So, I've mostly ironed out the PC/Cohort, with a couple questions. First off, should the cohort be a different race than human? Main ones in mind are Dwarf and Warforged. Second one is where to go with feats, since I've got a fair pile and haven't taken any yet. General thoughts are Combat Expertise, Combat Reflexes, Improved Trip for the PC (that leaves one feat slot still open), and Combat Expertise and Improved Trip for the cohort if human.
Last bit is the commander auras - since they'll be affecting the whole party, figure the rest of you should get a say. 3 are available currently. Was personally leaning towards Toughness, Vigor, and either Attack or Transfer of Power.
Energy Shield: Any creature striking the commander or his ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of his aura bonus. The energy type is chosen when creating the aura from acid, cold, electricity, or fire.
Power: Bonus on melee damage rolls equal to his aura bonus.
Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to his aura bonus.
Resistance: Resistance to acid, cold, electricity, or fire damage equal to 5 × his aura bonus.
Senses: Bonus on Listen and Spot checks, as well as on initiative checks, equal to his aura bonus.
Toughness: DR 1/magic for each point of his aura bonus.
Vigor: Fast healing 1 for every 2 points of his aura bonus, but only affects characters at or below one-half their full normal hit points.
Attack: Bonus on melee attack rolls.
Care: Bonus to Armor Class.
Urgency: Allies’ base land speed is increased by a number of feet equal to 5 × the amount of bonus the aura provides.
Resilient Troops: Bonus on all saves.
Steady Hand: Bonus on ranged attack rolls.
Accuracy: Bonus on ranged damage rolls equal to his aura bonus.
Alliance: If an ally makes an attack of opportunity against an enemy, all other allied creatures in melee range of the enemy may make a free attack against that creature with a -4 penalty.
Dogpile: If an ally successfully critical hits an enemy, all other allies in melee range of the enemy may make a free attack against that creature with a -4 penalty.
Transfer of Power: Allied casters in the aura receive a +1 bonus to caster level (or appropriate) for every 4 points of aura bonus.
Resist the Inevitable: Allies in the aura gain spell resistance equal to 10 + 2 per point of aura bonus.
Countering Blows: All allies in the aura are treated as if they had the Combat Reflexes feat, except the number of Attacks of Opportunity is set by the aura bonus.
Current plan is as follows:
Tr'Bon Karlat, 2nd level Commander
Human
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 Armour)
Base Attack/Grapple: +1/+3
Attack: +2 Masterwork Guisarme (2d4) or +3 Light Crossbow (1d8)
Full Attack: +2 Masterwork Guisarme (2d4) or +3 Light Crossbow (1d8)
Space/Reach: 5 ft./10 ft. (Guisarme)
Special Attacks: -
Special Qualities: Commander Aura, Warden, Aid Them All
Saves: Fort +5, Ref +3, Will +3
Abilities: Str 10, Dex 14, Con 14, Int 8, Wis 10, Cha 18
Skills: Bluff 9 (+4 Cha, +5 Skills), Diplomacy 11 (+2 Mwk, +4 Cha, +5 Skills), Intimidate 11 (+2 Mwk, +4 Cha, +5 Skills)
Feats: TBD
Flaws: Inattentive, Murky-Eyed
Traits: Polite
Environment: Campaign
Organization: The Party
Treasure: WBL 900gp.
Armor (200gp): 2 chain shirts (200gp).
Clothing (36gp): 2 explorer’s outfits (20gp), 2 cold weather outfits (16gp).
Weapons (448gp): mwk guisarme (309gp), guisarme (9gp), 2 light crossbows (70gp), bolts x60 (60gp)
Other (100gp): mwk tool of diplomacy (50gp), mwk tool of intimidate (50gp).
Misc (70gp): Assorted basics (food, sleeping supplies, etc.)
Coin (46gp): 46gp in loose coinage
Alignment: NG
Advancement: Commander
Bob, 1st level Commoner
Human
Hit Dice: 1d4+2 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 Armour)
Base Attack/Grapple: +0/+1
Attack: +1 Guisarme (2d4) or +2 Light Crossbow (1d8)
Full Attack: +1 Guisarme (2d4) or +2 Light Crossbow (1d8)
Space/Reach: 5 ft./10 ft. (Guisarme)
Special Attacks: -
Special Qualities: -
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8
Skills: Listen +3, Spot +3
Feats: TBD
Environment: Campaign
Organization: The Party
Treasure: From Commander
Alignment: NG
Advancement: Commoner