Knights are staunch defenders of the weak, but some take to the field of war, guiding allies in greater ways than a standard Knight. Those are Commanders, warfare experts and leaders of men.
Commander is an archetype of Knight
Formation (Ex)
At 1st level, the Commander can designate a number of allies equal to his Charisma modifier to be in his Formation. All members of his Formation, herein referred to as Soldiers, gain a bonus to attack rolls equal to 1/4 of the Commander’s level, minimum 1, to any creature that the Commander threatens with a melee weapon. Designating Soldiers takes 10 minutes of group training. The bonus granted is known as the Command Bonus. The Command bonus applies to all soldiers within close range (25 feet + 5 feet per 2 Commander levels). Command Bonuses do not stack with other Command Bonuses, regardless of source.
Formation replaces Antagonistic.
Formation Tactics (Ex)
Also at 1st level, the Commander chooses one Training Regime from Beastmaster, or one Teamwork Feat. The Commander gains that Training Regime or Teamwork Feat, and can give it to all Soldiers within close range (25 feet + 5 feet per 2 Commander levels). as a full round action, for a number of rounds equal to the Commander’s Charisma Modifier.
He may choose an additional Training Regime or Teamwork feat at 4th level, and every 3 levels afterwards.
This replaces Defend Ally.
Look out, Sir! (Ex)
At 8th level, whenever a Soldier within 30 feet of the commander is in the area of effect of an ability that requires a saving throw, and the Commander is aware of the effect, he can use an immediate action to grant one Soldier the Command Bonus to that saving throw.
This replaces Rescue
Command: Charge (Ex)
At 14th level, the Commander can grant a Soldier a standard action charge, using his own full-round action to grant this. The Soldier must start within 30 feet of the Commander, and cannot move on their own turn.
This replaces Mageguard





