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The commander transforms the traditional stalwart guardian into a true leader on the field of battle, inspiring their allies and orchestrating victory through tactical brilliance. These knights lead from the front, not just by example of their martial prowess, but by issuing precise commands and radiating an aura of unwavering resolve. They are less focused on dealing raw damage and more adept at bolstering their comrades, granting timely buffs, creating tactical openings, and protecting the vulnerable through well-placed directives and defensive formations. Their unique blend of strength and strategic acumen often sees them investing in Charisma alongside their martial stats, reflecting their influence and foresight. A commander truly shines when surrounded by allies, ensuring that every member of the party fights smarter, harder, and as one cohesive unit against the gravest of threats, turning a desperate skirmish into a decisive triumph.

The commander is an archetype of the knight class.

Auras (Ex)

The commander exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The commander may project one minor aura and (starting at 4th level) one major aura at a time.

Projecting an aura is a swift action. The aura remains in effect until the commander uses a free action to dismiss it or activates another aura of the same kind (major or minor). A commander can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the commander takes his first turn.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A commander sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.

Unless otherwise noted, a commander’s aura affects all allies within 15 feet (including himself) who can hear the commander. An ally must have an Intelligence score of 3 or higher and be able to understand the commander’s language to gain the bonus. A commander’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.

A commander begins play knowing one minor aura of his choice. For every three knight levels after 1st, he gains access to 1 new aura.

All bonuses granted by a commander’s auras are morale bonuses that do not stack with each other. The commanders gain uses of his auras per day equal to 3 + his knight level, minor auras take 1 use whereas major auras take 2 uses.

Minor Aura (Ex)

A minor aura lets allies add the commander’s Charisma bonus (if any) to certain rolls as a morale bonus.

  • Accurate Strike: Bonus on rolls made to confirm critical hits.
  • Art of War: Bonus on disarm, trip, bull rush, and sunder combat maneuvers.
  • Demand Fortitude: Bonus on Fortitude saves.
  • Determined Caster: Bonus on rolls to overcome spell resistance.
  • Force of Will: Bonus on Will saves.
  • Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
  • Master of Tactics: Bonus on damage rolls when flanking.
  • Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
  • Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
  • Motivate Dexterity: Bonus on Dexterity checks and Dexterity-based skill checks.
  • Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
  • Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
  • Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
  • Over the Top: Bonus on damage rolls when charging.
  • Watchful Eye: Bonus on Reflex saves.

This ability replaces defend ally.

Rapid Tactician (Ex)

At 1st level, as a move action, the commander can grant any teamwork feat he knows to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two knight levels the commander possesses. Allies do not need to meet the prerequisites of these bonus feats. The commander can use this ability once per day at 1st level, plus one additional time per day at 4th level and for every three knight levels thereafter. Furthermore, the commander adds his Charisma modifier to initiative, in addition to his Dexterity modifier.

This ability replaces defensive stance.

Inspiration (Su)

During battle, the commander exhorts his comrades with words of courage and determination. At 3rd level, this inspiration affects all allies within a 30-foot radius centered on the commander, and bestows 1d6 temporary hit points, plus 1d6 additional points for every two knight levels beyond 3rd (2d6 at 5th, 3d6 at 7th, and so on) These temporary hit points last until the encounter ends, or until they are removed through damage, but otherwise stacks with other class features that grant temporary hit points. A commander may inspire a number of times per day equal to 3 + his Charisma modifier. This is a move action and does not provoke an attack of opportunity. The commander can choose whether or not to include himself in this effect. This is a language-dependent ability.

This ability replaces shield block.

Put Your Heart Into It (Ex)

At 4th level, as a free action, when the commander uses his rapid tactician ability with a teamwork feat or uses aid another, he can grant affected allies 1d6 temporary hit points per four knight levels he possesses. These temporary hit points last for 10 minutes or until depleted and stacks with other class features that grant temporary hit points. An ally can only gain these temporary hit points once per minute. If an ally receives temporary hit points from this ability while still having temporary hit points from a previous use of this ability, the temporary hit points do not stack and they take whichever value is the highest. This ability can be used a number of times per day equal to 3+ the commander’s Charisma modifier.

This ability replaces active defense.

Major Aura (Ex)

Beginning at 4th level, a commander can project a major aura in addition to his minor aura. For every four knight levels after 4th, he gains a new major aura. A major aura lets allies add +1 morale bonus to certain rolls. This bonus improves by +1 at 8th, 12th, 16th, and 20th level.

  • Hardy Soldiers: The commander’s allies gain damage reduction equal to double the bonus the aura provides.
  • Motivate Ardor: Bonus on damage rolls.
  • Motivate Attack: Bonus on melee attack rolls.
  • Motivate Care: Bonus to Armor Class.
  • Motivate Urgency: Allies’ move speed is increased by 10 feet × the amount of bonus the aura provides.
  • Resilient Troops: Bonus on all saves.
  • Resist the Elements: The commander’s allies gain elemental resistance equal to double the bonus the aura provides.
  • Steady Hand: Bonus on ranged attack rolls.

This ability replaces bulwark.

Grant Move Action (Ex)

Starting at 5th level, a commander can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order.

This extra action does not affect the allies’ initiative count; the round continues normally after the commander’s turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the commander’s may get an extra move action from the commander, followed directly by a full round worth of actions on the ally’s turn.)

At 10th level, a commander gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 15th level, and four times per day at 20th level.

A character can take only one extra move action per round. (In other words, two commanders can’t use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.

This ability replaces deft shield.

Inspiring Voice (Ex)

At 5th level, a commander can use aid another to assist an ally within 30 feet. When using aid another on a non-adjacent ally, you make a DC 10 Perform (oratory) check instead of the normal roll.

This ability replaces armored defense.

Bolster the Troops (Su)

At 6th level, the commander can, as a standard action, issue a bolstering command to his allies. The bolstering command affects one ally plus one additional ally for every three knight levels you possess. All allies must be within 30 feet of him. Affected allies gain a +2 insight bonus on attack rolls, AC, and combat maneuver defense for one round. In addition, they gain a number of temporary hit points equal to his Charisma modifier. These temporary hit points last for one minute or until used up. Temporary hit points gained from this ability do not stack with each other, but stacks with other class features that grant temporary hit points. At 10th level and every four knight levels thereafter, the range of this ability increases by 15 feet. This is a language-dependent, mind-affecting effect.

This ability replaces fortress of defense.

Inspiring Speech (Ex)

At 8th level, a commander can give an inspiring speech as a standard action once per day. If he does, all allies who can hear his speech gain the benefits of inspire courage, granting bonuses 1 lower than those granted by a bard of the commander’s knight level, lasting 1 round per knight level + his Charisma modifier (abilities that affect a bardic performance, such as Lingering Performance, have no effect on this ability). At 13th level, he can perform the speech as a move action, and at 18th level, he can perform the speech as a swift action.

This ability replaces courtly refinement.

Inspire Greatness (Ex)

At 10th level, a commander gains an additional daily use of his inspiring speech ability, and he can also choose to use his inspiring speech to grant the effects of inspire greatness to one ally (instead of inspire courage). For every two knight levels a commander attains beyond 10th, he can target one additional ally while using this ability (up to a maximum of six at 20th level). This ability functions in all other respects like the bard’s inspire courage ability. Whichever inspiring speech he chooses to use, if the commander uses an inspiring speech before the duration of his previous inspiring speech ends, the new inspiring speech replaces the old speech.

This ability replaces stalwart.

Greater Tactician (Ex)

At 11th level, the commander receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The commander can grant this feat to his allies using the rapid tactician ability. Using the rapid tactician ability is a swift action.

This ability replaces improved defensive stance.

Quick Move (Ex)

At 12th level, the commander can use his grant move action class feature as a swift action instead.

This ability replaces knight’s vigilance.

Tactical Mastery (Ex)

At 13th level, the commander can use her rapid tactician ability as a swift action.

This ability replaces counterattack.

Inspire Heroics (Ex)

At 15th level, a commander gains an additional daily use of his inspiring speech, and he can also choose to use his inspiring speech to grant the effects of inspire heroics to one ally (instead of inspire courage or inspire greatness). For every 2 knight levels a commander attains beyond 15th, he can target one additional ally while using this ability. This ability functions in all other respects like the bard’s inspire courage ability.

This ability replaces steel defense.

Bless Army (Su)

At 17th level, a commander can raise his banner high and give a blessing to the allies he is leading. The commander’s allies within 30 feet gains a bonus equal to the commander’s Charisma modifier to their attack rolls and AC. This is a sacred bonus if the commander is good-aligned, and it is a profane bonus if the commander is evil-aligned. Using this ability requires the commander to expend two uses of his inspiring speech ability. This bonus lasts for 1 encounter, and it must be performed before initiative starts for the encounter. If this is performed when a mass combat is not imminent, the inspiring speech is spent without granting any bonus.

This ability replaces tireless stance.

Master Tactician (Ex)

At 17th level, the commander receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The commander can grant this feat to his allies using the rapid tactician ability. Whenever the commander uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.

This ability replaces champion defense.

Supreme Inspiration (Ex)

At 20th level, inspiring commands become more effective. All bonuses from inspire courage increase by one. Inspire greatness grants one additional temporary hit point per hit die, including the bonus hit die given. Inspire greatness and inspire heroics can affect one additional creature.

This ability replaces superior defensive stance.