Garleans are known for their ineptitude for magic, but some are such influential beings that their tactics almost feel like magic. Inspiring leaders stir their companions into action, with morale and competence! These commandants specialize in assisting others in combat, providing bonuses and supervision rather than physical might.
The commandant is an archetype of the knight class, available only to garlean knights.
Archetype Main Ability Scores:
The commandant mainly focuses on STR for martial combat and CHA for their class features.
Archetype Feature Replacements:
1st – Defensive Stance. 2nd – Stand Firm. 3rd – Shield Block. 4th – Active Defense. 8th – Courtly Refinement. 11th – Improved Defensive Stance. 13th – Counterattack. 17th – Tireless Stance. 20th – Superior Defensive Stance.
Commander’s Aura (Ex)
At 1st level, the commandant can project an aura that provides a beneficial effect to him and all allies that see or hear him (limited to within 60ft if there are more than 10 allies). Projecting the aura is a move action, switching which bonuses it provides is a swift action, and ending the aura is a free action. At 7th level, the aura bonuses can also be switched as an immediate action. All bonuses from this ability (except temporary hit points and fast healing) are morale bonuses. The aura can remain active for a number of rounds per day equal to (2 + 2 per knight level + his Charisma modifier). The Community-Minded trait does not affect this ability, instead granting it 2 additional rounds per day. This ability is a verbal/visual, mind-affecting effect. The following are available aura effects:
- Armored Adage: Allies gain DR 2/-, increased by 2 per 4 knight levels after 1st.
- Buffering Encouragement: Allies gain temporary hit points equal to (knight level + his Charisma modifier). These hit points last as long as the aura does (even if the aura effect is swapped). While this effect is active, the temporary hit points it grants to allies refresh at the start of their turns.
- Defensive Stratagem: Allies gain a bonus to AC equal to (+1, +1 per four knight levels after 1st).
- Destructive Counsel: Allies gain a bonus to weapon damage rolls equal to (+2, +2 per four knight levels after 1st).
- Healing Lesson: Allies gain fast healing 2, increased by 2 per three knight levels after 1st.
- Resilient Recommendation: The commandant chooses an element when this effect begins – allies gain ER 3 against it, increased by 3 per three knight levels after 1st.
- Tactical Advice: Allies gain a bonus to combat maneuver checks equal to (+1, +1 per four knight levels after 1st).
- Valiant March: Allies gain a bonus to their speeds equal to (+10ft, +10ft per three knight levels after 1st).
- Warding Warning: Allies gain a bonus to saving throws equal to (+1, +1 per four knight levels after 1st).
This ability replaces defensive stance, improved defensive stance, tireless stance, and superior defensive stance.
Banner (Ex)
At 2nd level, the commandant gains and bestows special effects while displaying a banner. He also obtains a free mundane banner. This ability affects the commandant and all allies that see him and his banner (limited to within 60ft if there are more than 10 allies). The commandant may swap which banner effect he has active as a full-round action, but this may only be done outside of combat while undisturbed. Active banner abilities are used by waving the banner (or the relevant weapon or shield) as a standard action. All bonuses from this ability (except temporary hit points) are morale bonuses that stack with all others except an identical banner ability. The following are available banner abilities:
- Fleet Standard: Allies gain a bonus to their speeds equal to (5ft, +5ft per 5 knight levels), as well as a +1 dodge bonus to AC.
• At 14th level: Allies also gain a +1 bonus to saving throws against effects that target an area.
• Active: Allies up to (his Charisma modifier) may use an immediate action to move up to their speeds. - Inspiring Standard: Allies gain a bonus on saving throws against mind-affecting effects equal to (+1, +1 per 5 knight levels).
• At 14th level: When combat begins, allies gain temporary hit points equal to (knight level + his Charisma modifier).
• Active: Allies up to (his Charisma modifier) may attempt a new saving throw against a status effect, ending it if successful. - Jinx Standard: Allies gain a +1 bonus to the DCs of their abilities and spells. They also gain a bonus to caster level checks equal to (+1, +1 per 5 knight levels).
• At 14th level: Allies also gain a +1 bonus to saving throws against damaging effects.
• Active: Allies up to (his Charisma modifier) may attempt a Demoralize check as an immediate action. - Knave Standard: Allies gain a +1 bonus to flanking attacks. They also gain a dodge bonus to AC against attacks of opportunity equal to (+1, +1 per 5 knight levels).
• At 14th level: Allies gain sneak attack (+1d6).
• Active: Allies up to (his Charisma modifier) may attempt a feint or combat maneuver without provoking attacks as an immediate action. - Stalwart Standard: Allies gain a +1 bonus to weapon damage. They also gain a bonus to CMD equal to (+1, +1 per 5 knight levels).
• At 14th level: Allies count as one size larger for the purpose of being affected by combat maneuvers.
• Active: Allies up to (his Charisma modifier) can move up to 10ft, ignoring difficult terrain and without provoking attacks, as an immediate action.
This ability replaces stand firm.
Knight Talents (Ex/Su)
At 2nd level, the commandant loses access to knight talents that require defensive stance, but can choose mounted talents instead, using his knight level as his chocobo knight level for mounted talent prerequisites, although he cannot choose the Tactician mounted talent. He also gains access to the following knight talents:
Exemplary Tactics (Ex): The commandant gains an additional teamwork feat he qualifies for as a bonus feat that is swappable with Battlefield Tactics, and the amount of feats he grants at a time with Commander’s Aura (and may swap with aura effects) increases by 1. This talent may be taken an additional time at 14th knight level. Prerequisite: Knight 8.
Teamwork Feat (Ex): The commandant gains a teamwork feat he qualifies for as a bonus feat. This talent may be taken multiple times.
These abilities may replace knight talents.
Battlefield Tactics (Su)
At 3rd level, the commandant gains a teamwork feat he qualifies for as a bonus feat. At the start of each day, he may swap this feat out for any other teamwork feat he qualifies for. When the commandant activates Commander’s Aura or swaps its effects, he may choose one teamwork feat he possesses, granting it to all allies affected by the aura; allies do not need to meet the feat’s requirements. Only one feat at a time may be granted by this effect – swapping it (by swapping aura effects) cancels prior feats. This ability allows the Commandant to qualify for the Strategic Supremacy advanced mounted talent – he may count an activation of Commander’s Aura (but not its effect swapping) as a usage of Tactician for purposes of Strategic Supremacy by spending 1 extra round of Commander’s Aura.
This ability replaces shield block.
Aura of Competence (Su)
At 4th level, the commandant gains a passive 20ft aura which grants allies a +2 (competence) bonus against mind-affecting effects and to attack and weapon damage rolls. At 10th and 16th levels, the commandant may choose to increase the bonus by +2 or aura range by 20ft; he cannot choose the same upgrade both times.
This ability replaces active defense.
Chivalry’s Call (Ex)
At 8th level, a commandant can appeal to the honor of his comrade, freeing them from outside control. As a swift action, a commandant may expend 3 rounds of his Commander’s Aura to allow an ally within the range of his Aura to make another saving throw against a mind affecting effect, using the commandant’s total bonus to Will saving throws or their own bonus, whichever is higher.
This ability replaces courtly refinement.
Dual Aura (Ex)
At 13th level, whenever a commandant projects a commander’s aura, he can choose to provide two abilities with his aura without expending additional rounds, rather than just one.
This ability replaces counterattack.
