrior for his minions instead of NPC classes.
Starting at 7th level, a chieftain gains a choice of: Berserker, Gunner, Thief, or White Mage for his minions instead.
At 5th level and every five summoner levels thereafter, the level of these minions increases by 1.
This ability replaces the summoner’s normal avatar ability.
Armed Minion (Ex)
When the chieftain summons his minions, he may add an extra 150 lbs of metal equipment, plus an additional 10 lbs per two summoner levels of a worth of equal to or less than 10 gil per summoner level, to arm his minions with. Equipment treated as worn (-1 to attack or -1 AC). The items immediately shatter when the minion is destroyed or if the minion is not wielding/wearing them. At 10th level, equipment loses the worn trait. At 15th level, the items gain the masterwork trait. At 20th level, the items gain a +1 enhancement bonus.
This ability replaces summon gear.
Minion Targeting (Su)
At 2nd level, a chieftain can cast spells through his minions up to 100 feet away.
This ability replaces life link.
Minion Legion (Ex)
At 3rd level, a chieftain installs more teamwork in his minions. Pick a teamwork feat. From now on, when he summons his minions, the minions come into being with this teamwork feat. The minions must otherwise meet the prerequisites of the teamwork feat. In addition, his minions gain a +2 dodge bonus to AC against attacks of opportunity from movement.
At 6th level and every 3 summoner levels thereafter, a chieftain can choose an additional teamwork feat.
This ability replaces summoner bonds, counter-summon, balanced summoning, weaken summoning, and merge forms.
Minion Mastery (Su)
All minions summoned by a chieftain who has reached 13th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die.
This ability replaces life bond.
Warchief (Ex)
At 20th level, all allies (of the same race) and minions within 100 feet of the chieftain gain a +5 morale bonus to all attack/damage rolls, saving throws, and skill checks.
This ability replaces twin avatar.