The Commandant (A cavalier archetype)


Homebrew and House Rules


I have always liked the cavalier class, but rarely see my players choose it on account of the mount, so I took the marshal class from 3.5 which i enjoyed thoroughly and mashed them together. Forgive me if this has been done before, but as I am thinking about allowing this in the Wrath campaign I will be running soon and was looking for a little feedback.

The Commandant:
Some cavaliers care not for personal glory, they understand that the true road to victory lies with the help of a group of stalwart companions. These soldiers, dubbed commandants use all their skill and knowledge to push their compatriots to the pinnacle of performance in combat. To be a commandant is to know that you are a small, yet extremely vital part of something greater.

Aura of Command (Ex): The commandant exerts an effect on allies in his vicinity. He can produce different effects, or auras, over the course of his career. The commandant may project one minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the commandant uses a free action to dismiss it or activates another aura of the same kind (major or minor).
Activating and aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A commandant sizes up the enemy, allies, and the terrain, then gives allies the direction that they use to do their best.
Unless otherwise noted, a commandant's aura affects all allies within 60 feet (including himself) who can hear the commandant. An Ally must have have an intelligence score of 3 or higher and be able to understand the commandant's language to gain the bonus. A commandant's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
All bonuses granted by a commandant's aura are circumstance bonuses that do not stack with each other.
This ability replaces the Cavalier's mount
Minor Aura: A minor aura lets allies add the commandant's Charisma bonus (if any) to certain rolls.
Accurate Strike: Bonus on rolls made to confirm critical hits.
Art of War: Bonus on combat maneuver checks.
Demand Fortitude: Bonus on Fortitude saves.
Determined Caster: Bonus on rolls to overcome spell resistance.
Fleet of Foot: Bonus to Armor Class against attacks of opportunity.
Force of Will: Bonus on Will saves.
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.
Major Aura: Beginning at 2nd level, a commandant can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.
Hardy Soldiers: The commandant's allies gain damage reduction equal to the amount of bonus the aura provides. For example if the commandant is 10th level, everyone affected gains DR 2/-.
Motivate Ardor: Bonus on damage rolls.
Motivate Attack: Bonus on melee attack rolls.
Motivate Care: Bonus to Armor Class.
Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5X the amount of bonus the aura provides. For example, the allies of a 10th -level commandant (+2 major aura) add 10 feet to their base land speed.
Resilient Troops: Bonus on saves.
Steady Hand: Bonus on ranged attack rolls.

Hold the Line (Ex): At 3rd level, a commandant has mastered the ability to use his force of will to help his allies defend against anything the enemy can throw at them. He gains Coordinated Defense (Advanced Player's Guide page 156) as a bonus feat. In addition three times per day he may extend this feat as an immediate action to all allies affected by his aura for one round. This ability replaces cavalier's charge

Press the Advantage (Ex): Starting at 4th level, a commandant 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 commandant's turn is over (this may mean, for example, that an ally whose initiative count immediately follows the commandant's may get an extra move action from the commandant, followed directly by a full round worth of actions on the ally's turn.)
At 8th level, a commandant gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th, and five times per day at 20th level.
A character can take only one extra move action per round. (In other words, two commandants can't use this ability on the same round.) If an ally chooses not to take the extra move action, it is lost. This ability replaces expert trainer.

Battle Insight (Ex): At 11th level, as a swift action, a commandant can grant his Charisma modifier as an insight bonus on the attack rolls made by a single ally within line of sight that can both see and hear the commandant. That ally gains the bonus until the end of the commandant’s next turn. The commandant can use this ability a number of times per day equal to 3 + his Charisma modifier. This ability replaces mighty charge.

Flash of Brilliance (Ex): At 20th level the commandant can, in a moment of clarity, push his companions farther than they could ever imagine. As standard action, for a single round, all allies (But not the commandant himself.) within 60 feet gain the benefits of all the commandant's major auras. This ability can be used once a day + the commandant's Charisma modifiers. This ability replaces supreme charge.

On a side-note if anyone can come up with a better name feel free to let me know. Oh, and if this belongs in the conversion sub-forum feel free to move it there.


So I guess it's okay then?


Well as a comparison, check out;

Drejk's Captain Base Class subsequently published by Amora Games as the Commander Base Class.

or

Cheapy's Inspiring Commander Cavalier archetype.

Drejk's Captain/Commander is superficially similar to your Commandant with a suite of orders/commands/tactics. Cheapy's mashes the Bard's Bardic Performance as an [Ex] ability minus the Coutersong/Fascinate/more magical effects stuff. I'm playing one in a PbP now and it is sweet.

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