From Compendium of Worldly Lore
Sitting by the fireside in the camps of prehistoric people the wizened elder rasps out the history and legends of his people to a new generation. His voice rolls with thunder that rocked the sky when his people's heroes stole fire. The laughter of a thousand generations of tricksters cackles along with his humor. His lore embodies the past and so nourishes the future.
Becoming an elder requires extensive training. It also demands the utmost sacrifice. The elder must learn all the ancient lore. He must also give up thoughts of personal gain, self-promotion, or success. His focus becomes the future of his people Nothing else truly matters to him.
Not all elders live up to their lofty goals. Some use their position for petty gratification. Others betray the trust given them, using community resources for their own gain. These creatures drain the life from their homes, eventually either destroying them or being replaced by a more suitable candidate.
Role: Spell Utility
Characteristics: Old and wizened through experience, that can use their words to assault others
Source: Quintessential Bard
Game Rule Information
The Elder has the following game statistics.
Abilities: Wisdom for your auxiliary abilities to keep your air of being a wizened old adventurer. Charisma for bardic casting and your commanding voice.
Alignment: Any
Hit Die: d6
Starting Gold: N/A
Class Skills
The Elder's class skills are Alchemy (Int), Appraise (Int), Concentration (Con), Craft (any) (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Intuit Direction (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Scry (Int), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magical Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Elder.
Weapon and Armor Proficiency: A Elder is proficient with all simple weapons, light armor, medium armor and all shields except tower shields.
Wisdom of the Ages Ex: At 1st level the elder gets a +3 bonus on all bardic knowledge checks. This bonus improves to +5 at 3rd level and +7 at 5th level.
Voice of Command Su: At 2nd level the elder may issue a one-word command (as the spell Command) to any target that you successfully intimidate using an intimidate skill check. Issuing this command is a free action that can only affect a specific target once per day. The target does not get a saving throw or a spell or resistance check, but this is a mind affecting ability and subject to all of the restrictions associated with that.
Wisdom's Shield Su: At 3rd level the elder may add his Wisdom modifier to his AC, Fortitude saving throws and Reflex saving throws. These bonuses apply even if the elder is flat-footed, stunned, or otherwise incapacitated.
Wisdom's Sword Su: At 4th level the elder may verbally assault one target within 60 ft. The elder takes the opportunity to explain to the target, in detail, why he is a fool and why his actions will bring death and destruction upon him, his family, and his people. This assault is a standard action that takes a full round to come into effect. If the target fails a Will save with a DC 10+ Character level, he suffers a penalty to all rolls and skill checks equal to the elder's wisdom modifier for 3d4 rounds. The elder may use this ability a number of times per day equal to his Charisma modifier.
Will of the Ancients Su: At 5th level the elder gains the ability to contact the spirits of his ancestors. In effect he can invoke a Divination or Contact Other Plane spell once per day as a full round action.