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View Full Version : Pathfinder Looking for a new class: non-magically aids and buffs allies.



Draconi Redfir
2017-11-21, 09:31 PM
So right now i have eight levels in this particular brand of Warmaster (http://www.d20pfsrd.com/classes/3rd-party-classes/rogue-genius-games/war-master/) and i'm finding... it kinda sucks. Some of the abilities (use knowledge nobility for perception, bonuses with masterwork / magical weapons/armor) etc are great, but others (Enemies get no luck or morale bonuses, Enemies can not prepare actions) etc are just terrible...

DM says we'll soon be able to basically re-make our characters if we want too. soo... anyone know of any alternatives to this brand of war-master? One that helps buff allies and debuff enemies a bit more with more viable and less-situational options?

Mainly trying to play this medium-range leader type who guides his allies and debuffs his enemies, but right now i can't really do much with what i have. Anyone know anything better that could fit this same niche?

Mehangel
2017-11-21, 09:38 PM
You might be interested in Spheres of Might (http://spheresofpower.wikidot.com/). Relevant classes may include the Blacksmith, Commander, and Scholar classes. Sphere-wise, you might be interested in the Warleader sphere (with possible dips into Alchemy, Guardian, Scout, and Shield spheres).

The Mystic
2017-11-21, 10:38 PM
I'm not to familiar with 3rd party classes, and it does depend on how non-magical you want to go.

If you are looking for something that has no spellcasting, and for a fair while is technically an extra-ordinary ability, there are a few core options that you can work with.

The first one that comes to mind is the "Sensei (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo-monk-archetypes/sensei/)" monk, who trades flurry of blows, fast movement and improved evasion for inspire courage, competence and greatness for buffing as an extraordinary ability. You can add the Ki Mystic archetype for the supernatural ability to allow your allies to reroll their attacks or saving throws. Debuffing could be as simple as adding Intimidate to the build, or using combat manoeuvres (especially if you can find a way to do them at range, Dirty trick is particularly excellent for versatile debuffs), or again you could dip into the supernatural and take Monk of the Lotus (which also stacks) and use Touch of Serenity to prevent enemies from attacking. It's not spellcasting, but it doesn't strike me as not supernatural.

The second option that comes to mind are the myriad of builds that share teamwork feats. The most effective one I've seen is supernatural, which is the "Holy Tactician (http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/holy-tactician/)" Paladin, who grants their teamwork feat to all allies in 30 ft as a standard action with no duration. They can then switch that feat as a swift action. The archetype gives several other ways to buff allies too. For debuffing as this character I'd definitely recommend Intimidate, possibly with the skill unlock.

If you are looking for properly non-magical, you can do the same thing but worse with a cavalier.

Draconi Redfir
2017-11-21, 11:15 PM
You might be interested in Spheres of Might (http://spheresofpower.wikidot.com/). Relevant classes may include the Blacksmith, Commander, and Scholar classes. Sphere-wise, you might be interested in the Warleader sphere (with possible dips into Alchemy, Guardian, Scout, and Shield spheres).
Looks like it might fit the bill... not sure about this whole spheres thing, don't know how well a completely new magic system would work out, we already have a psion, and i don't want to overcomplicate things by throwing yet another form of magic into the mix. Don't suppose there's a form of commander that doesn't have any "spheres" involved is there?


I'm not to familiar with 3rd party classes, and it does depend on how non-magical you want to go.
Paizo classes would be ideal. quite frankly i'm still amazed my DM let me be this 3rd party class and homebrew race as it is,


If you are looking for something that has no spellcasting, and for a fair while is technically an extra-ordinary ability, there are a few core options that you can work with.

The first one that comes to mind is the "Sensei (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo-monk-archetypes/sensei/)" monk, who trades flurry of blows, fast movement and improved evasion for inspire courage, competence and greatness for buffing as an extraordinary ability. You can add the Ki Mystic archetype for the supernatural ability to allow your allies to reroll their attacks or saving throws. Debuffing could be as simple as adding Intimidate to the build, or using combat manoeuvres (especially if you can find a way to do them at range, Dirty trick is particularly excellent for versatile debuffs), or again you could dip into the supernatural and take Monk of the Lotus (which also stacks) and use Touch of Serenity to prevent enemies from attacking. It's not spellcasting, but it doesn't strike me as not supernatural.

The second option that comes to mind are the myriad of builds that share teamwork feats. The most effective one I've seen is supernatural, which is the "Holy Tactician (http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo-paladin-archetypes/holy-tactician/)" Paladin, who grants their teamwork feat to all allies in 30 ft as a standard action with no duration. They can then switch that feat as a swift action. The archetype gives several other ways to buff allies too. For debuffing as this character I'd definitely recommend Intimidate, possibly with the skill unlock.

If you are looking for properly non-magical, you can do the same thing but worse with a cavalier.

Yeah... neither of those look real promising unfortunately, hoping for something that doesn't use spells, and i'm just not sure about monk. currently my character is using martial weapons and medium/heavy armor, so i'd like to stick with that if possible. supernatural abilities and extraordinary abilities are fine, just trying to avoid spell-like abilities and whatnot. kinda have a teamwork-feat sharing thing going with individual tactics, but that only applies to one ally at a time, and it doesn't come up as much as you might think.

Mehangel
2017-11-21, 11:34 PM
Looks like it might fit the bill... not sure about this whole spheres thing, don't know how well a completely new magic system would work out, we already have a psion, and i don't want to overcomplicate things by throwing yet another form of magic into the mix. Don't suppose there's a form of commander that doesn't have any "spheres" involved is there?

Spheres of Might is not a magic system, it is a combat system (like Stamina from Pathfinder Unchained or Initiating from Path of War).

The Mystic
2017-11-21, 11:41 PM
Hmm. Well, it's not a class exactly, but there are two main forms of mundane debuffing I'm aware of (funnily enough, I learned about both of them by watching the same player).

The first one, simple but not particularly versatile, is intimidate. You've got the basic tricks, like Dazzling Display for AoE and Cornugon Smash to add it as a rider on your power attacks. You can also use the Skill Unlock to gain the ability to force the enemy to make will saves against higher levels of fear. (The player in question built a Phantom Thief (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo-rogue-archetypes/phantom-thief-rogue-archetype/) rogue, allowing him to get the unlocks ahead of schedule.) Eventually this meant that he was able to inflict the Cowering status on every enemy within 30 ft, which was terrifying to watch.

The second approach was combat manoeuvres, while mostly melee range, proved to be quite versatile in the hands of his Lore Warden (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-fighter-archetypes/lore-warden-fighter-archetype/), Martial Master (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-fighter-archetypes/martial-master/). This character had the Dirty trick line of feats (Improved, Greater, Quick and Master), but could use Martial Master to pick up Improved and Greater feats for any combat manoeuvre he needed at the time. This character also used Variant Multiclass to pick up Bard songs to buff the party. Thinking on it, this might be exactly what you're looking for, though Martial Master does make for a complicated thing to play (which might be why you wanted to move away from spellcasting, I'm not sure).

Draconi Redfir
2017-11-22, 12:06 AM
Spheres of Might is not a magic system, it is a combat system (like Stamina from Pathfinder Unchained or Initiating from Path of War).

oh i see, had it mixed with spheres of power... so "spheres" are kinda vaguely like sorcerer bloodlines in that you get a special ability after so many levels or so?

still slightly concerning as it's a third party publisher buutt... it's possible.

commander has something about lingering commands gained at first level, but the only commands i see are at second level. are those the same commands, you just don't get access to them until 2nd lvl? and what are the shouts things about?

looking into it further, one downside i can see is that most of the enhanced tactics require the use of a standard action, while the war-master's currently require only a move action. not too terrible, but i do worry it will lead to situations similar to what i had in earlier levels, where i wasn't able to contribute to the fight myself for one or more rounds. though i suppose allowing an ally to act outside of their turn would make up for that.


Hmm. Well, it's not a class exactly, but there are two main forms of mundane debuffing I'm aware of (funnily enough, I learned about both of them by watching the same player).

The first one, simple but not particularly versatile, is intimidate. You've got the basic tricks, like Dazzling Display for AoE and Cornugon Smash to add it as a rider on your power attacks. You can also use the Skill Unlock to gain the ability to force the enemy to make will saves against higher levels of fear. (The player in question built a Phantom Thief (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo-rogue-archetypes/phantom-thief-rogue-archetype/) rogue, allowing him to get the unlocks ahead of schedule.) Eventually this meant that he was able to inflict the Cowering status on every enemy within 30 ft, which was terrifying to watch.

The second approach was combat manoeuvres, while mostly melee range, proved to be quite versatile in the hands of his Lore Warden (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-fighter-archetypes/lore-warden-fighter-archetype/), Martial Master (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-fighter-archetypes/martial-master/). This character had the Dirty trick line of feats (Improved, Greater, Quick and Master), but could use Martial Master to pick up Improved and Greater feats for any combat manoeuvre he needed at the time. This character also used Variant Multiclass to pick up Bard songs to buff the party. Thinking on it, this might be exactly what you're looking for, though Martial Master does make for a complicated thing to play (which might be why you wanted to move away from spellcasting, I'm not sure).

unfortunately i am looking for a class with class abilities that can do this kind of thing. "give allies +2 AC when they stand next to eachother" and whatnot, whereas these sound like things any character could feasibly do in the right circumstances. will check them out though, just in case.

Mehangel
2017-11-22, 12:38 AM
commander has something about lingering commands gained at first level, but the only commands i see are at second level. are those the same commands, you just don't get access to them until 2nd lvl? and what are the shouts things about?

Commander abilities such as lingering commands augment the Warleader (http://spheresofpower.wikidot.com/warleader-sphere) sphere. Shouts and Tactics are aspects of the Warleader sphere. While the commander gets the base Warleader sphere for free at 1st level, the commander may purchase additional talents from the Warleader sphere with Combat Talents or with feats.

Geddy2112
2017-11-22, 10:28 AM
Caviler is a good choice for handing out teamwork feats, and if you go order of the dragon you can get into serious ally buffing.

inspiring commander (http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/rite-publishing-cavalier-archetypes/inspiring-commander/) is third party but it gives you the ability to bard inspire courage instead of getting a mount, while still being a very capable martial character.

For debuffing without magic, your best bets are intimidating or tripping/grappling.

Draconi Redfir
2017-11-22, 10:31 AM
Commander abilities such as lingering commands augment the Warleader (http://spheresofpower.wikidot.com/warleader-sphere) sphere. Shouts and Tactics are aspects of the Warleader sphere. While the commander gets the base Warleader sphere for free at 1st level, the commander may purchase additional talents from the Warleader sphere with Combat Talents or with feats.

okay... commander doesn't say anything about gaining any combat talents though, so would i not get anything out of the sphere other then spending feats?

and some of these shouts talk about something called martial focus ? what's that?

So we have spheres, martial focus, combat talents, shouts, talents, enhanced tactics.... seems like an awful lot of resources for one class. o_0

NomGarret
2017-11-22, 11:22 AM
okay... commander doesn't say anything about gaining any combat talents though, so would i not get anything out of the sphere other then spending feats?

and some of these shouts talk about something called martial focus ? what's that?

So we have spheres, martial focus, combat talents, shouts, talents, enhanced tactics.... seems like an awful lot of resources for one class. o_0

So it actually is a lot like Spheres of Power, in that it's by the same publisher and follows the same rough framework. Spheres and talents are basically the same class-agnostic pseudo-feat setup in either category, though the Spheres of Might are almost all non-magical. So spheres, combat talents, and talents are really one resource. Shouts are a particular action done with said talents, as are tactics, which enhanced tactics modifies.

The Commander gets a talent every 3/4 levels, as per the Combat Talents column in the class table and the Combat Training feature.

Martial focus is basically the same as psionic focus, if you're familiar with that.

Mehangel
2017-11-22, 11:37 AM
okay... commander doesn't say anything about gaining any combat talents though, so would i not get anything out of the sphere other then spending feats?

and some of these shouts talk about something called martial focus ? what's that?

So we have spheres, martial focus, combat talents, shouts, talents, enhanced tactics.... seems like an awful lot of resources for one class. o_0

Assuming you don't multiclass, you should have a 11 combat talents = 4 (predetermined by your chosen Martial Tradition (http://spheresofpower.wikidot.com/martial-traditions)) + Warleader (free w/ Commander class) +6 (eight levels in Commander). If you want more combat talents, you may always take the Extra Combat Talent (http://spheresofpower.wikidot.com/practitioner-feats#toc6) feat.

Martial Focus (http://spheresofpower.wikidot.com/using-spheres-of-might#toc12): Is a resource similar to Psionic Focus (if you are familiar with Dreamscarred Press).


Characters gain their martial focus after a minute of rest, or by taking the total defense action. You may not by any means regain focus more than once per round.

When you have martial focus, you can expend your focus as part of any single Fortitude or Reflex saving throw you make thereafter. When you expend your focus in this manner, your saving throw is treated as if you rolled a 13, similarly to taking 10 on a skill check, except that the number you add to your saving throw is 13. You can also expend your martial focus to gain the benefit of certain combat talents and class features, as described in their entry, while other talents and abilities may require you to currently have martial focus.

Once you have gained martial focus, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance).

Combat Talents (http://spheresofpower.wikidot.com/using-spheres-of-might#toc2): The commander is considered an Adept practitioner as stated here (http://spheresofpower.wikidot.com/commander#toc1), but for convenience you can see how many combat talents he gains by looking at the class table.

Shouts (http://spheresofpower.wikidot.com/warleader-sphere#toc2): While you begin play with only the Fierce Shout (http://spheresofpower.wikidot.com/warleader-sphere#toc3) ability, you can gain additional shouts by spending your Combat Talents on (shout) talents (http://spheresofpower.wikidot.com/warleader-sphere#toc10).

Tactics (http://spheresofpower.wikidot.com/warleader-sphere#toc0): While you begin play with only the Aggressive Flanking (http://spheresofpower.wikidot.com/warleader-sphere#toc1) ability, you can gain additional tactics by spending your Combat Talents on (tactic) talents (http://spheresofpower.wikidot.com/warleader-sphere#toc19).

Enhanced Tactics (http://spheresofpower.wikidot.com/commander#toc4): Commander class abilities that augment your Warleader shout and tactics sphere abilities.

digiman619
2017-11-22, 11:38 AM
okay... commander doesn't say anything about gaining any combat talents though, so would i not get anything out of the sphere other then spending feats?

and some of these shouts talk about something called martial focus ? what's that?

So we have spheres, martial focus, combat talents, shouts, talents, enhanced tactics.... seems like an awful lot of resources for one class. o_0

It's not that complicated, but I'd be glad to talk you through it.

Talents basically work like a talent tree. Each sphere unlocks more abilites for you to spend talents in and give your character more abilities. As an 8th level Commander, you would have a grand total of 11 talents (not counting any you get from feats or race): 4 from your martial tradition (more on that in a bit), 6 from your class levels and the Warleader sphere as a bonus one. You can spend these talents however you want. Want to be a bodyguard for you other blayers? Thry the Guardian sphere[/ur]. Want to focus on feinting and do bonus prescision damage? [URL="http://spheresofpower.wikidot.com/fencing"]Fencing sphere (http://spheresofpower.wikidot.com/guardian). Etc, etc.

Now for your martial tradition, that basically determines how you learned to fight, Y'see, all SoM characters only start knowing light armor and simple weapons, but they can take any martial tradition (http://spheresofpower.wikidot.com/martial-traditions) to help out with that. Basically, it grants 4 talents, Some in the Equipment sphere (http://spheresofpower.wikidot.com/equipment-sphere), which isn't only "you are proficient in weapons a, b, c, d & e", but also stuff like "attack adjacent foes with a reach weapon", "scaling unarmored AC", and "make melee attacks (and threaten!) with ranged weapons". They also tend to give additional talents according to theme and one talent you can shoose from a small list.

For instance, the Knightly Arts tradition grants Armor Training, (which will get you heavy armor), Knightly Training (proficient with a bunch of two-handed weapons; you only get -1 to AC while charaging), the Shield training talent (Proficient in all shieds and shield bashes), and your choice in either the Ride package in the Beastmastery sphere, the Warleader sphere or the Shield sphere. Meanwhile, Street Fighters get Unarmed Training (proficient in a punch of puch-like weapons and may use them as unarmed strikes for all effects that care (monk's bonus unarmed damage,flurry of blows, etc), but only have a x2 multiplier when used this way), the Brute and Scoundrel spheres, and any Brute or Scoundrel talent you choose. See how these two will have toally different ways of fighting?

As for martial focus, you mentioned that there was a psion in your group, so this isn't to hard. Martial focus is kind of like psioninc focus, but recovering it requires either 1 minute of non-combat, or taking the Total Defense Action, though some spheres have additional ways of recovering it. And rather than expending it to "Take 15" on a Concentration check, you can "Take 13" on any Fortitude or Reflex save.

It is its own subsystem and therefore can get a bit getting used to, but SoM should let you do the "non-magical support guy" thing pretty well.

Swordsaged! (Or since we're talking about SoM, would that be Striker'd?)

CharonsHelper
2017-11-22, 12:17 PM
While it is a spell-caster, have you considered an Inquisitor? It has a very martial vibe despite being a 6 level caster.

NightbringerGGZ
2017-11-22, 12:27 PM
So I have a bit of a fun Fighter build that is all about being the party buffer while still giving you the ability to do decent damage. It's pretty versatile and you can mix and match different options. The core of the build is as follows:


Tactician Archetype (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-fighter-archetypes/tactician/)
Trait: Adpoted into Helpful (Halfling) (http://www.d20pfsrd.com/traits/race-traits/helpful/)
Harrying Partners (http://www.d20pfsrd.com/feats/combat-feats/harrying-partners-combat-teamwork) feat for your Tactician ability


I also recommend the following feat chain:

Weapon Focus (Longsword)
Dazzling Display
Divine Fighting Technique (Iomedae's Inspiring Sword) (http://www.d20pfsrd.com/feats/combat-feats/divine-fighting-technique-combat/#TOC-Inspiring-Sword-)


Finally, if your GM will allow Variant Multi-Classing then you should grab Bard VMC and pick up the Lingering Performance feat.

Dazzling Display will allow for a 30 foot demoralize check against all foes. If successful, those targets are Shaken which is a -2 penalty to attack rolls, saving throws, skill checks and ability checks.

The Inspiring Sword divine fighting technique lets you use a full-action to grant all allies in 30 feet a +2 sacred bonus to attack rolls, saves and skill checks for a 1 round, plus 1 round per 5 BAB. If you have Weapon Focus (Longsword) and Dazzling Display, then at level 10 you can provide that bonus for 1 minute after a standard action attack or charge.

The Bard VMC is great for some skill bonuses, but also gives you the ability to use Inspire Courage and Inspire Competence at level 7, treating your bard level as being 4 levels lower. That's a +2 competence bonus to attack and damage for your allies as well as a +2 morale bonus on saves versus charm and fear effects. Note, all these different bonuses stack so far.

The sweet spot for this build is at level 11. Now your Inspire Courage action is a move action, and you can either maintain it for free or save performance rounds by reapplying it every three rounds. On round one of a fight, you can share Harrying Partners with your allies (within 30 feet) for 4 rounds and apply the Inspiring Courage bonuses. On following rounds you can use Dazzling Display or Inspiring Sword. Alternatively, you can use your Cooperative Combatant ability to provide +4 Aid Another bonuses (untyped) to multiple allies (one extra per Int modifier). Harrying Partners lets that bonus last for a full round, so that's a +4 to AC or to Attack that you select individually per ally. For even more fun, the Benevolent enchantments (added to a weapon and to armor) increases your aid another bonuses by the weapon or armor's enhancement bonus.

The end result is a pretty powerful mundane party buffer that still has plenty of feats for a normal combat build.

Elder_Basilisk
2017-11-22, 12:29 PM
One thing you might consider is the battle herald prestige class. While it was initially designed as a cavalier/bard vehicle, you can do a non-spellcasters version with no BAB loss by using exemplar brawler in place of bard.

You end up with nearly full bardic style inspire courage progression, the ability to grant your allies teamwork feats which can either enhance strategies they're already using or enable the party to be effective with a tactic that they're normally not very good at (volley fire comes to mind as a way to enable non-ranged focused characters to be effective in a ranged attack exchange). You also get a bevy of small bonuses to cmb, saves, etc and maintain a full BAB chassis. Depending upon the other parts of your build and cavalier order, you can do debuffs with dazzling display (order of the cockatrice is helpful there) or small buffs with bodyguard and swift aid (order of the dragon and Honor guard archetype are useful for this). You can even do both if you want to though that limits your other options.

Draconi Redfir
2017-11-22, 12:50 PM
The Commander gets a talent every 3/4 levels, as per the Combat Talents column in the class table and the Combat Training feature.

ohh, i was looking in the "special" column. herp.


Martial focus is basically the same as psionic focus, if you're familiar with that.
i am not.


Assuming you don't multiclass, you should have a 11 combat talents = 4 (predetermined by your chosen Martial Tradition (http://spheresofpower.wikidot.com/martial-traditions)) + Warleader (free w/ Commander class) +6 (eight levels in Commander). If you want more combat talents, you may always take the Extra Combat Talent (http://spheresofpower.wikidot.com/practitioner-feats#toc6) feat.

Martial tradition!? omg @_@

Spheres, traditions, talents, martial focus, why the heck are there so many resources?! these aren't even the ones that are on the class itself!

as cool as this thing looks, i think this is waaaayyyy too much. i feel like i'd be bringing some kinda 3.5/stafinder/gestalt mix character into a just-pathfinder game 0_0 how the heck can a system exist like this!?

Mehangel
2017-11-22, 01:52 PM
Martial tradition!? omg @_@

Spheres, traditions, talents, martial focus, why the heck are there so many resources?! these aren't even the ones that are on the class itself!

as cool as this thing looks, i think this is waaaayyyy too much. i feel like i'd be bringing some kinda 3.5/stafinder/gestalt mix character into a just-pathfinder game 0_0 how the heck can a system exist like this!?

It actually isn't as complicated as it sounds; I mean Spheres of Might is a system developed to help players build martials pretty much from the ground up. It is also alot simpler when you build the character one step at a time, such as:

Step 1 - Pick a Martial Tradition. In this exercise, I will pick the Knightly Arts (http://spheresofpower.wikidot.com/martial-traditions#toc22) martial tradition, which grants: Armor and Shield proficiency, and Weapon proficiency with a bunch of iconic 'Knightly' weapons (such as flail, greatsword, halberd, heavy flail, heavy pick, light pick, lance, longsword, shortsword, and warhammer), lastly the chosen martial tradition grants your choice of Beastmastery (ride) package, Shield sphere, or a bonus Warleader talent. For simplicity sake, lets choose the bonus Warleader talent (which we will use to pick the Focusing Tactics (http://spheresofpower.wikidot.com/warleader-sphere#toc6) talent (which allows an ally under the effects of your tactics ability to regain your martial focus as a move action).

Step 2 - Pick your combat talents from practitioner class levels. In this exercise, I will split my talents between (shout) and (tactic) talents, picking 3 of each.

For shouts, I chose the following: Cry of Confrontation (http://spheresofpower.wikidot.com/warleader-sphere#toc12) (which makes it more difficult for enemies to attack your allies), Harangue (http://spheresofpower.wikidot.com/warleader-sphere#toc15) (allowing allies to reroll a failed saving throw against an ongoing effect), and Rousing Claxton (http://spheresofpower.wikidot.com/warleader-sphere#toc18) (granting temp hp to all allies equal to your ranks in Diplomacy).

For tactics, I chose the following: Coordinated Reflexes (http://spheresofpower.wikidot.com/warleader-sphere#toc21) (grants all allies a scaling morale bonus to Reflex saves, currently +3 bonus), Fortifying Phalanx (http://spheresofpower.wikidot.com/warleader-sphere#toc23) (grants all allies a scaling morale bonus to Fortitude saves, currently +3 bonus), Militant Will (http://spheresofpower.wikidot.com/warleader-sphere#toc24) (grants all allies a scaling morale bonus to Will saves, currently +3 bonus)

Step 3 - Pick your enhanced tactics (which you get four of). For the purpose of this exercise, I will choose the following: Coordinated Assault (http://spheresofpower.wikidot.com/commander#toc7) (whenever you make a melee attack against a creature, you may spend a move action to allow all allies threatening the target to make a single melee attack as an immediate action), Direct Magical Assault (http://spheresofpower.wikidot.com/commander#toc10) (may use a standard action to allow a single ally to cast a spell as a free action, even if it isn't their turn), Expert Coordinator (http://spheresofpower.wikidot.com/commander#toc12) (gain any 1 teamwork feat that you meet the prerequisites for as a bonus feat, you may share 2 teamwork feats you know with allies), and Troop Volley (http://spheresofpower.wikidot.com/commander#toc16) (whenever you make a ranged attack against a creature, you may spend a move action to allow all allies to make a single ranged attack against the creature as an immediate action).

Step 4 - Pick your Battlefield Specialist area. Where is the campaign taking place, pick accordingly. If varied, perhaps just choose Urban.

Step 5 - Pick your Logistic Specialty. Ultimately, I believe 'Call in a Specialist' to be the most useful (even if you have to wait a week between each use of Specialists).

Draconi Redfir
2017-11-22, 08:46 PM
that's still what, three steps? before you even get to the character class? i mean not even sorcerers go through that with their bloodlines, you START at their class and get to the bloodlines from there, which are all listed on the sorcerer page.

it just seems like a little... much, just to actually get to the point where anything on the class page actually makes any sense.

TheRagi
2017-11-22, 08:57 PM
This guy might be just right for you:

http://paizo.com/products/btpy9hfz?Ultimate-Battle-Lord


You can also combine with this (same author) for maximum enjoyment:

http://paizo.com/products/btpy99gr?The-Genius-Guide-to-Bravery-Feats

Draconi Redfir
2017-11-22, 09:11 PM
unfortunately can't be sure, not without knowing more about the class unfortunately.

Dr_Dinosaur
2017-11-22, 11:15 PM
Caviler is a good choice for handing out teamwork feats, and if you go order of the dragon you can get into serious ally buffing.

inspiring commander (http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/rite-publishing-cavalier-archetypes/inspiring-commander/) is third party but it gives you the ability to bard inspire courage instead of getting a mount, while still being a very capable martial character.

For debuffing without magic, your best bets are intimidating or tripping/grappling.

If not using Spheres of Might, Inspiring Commander Cavalier into Battle Herald is the gold standard for mundane buffing imo

ngilop
2017-11-22, 11:33 PM
here is a Marshal (http://www.giantitp.com/forums/showthread.php?346471-Marshal-re-tool-for-PF) If your DM allowed 3rd party, maybe you could convince him to allow this?