Fighter-Commander

Commander Fighters have the following statistics.

Abilities:

Alignment: Any

Hit Die: D10

Class Skills: The Fighter Commander's class skills are Ride (Dex), Knowledge (architecture & engineering) (Int), Profession (siege engineer) (Wis), Sense Motive (Wis), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha)

Skills Points: 2 + Int modifier, ×4

Class Features

Weapon and Armor Proficiency: A commander is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Commander Bonus Feats: At 1st level, a commander gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the Commander Feat List noted below. A commander must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These Commander Feats are in addition to the feat that a character of any class gets from advancing levels.

Commander Ability: The commander may choose not to take a Commander Feat and take a Commander Ability at 4th level or above, the abilities to choose from are, Helpful Hints, and Rallying Speech.

Helpful Hints (Ex): The commander can make an ‘Aid Other’ action to grant a bonus to AC or attack rolls from up to 60’ away. In melee combat, a commander can help an ally attack or defend by distracting or interfering with an opponent. If you’re in position of an opponent that is engaging an ally in melee combat, you can attempt to aid your ally as a standard action. You make an attack roll against AC 10. If you succeed, your ally gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack, the commander’s choice, as long as that attack comes before the beginning of the commander’s next turn. Multiple characters can aid the same ally, and similar bonuses stack.

Rallying Speech (Ex): Either before or during battle, the Commander can make a speech as a Full Round Action. All allies within 60’ gain a +1 Morale bonus on attacks for 1 round + 1 round(s) for every point the Commander beats a DC15 on a Diplomacy check. Usable once per 2 Commander levels. Cannot be taken until Commander level 2.

Commander Feat List

Alertness, Animal Affinity, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Great Fortitude, Greater Weapon Focus, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Overrun, Improved Shield Bash, Iron Will, Leadership, Mobility, Mounted Combat, Negotiator, Persuasive, Power Attack, Quick Draw, Spring Attack, Toughness, Weapon Focus, Whirlwind Attack.