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Focuses on directing your allies to provide them and yourself with a tactical advantage in combat, as well as attracting followers and cohorts. Sample feats include Coordinate Attacks, Leadership, Negotiator, and Tactical Advisor. Fighters may select Command feats as bonus feats.




All-Out Assault

[Command]

Prerequisite: Cha 15, base attack bonus +18, any 4 command feats.

Benefit: You can use this feat as a move action. Until the beginning of your next turn, whenever an ally's turn begins and he is within 10 ft. from you and can hear and understand you, he gains one full-attack action in addition to his normal actions this turn. If you do, you become fatigued.

If you are already fatigued, you become exhausted instead, and if you are already exhausted you become unconscious. If you are immune to fatigue, you instead become dazed.

 

Barrage

[Archery, Command]

Prerequisites: Cha 13, Point Blank Shot, Persuasive.

Benefit: All of your allies within 30 ft. gain the Point Blank Shot feat. Every two such allies (but no more than 6) count as one archery feat for the purpose of determining your Point Blank Shot's effectiveness.

If you have 5 command feats, same is true for Far Shot if you have this feat.

If you have 7 command feats, same is true for Precise Shot if you have this feat.

 

Battle Support

[Command]

Prerequisites: Cha 13.

Benefit: You can take the Aid Another action as a free action once per round, and an extra time per round for every 2 command feats you have. Each action must be directed at a different ally.

If your base attack bonus is at least +1, you don't have to make an attack roll as a part of an Aid Another action.

If you have 5 command feats, benefits of Aid Another actions performed by you or your allies within 30 ft. are doubled.

If you have 9 command feats, every ally within 30 ft. that can hear and understand you can use an Aid Another action as a free action once per round.

 

Coordinate Attacks

[Command]

Prerequisite: Cha 13, base attack bonus +6.

Benefit: All of your allies within 10 ft. gain a +1 morale bonus, and an extra +1 for every 2 command feats you have, on attack and damage rolls against flanked opponents.

If there are at least 2 such allies, you gain the benefits of this feat as well.

 

Drill Seargant

[Command, Weaponry]

Prerequisites: Cha 13, Persuasive, Weapon Focus.

Benefit: All of your allies within 30 ft. gain the Weapon Focus feat. Every two such allies (but no more than 6) count as one Weaponry feat for the purpose of determining your Weapon Focus's effectiveness.

If you have 5 command feats, same is true for Parry if you have this feat.

If you have 7 command feats, same is true for Greater Weapon Focus you have this feat.

 

Epic Leadership

[Command, Epic]

Prerequisites: Cha 25, Leadership, Leadership score 25.

Benefit: You attract a cohort and followers as shown on Table: Epic Leadership. In all other ways Epic Leadership functions as the Leadership feat.

Normal: The Leadership feat provides no benefit for leadership scores beyond 25.

Table: Example Special Epic Cohorts presents some creatures that make good cohorts for epic characters.

 

Expose Weakness

[Command]

Prerequisite: Cha 13, base attack bonus +6.

Benefit: All of your allies within 10 ft. gain a +1 morale bonus, and an extra +1 for every 2 command feats you have, on attack and damage rolls when making attacks against flat-footed opponents and when making attacks of opportunity.

If there are at least 2 such allies, you gain benefits of this feat as well.

 

Incite Fury

[Command, Power]

See Power feats.

 

Incite Hatred

[Command, Epic]

Your hatred is so all-encompassing that it inspires your allies.

Prerequisites: Cha 25, 5 Favored Enemy class abilities (need not be different creature types).

Benefit: All allies within a 30 foot radius gain a +2 damage bonus against any of your favored enemies. This benefit lasts 1 round per Command or Epic feat you have after the ally has left the area of effect.

Special: For those with a divine aura, the range of this ability is increased to affect all allies within it.

 

Inspired Leadership

[Piety, Command]

See Piety feats.

 

Inspiring Leader

[Talent, Command]

See Talent feats.

 

Leadership

[Command]

Prerequisite: Character level 6th.

Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit.

Leadership Score

A character’s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character’s Leadership score, as detailed above.

Cohort Level

The character can attract a cohort of up to this level. Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to the leader’s alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own.

Cohorts earn XP as follows:

The cohort does not count as a party member when determining the party’s XP.

Divide the cohort’s level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort).

Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort’s total.

If a cohort gains enough XP to bring it to a level one lower than the associated PC’s character level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level.

Number of Followers by Level

The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat.

Followers don’t earn experience and thus don’t gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)

Leadership Modifiers

Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Cha modifier). A character’s reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score, see Table: Reputation.

Other modifiers may apply when the character tries to attract a cohort, see Table: Attracting Cohorts.

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the modifiers that apply on Table: Attracting Followers.

Also see the Leadership skill.

 

Legendary Commander

[Command, Epic]

Prerequisites: Cha 25, Epic Leadership, Leadership, Diplomacy 30 ranks, must rule own kingdom and have a stronghold.

Benefit: Multiply the number of followers of each level that you can lead by 10. This has no effect on cohorts.

 

Mageslayer

[Command, Spirit]

Prerequisites: Cha 13, Mind over Magic, Persuasive.

Benefit: All of your allies within 30 ft. gain the Mind over Magic feat. Every two such allies (but no more than 6) count as one Spirit feat for the purpose of determining your Mind over Magic's effectiveness.

If you have 5 command feats, same is true for Resist Divine Domination if you have this feat.

If you have 7 command feats, same is true for Resist Arcane Domination you have this feat.

 

Manslaughter

[Command, Murder]

Prerequisites: Cha 13, Calculated Kill, Persuasive.

Benefit: All of your allies within 30 ft. gain the Calculated Kill feat. Every two such allies (but no more than 6) count as one murder feat for the purpose of determining your Calculated Kill's effectiveness.

If you have 5 command feats, same is true for Remorseless if you have this feat.

If you have 7 command feats, same is true for Cold Blood you have this feat.

 

Negotiator

[Command]

Benefit: You get a +2 bonus on all Diplomacy and Sense Motive checks, and extra +1 for every 2 command feats you have.

 

Pack Initiative

[Agility, Command]

See Agility feats.

 

Pack Leader

[Command, Mounted]

Prerequisites: Cha 13, Mounted Combat, Persuasive.

Benefit: All of your allies within 30 ft. gain the Mounted Combat feat. Every two such allies (but no more than 6) count as one mounted feat for the purpose of determining your Mounted Combat's effectiveness.

If you have 5 command feats, same is true for Animal Affinity if you have this feat.

If you have 7 command feats, same is true for Courier if you have this feat.

 

Persuasive

[Command]

Benefit: You get a +2 bonus on all Bluff and Intimidate checks, and extra +1 for every 2 command feats you have.

 

Rank Fighter

[Command]

Benefit: You and up to 1 ally per 2 command feats you have may ignore the normal cover bonus granted to foes provided by a friend between you and your opponent when using a reach weapon. You and they may make such attacks with no penalty.

 

Sail the Sea of Blood

[Command, Power]

Prerequisites: Cha 13, Persuasive, Power Attack.

Benefit: All of your allies within 30 ft. gain the Power Attack feat. Every two such allies (but no more than 6) add 1 point of damage to your attacks if you power attack for at least 3 points.

If you have 5 command feats, same is true for Cleave if you have this feat.

If you have 7 command feats, same is true for Powerful Charge you have this feat.

 

Share Burden

[Command, Vitality]

Prerequisites: Con 13, Cha 13, Leadership, Endurance.

Benefit: Whenever an ally within 30 ft. becomes fatigued or exhausted, you can make a d% roll to share his burden. Your chance of success is 10% for every 2 command and/or vitality feats you have. If you succeed, you are fatigued or exhausted instead of your ally.

If you are fatigued twice, you become exhausted instead, and if you are already exhausted you become unconscious.

 

Shield Wall

[Armory, Command]

Prerequisites: Cha 13, Block, Persuasive.

Benefit: All of your allies within 30 ft. gain the Block feat. Every two such allies (but no more than 6) count as one armory feat for the purpose of determining your Block's effectiveness.

If you have 5 command feats, same is true for Mystic Shield if you have this feat.

If you have 7 command feats, same is true for Stride if you have this feat.

 

Street Fighting

[Command, Unarmed]

Prerequisites: Cha 13, Improved Unarmed Strike, Persuasive.

Benefit: All of your allies within 30 ft. gain the Improved Unarmed Combat feat. Every two such allies (but no more than 6) count as one Unarmed feat for the purpose of determining your Improved Unarmed Strike's effectiveness.

If you have 5 command feats, same is true for Improved Grapple if you have this feat.

If you have 7 command feats, same is true for Crushing Fist you have this feat.

 

Strength of Comradery

[Command]

Prerequisite: Base attack bonus +4.

Benefit: You are skilled at using your allies for tactical advantages. Your allies within 10 ft. gain a +2 morale bonus on damage rolls. If there are at least 2 such allies, you gain benefits of this feat as well (including those below if you qualify to grant them to allies).

If you have 4 command feats, your allies also gain a +2 morale bonus on attack rolls

If you have 7 command feats, your allies also gain a +2 morale bonus on saving throws.

 

Tactical Advisor

[Command]

Prerequisite: Cha 13, base attack bonus +4, any 2 command feats.

Benefit: You can provide a vital insight into combat situation to your allies. As an immediate action, you can grant one extra attack of opportunity to an ally within 30 feet. For this ability to work, you must be able to speak and an ally must be able to hear and understand you. You can use this feat once per round for every 2 command feats you have.

 

Tactical Tutor

[Command]

Prerequisite: Cha 15, base attack bonus +8, Tactical Advisor.

Benefit: As a free action usable once during your turn, you can move up to 2 willing allies within 30 feet of you by 5 feet. If you move only one ally, that movement does not provoke attacks of opportunity. For this ability to work, you must be able to speak and your allies must be able to hear and understand you.

 

Urge Allies

[Agility, Command]

Prerequisites: Cha 13, Dodge, Persuasive.

Benefit: All of your allies within 30 ft. gain the Dodge feat. Every two such allies (but no more than 6) count as one Agility feat for the purpose of determining your dodge's effectiveness.

If you have 5 command feats, same is true for Dash if you have this feat.

If you have 7 command feats, same is true for Mobility if you have this feat.

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