Rizban
2018-05-25, 07:08 AM
Rizban's Revised Third Edition Introduction (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition)
Project Goals
Design Paradigm
Credits and Acknowledgments
Races (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099172#post23099172) Human
Dwarf
Elf
Gnome Half-Elf
Half-Orc
Halfling Classes (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099175#post23099175) Barbarian
Bard
Cleric
Druid
Fighter (http://www.giantitp.com/forums/showthread.php?559722)
Monk Paladin
Ranger
Rogue (http://www.giantitp.com/forums/showthread.php?559784)
Sorcerer
Wizard
Psion Skills (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099178#post23099178) Academics
Acrobatics
Arcane Lore
Athletics
Deception
Engineering
Handle Animal
Heal
Insight
Intimidate Linguistics
Natural Lore
Perception
Perform
Persuasion
Profession
Psi Lore
Stealth
Streetwise
Theology Feats (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099181#post23099181)
Equipment and Supplies (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099183#post23099183)
Adventuring and Combat (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099189#post23099189)
Magic and Spells (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099193#post23099193)
FighterAs stated in the Index thread, the purpose of this project is threefold: To improve and streamline parts of 3rd Edition without changing it into an entirely new system.
To revise the SRD classes to be within Tier 2 to Tier 3 in power level.
Because I enjoy homebrewing and want to do it.
A few notes about this project in general: Skills have been revised completely. There are now only 21 skills. Max skill rank is equal to Hit Dice.
Feats have been heavily revised. Most notably among them, Weapon Finesse has been made a normal feature of certain weapons rather than a feat.
While this project does touch on material from other sources, it is focused primarily on material in the SRD. Where material from other sourcebooks intersects this project directly, such as with alternate class features and substitution levels, that material will be referenced here but not reproduced if unavailable in the SRD. Where other sourcebooks don't directly intersect, such as new feats and spells, that content will be largely ignored and is considered to be compatible with this project unless otherwise stated.
The Fighter
In my opinion, fighter has always been the bane of game design in 3rd edition and is, along with the monk, the most frequently rewritten class. I believe that the design of the fighter is extremely lazy and the sheer number of bonus feats it received looked imposing to the developers, leading them to tone down feats more than necessary to compensate. This led to lasting problems throughout 3e and 3.5 that only started to see improvement towards the end of the system's lifespan.
Bonus feats are nice, sure, but the fighter has zero actual class features. It's boring, weak because the feats it can use are weak, and provides nothing unique beyond the ability to pick up Weapon Specialization, which is generally a terrible use of a feat. I feel like the only place fighter ever really shines is when dipping a level or two in another build or taking the Dungeon Crasher ACF, because that at least grants a unique class feature that is actually useful.
There were several other attempts at a fighter type class in several different sourcebooks, but most of them suffered from the same or similar design flaws. Any unique class abilities they received were largely equivalent to a low level feat or actually were just a feat with a new name. The most common complaint with those classes that I heard was that they're just a fighter with your feats picked out for you.
This leads us to a single question: What is a Fighter? It's someone who... fights. That's what all the classes do, so that doesn't tell us much. For inspiration, I went back to earlier editions to see what a fighter has been before 3rd edition rolled around. A fighter is a heavily armored tank, a bastion of defense on the battlefield, a fearsome foe, and a leader of men. The archetypal fighter is armed with a sword and shield, a skilled officer calling out orders to the men under his command as he leads the fight against the enemy, using his own skills to single out and defeat the evil army's champion, and routing the dregs that make up the rest. A fighter is the commander who leads from the front.
This is the concept I went with when designing this revision. The fighter gains an ability to challenge enemies to face him and him alone, can grant buffs to nearby allies, has defensive buffs, and has some defensive area control abilities. While he is more defensive than a barbarian, he's still a threat to be reckoned with. A good fighter can turn a close battle into a decisive victory. He also still gets his bonus feats.
BaseFortRefWill ChallengeCommand Auras Known
Attack BonusSaveSaveSave
SpecialBonusMinorMajor1st
+1+2+1+0
Challenge, command aura+11-2nd
+2+3+2+0
Bonus Feat, combat prowess, major aura +1+1113rd
+3+3+2+1
Defensive threat+1214th
+4+4+3+1
Bonus Feat, shield mastery +1+1215th
+5+4+3+1
Intimidating challenge+2326th
+6/+1+5+3+2
Bonus Feat, shield ward+2327th
+7/+2+5+4+2
Armor mastery +1, instant command+2428th
+8/+3+6+4+2
Bonus Feat+2439th
+9/+4+6+4+3
Major aura +2+25310th
+10/+5+7+5+3
Bonus Feat, shield mastery (touch)+35311th
+11/+6/+1+7+5+3
Mass challenge+36412th
+12/+7/+2+8+6+4
Bonus Feat+36413th
+13/+8/+3+8+6+4
Armor mastery +2+37414th
+14/+9/+4+9+6+4
Bonus Feat+37515th
+15/+10/+5+9+7+5
Major aura +3+48516th
+16/+11/+6/+1+10+7+5
Bonus Feat, shield mastery +2+48517th
+17/+12/+7/+2+10+7+5
Dual command+49618th
+18/+13/+8/+3+11+8+6
Bonus Feat+49619th
+19/+14/+9/+4+11+8+6
Armor mastery +3+410620th
+20/+15/+10/+5+12+9+6
Bonus Feat, major aura +4+5107
Hit Die: d10
Class Skills (2 + Int modifier per level, Χ2 at 1st level): Acrobatics (Dex), Athletics (Str), Handle Animal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), and Streetwise (Int).
Class Features
All of the following are class features of the Fighter.
Weapon and Armor Proficiency
Fighters are proficient with all simple and martial weapons, light, medium, and heavy armor, and shields, including tower shields.
Challenge (Ex)
A fighter can issue a challenge against a foe in battle, compelling strong opponents to attack him and terrorizing those who are weak willed. He may use this ability a number of times per day equal to his fighter class level + his Charisma bonus, if any.
As a swift action that does not provoke attacks of opportunity, a fighter may issue a challenge to a single opponent. The target of this ability must have an Intelligence of 3 or higher, have a language, and be able to hear the Fighter. If any of these requirements are not met, the challenge fails.
The fighter gains a bonus to attack rolls, weapon damage rolls, and AC against the target of the challenge. In addition, the target of the fighter's challenge takes a penalty equal to the fighter's challenge bonus to attacks rolls, damage rolls, and save DCs for its spells and abilities against any target other than the fighter.
The challenge bonus (and penalty to the target) increases to +2 at 7th level, +3 at 13th level, and +4 at 19th level.
A fighter's challenge lasts a number of rounds equal to 5 + his Charisma bonus, if any. The challenge also ends if the fighter is knocked unconscious or killed.
Command Aura (Ex)
A natural leader on the battlefield, a fighter is able to direct the flow of combat around him by issuing orders to his allies. This commands are expressed as command auras. A fighter may have one minor and one major aura active at a time.
Issuing a command aura is a move action that does not provoke attacks of opportunity. A command aura remains in effect until the fighter dismisses it as a free action, activates another aura of the same type, or becomes dazed, stunned, paralyzed, unconscious, or otherwise unable to speak or be heard.
Unless otherwise indicated, a command aura affects all allies within 60 feet of the fighter. Because issuing a command aura involves shouting orders to his allies, allies who cannot hear the fighter do not benefit from his command auras.
Minor Auras
A minor aura adds the fighter's Charisma bonus, minimum 1, to a specific type of roll. Blitz: Bonus on opposed checks when making a bull rush or overrun attempt and on damage rolls when making a charge attack. Charisma: Bonus on Charisma checks and Charisma-based skill checks. Constitution: Bonus on Constitution checks and Constitution-based skill checks. Critical: Bonus to confirm critical hits and on critical hit damage. Dexterity: Bonus on Dexterity checks and Dexterity-based skill checks. Distraction: Bonus on opposed rolls when making disarm, feint, and sunder attempts. Fortify: Bonus on Fortitude saves. Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks. Reaction: Bonus on Reflex saves. Resolve: Bonus on Will saves. Strength: Bonus on Strength checks and Strength-based skill checks. Take Down: Bonus on opposed rolls when making trip attempts and grapple checks. Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
Major Auras
Major auras add a fixed bonus to certain rolls, which increases with the fighter's level as shown on the table. Attack: Bonus on attack rolls. Defense: Bonus to armor class. Speed: Increase speed by 5ft per +1 bonus. Resilience: Bonus to all saves. Unyielding: Grant DR 2/- per +1 aura bonus. This stacks with damage reduction from other sources. Toughness: Allies gain 5 Χ aura bonus in temporary hit points when this aura is activated. Evade: Dodge bonus to AC. Grant uncanny dodge. At +2 aura bonus, also grant evasion.
Bonus Feats
A fighter gains a bonus combat-oriented feat at 2nd level and every two fighter levels thereafter (4th, 6th, etc.). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Combat Prowess (Ex)
When making opposed checks in combat based on his Strength, Dexterity, or Constitution, a Fighter gains a bonus on the check equal to half his class level, rounded down.
Defensive Threat (Ex)
A fighter learns to dominate the area around himself on the battlefield through vigilance and active defense. Starting a 3rd level, a fighter causes his enemies to treat any squares he threatens as difficult terrain.
Shield Mastery (Ex)
Starting at 4th level, a fighter has learned to use his shield to the best advantage. Any shield the fighter wields has its shield bonus to AC increased by 1 and its armor check penalty reduced by 1 as long as he wields it. The fighter also gains +1 on attack rolls when making a shield bash attack.
At 10th level, a fighter's shield bonus to AC also applies to touch attacks made against him.
At 16th level, the shield bonus to AC and increases by 2 rather than by 1. The bonus on shield bash attack rolls increases to +2.
A fighter with the Improved Two-Weapon Fighting feat can apply the benefits of this ability to the shield bonus he gains while wielding a double weapon or two weapons and may also use the shield ward ability gained at 6th level.
Intimidating Challenge (Ex)
Any target affected by a 5th-level fighter's challenge must make a Will save (DC 10 + 1/2 his fighter level + his Charisma modifier + his challenge bonus) or become shaken for the duration of the challenge.
Shield Ward (Ex)
As an immediate action, a fighter can move to defend an adjacent ally, granting that ally the fighter's shield bonus to AC, including any bonuses from his shield mastery ability. If the attack still hits the ally, the fighter and the ally each take half damage from the attack, rounded up.
Armor Mastery (Ex)
Becoming increasingly comfortable in armor, a 7th-level fighter learns to wear his armor like a second skin. Any armor the fighter wears has its armor bonus to AC, maximum dexterity bonus, and damage reduction increased by 1 and its armor check penalty reduced by 1 (to a minimum of 0) for as long as he wears it. In addition, the fighter can sleep in his armor without becoming fatigued.
At 12th level, the armor bonus to AC, maximum dexterity bonus, and damage reduction are instead increased by 2, and the armor check penalty is instead reduced by 2 (to a minimum of 0). In addition, a 12th-level Fighter may add half of his armor bonus (rounded down) to his touch AC.
At 18th level, the bonuses are increased by a total of 3, and the armor check penalty is reduced by a total of 3 (to a minimum of 0). In addition, an 18th-level Fighter may add his full armor bonus to his touch AC.
Instant Command (Ex)
When a fighter reaches 7th level, he becomes able to issue command auras more quickly than before. He can issue command auras as a swift or immediate action.
Mass Challenge (Ex)
Starting at 11th level, a fighter's challenge can target all enemies within 50 feet.
Dual Command (Ex)
A fighter of at least 17th level can issue and maintain a second command aura of the same type. He can activate a second minor or a second major aura as he chooses, to have a total of four active at once. Each command aura must be issued individually.
Project Goals
Design Paradigm
Credits and Acknowledgments
Races (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099172#post23099172) Human
Dwarf
Elf
Gnome Half-Elf
Half-Orc
Halfling Classes (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099175#post23099175) Barbarian
Bard
Cleric
Druid
Fighter (http://www.giantitp.com/forums/showthread.php?559722)
Monk Paladin
Ranger
Rogue (http://www.giantitp.com/forums/showthread.php?559784)
Sorcerer
Wizard
Psion Skills (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099178#post23099178) Academics
Acrobatics
Arcane Lore
Athletics
Deception
Engineering
Handle Animal
Heal
Insight
Intimidate Linguistics
Natural Lore
Perception
Perform
Persuasion
Profession
Psi Lore
Stealth
Streetwise
Theology Feats (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099181#post23099181)
Equipment and Supplies (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099183#post23099183)
Adventuring and Combat (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099189#post23099189)
Magic and Spells (http://www.giantitp.com/forums/showthread.php?559717-3-R-Rizban-s-Revised-Third-Edition&p=23099193#post23099193)
FighterAs stated in the Index thread, the purpose of this project is threefold: To improve and streamline parts of 3rd Edition without changing it into an entirely new system.
To revise the SRD classes to be within Tier 2 to Tier 3 in power level.
Because I enjoy homebrewing and want to do it.
A few notes about this project in general: Skills have been revised completely. There are now only 21 skills. Max skill rank is equal to Hit Dice.
Feats have been heavily revised. Most notably among them, Weapon Finesse has been made a normal feature of certain weapons rather than a feat.
While this project does touch on material from other sources, it is focused primarily on material in the SRD. Where material from other sourcebooks intersects this project directly, such as with alternate class features and substitution levels, that material will be referenced here but not reproduced if unavailable in the SRD. Where other sourcebooks don't directly intersect, such as new feats and spells, that content will be largely ignored and is considered to be compatible with this project unless otherwise stated.
The Fighter
In my opinion, fighter has always been the bane of game design in 3rd edition and is, along with the monk, the most frequently rewritten class. I believe that the design of the fighter is extremely lazy and the sheer number of bonus feats it received looked imposing to the developers, leading them to tone down feats more than necessary to compensate. This led to lasting problems throughout 3e and 3.5 that only started to see improvement towards the end of the system's lifespan.
Bonus feats are nice, sure, but the fighter has zero actual class features. It's boring, weak because the feats it can use are weak, and provides nothing unique beyond the ability to pick up Weapon Specialization, which is generally a terrible use of a feat. I feel like the only place fighter ever really shines is when dipping a level or two in another build or taking the Dungeon Crasher ACF, because that at least grants a unique class feature that is actually useful.
There were several other attempts at a fighter type class in several different sourcebooks, but most of them suffered from the same or similar design flaws. Any unique class abilities they received were largely equivalent to a low level feat or actually were just a feat with a new name. The most common complaint with those classes that I heard was that they're just a fighter with your feats picked out for you.
This leads us to a single question: What is a Fighter? It's someone who... fights. That's what all the classes do, so that doesn't tell us much. For inspiration, I went back to earlier editions to see what a fighter has been before 3rd edition rolled around. A fighter is a heavily armored tank, a bastion of defense on the battlefield, a fearsome foe, and a leader of men. The archetypal fighter is armed with a sword and shield, a skilled officer calling out orders to the men under his command as he leads the fight against the enemy, using his own skills to single out and defeat the evil army's champion, and routing the dregs that make up the rest. A fighter is the commander who leads from the front.
This is the concept I went with when designing this revision. The fighter gains an ability to challenge enemies to face him and him alone, can grant buffs to nearby allies, has defensive buffs, and has some defensive area control abilities. While he is more defensive than a barbarian, he's still a threat to be reckoned with. A good fighter can turn a close battle into a decisive victory. He also still gets his bonus feats.
BaseFortRefWill ChallengeCommand Auras Known
Attack BonusSaveSaveSave
SpecialBonusMinorMajor1st
+1+2+1+0
Challenge, command aura+11-2nd
+2+3+2+0
Bonus Feat, combat prowess, major aura +1+1113rd
+3+3+2+1
Defensive threat+1214th
+4+4+3+1
Bonus Feat, shield mastery +1+1215th
+5+4+3+1
Intimidating challenge+2326th
+6/+1+5+3+2
Bonus Feat, shield ward+2327th
+7/+2+5+4+2
Armor mastery +1, instant command+2428th
+8/+3+6+4+2
Bonus Feat+2439th
+9/+4+6+4+3
Major aura +2+25310th
+10/+5+7+5+3
Bonus Feat, shield mastery (touch)+35311th
+11/+6/+1+7+5+3
Mass challenge+36412th
+12/+7/+2+8+6+4
Bonus Feat+36413th
+13/+8/+3+8+6+4
Armor mastery +2+37414th
+14/+9/+4+9+6+4
Bonus Feat+37515th
+15/+10/+5+9+7+5
Major aura +3+48516th
+16/+11/+6/+1+10+7+5
Bonus Feat, shield mastery +2+48517th
+17/+12/+7/+2+10+7+5
Dual command+49618th
+18/+13/+8/+3+11+8+6
Bonus Feat+49619th
+19/+14/+9/+4+11+8+6
Armor mastery +3+410620th
+20/+15/+10/+5+12+9+6
Bonus Feat, major aura +4+5107
Hit Die: d10
Class Skills (2 + Int modifier per level, Χ2 at 1st level): Acrobatics (Dex), Athletics (Str), Handle Animal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), and Streetwise (Int).
Class Features
All of the following are class features of the Fighter.
Weapon and Armor Proficiency
Fighters are proficient with all simple and martial weapons, light, medium, and heavy armor, and shields, including tower shields.
Challenge (Ex)
A fighter can issue a challenge against a foe in battle, compelling strong opponents to attack him and terrorizing those who are weak willed. He may use this ability a number of times per day equal to his fighter class level + his Charisma bonus, if any.
As a swift action that does not provoke attacks of opportunity, a fighter may issue a challenge to a single opponent. The target of this ability must have an Intelligence of 3 or higher, have a language, and be able to hear the Fighter. If any of these requirements are not met, the challenge fails.
The fighter gains a bonus to attack rolls, weapon damage rolls, and AC against the target of the challenge. In addition, the target of the fighter's challenge takes a penalty equal to the fighter's challenge bonus to attacks rolls, damage rolls, and save DCs for its spells and abilities against any target other than the fighter.
The challenge bonus (and penalty to the target) increases to +2 at 7th level, +3 at 13th level, and +4 at 19th level.
A fighter's challenge lasts a number of rounds equal to 5 + his Charisma bonus, if any. The challenge also ends if the fighter is knocked unconscious or killed.
Command Aura (Ex)
A natural leader on the battlefield, a fighter is able to direct the flow of combat around him by issuing orders to his allies. This commands are expressed as command auras. A fighter may have one minor and one major aura active at a time.
Issuing a command aura is a move action that does not provoke attacks of opportunity. A command aura remains in effect until the fighter dismisses it as a free action, activates another aura of the same type, or becomes dazed, stunned, paralyzed, unconscious, or otherwise unable to speak or be heard.
Unless otherwise indicated, a command aura affects all allies within 60 feet of the fighter. Because issuing a command aura involves shouting orders to his allies, allies who cannot hear the fighter do not benefit from his command auras.
Minor Auras
A minor aura adds the fighter's Charisma bonus, minimum 1, to a specific type of roll. Blitz: Bonus on opposed checks when making a bull rush or overrun attempt and on damage rolls when making a charge attack. Charisma: Bonus on Charisma checks and Charisma-based skill checks. Constitution: Bonus on Constitution checks and Constitution-based skill checks. Critical: Bonus to confirm critical hits and on critical hit damage. Dexterity: Bonus on Dexterity checks and Dexterity-based skill checks. Distraction: Bonus on opposed rolls when making disarm, feint, and sunder attempts. Fortify: Bonus on Fortitude saves. Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks. Reaction: Bonus on Reflex saves. Resolve: Bonus on Will saves. Strength: Bonus on Strength checks and Strength-based skill checks. Take Down: Bonus on opposed rolls when making trip attempts and grapple checks. Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
Major Auras
Major auras add a fixed bonus to certain rolls, which increases with the fighter's level as shown on the table. Attack: Bonus on attack rolls. Defense: Bonus to armor class. Speed: Increase speed by 5ft per +1 bonus. Resilience: Bonus to all saves. Unyielding: Grant DR 2/- per +1 aura bonus. This stacks with damage reduction from other sources. Toughness: Allies gain 5 Χ aura bonus in temporary hit points when this aura is activated. Evade: Dodge bonus to AC. Grant uncanny dodge. At +2 aura bonus, also grant evasion.
Bonus Feats
A fighter gains a bonus combat-oriented feat at 2nd level and every two fighter levels thereafter (4th, 6th, etc.). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
Combat Prowess (Ex)
When making opposed checks in combat based on his Strength, Dexterity, or Constitution, a Fighter gains a bonus on the check equal to half his class level, rounded down.
Defensive Threat (Ex)
A fighter learns to dominate the area around himself on the battlefield through vigilance and active defense. Starting a 3rd level, a fighter causes his enemies to treat any squares he threatens as difficult terrain.
Shield Mastery (Ex)
Starting at 4th level, a fighter has learned to use his shield to the best advantage. Any shield the fighter wields has its shield bonus to AC increased by 1 and its armor check penalty reduced by 1 as long as he wields it. The fighter also gains +1 on attack rolls when making a shield bash attack.
At 10th level, a fighter's shield bonus to AC also applies to touch attacks made against him.
At 16th level, the shield bonus to AC and increases by 2 rather than by 1. The bonus on shield bash attack rolls increases to +2.
A fighter with the Improved Two-Weapon Fighting feat can apply the benefits of this ability to the shield bonus he gains while wielding a double weapon or two weapons and may also use the shield ward ability gained at 6th level.
Intimidating Challenge (Ex)
Any target affected by a 5th-level fighter's challenge must make a Will save (DC 10 + 1/2 his fighter level + his Charisma modifier + his challenge bonus) or become shaken for the duration of the challenge.
Shield Ward (Ex)
As an immediate action, a fighter can move to defend an adjacent ally, granting that ally the fighter's shield bonus to AC, including any bonuses from his shield mastery ability. If the attack still hits the ally, the fighter and the ally each take half damage from the attack, rounded up.
Armor Mastery (Ex)
Becoming increasingly comfortable in armor, a 7th-level fighter learns to wear his armor like a second skin. Any armor the fighter wears has its armor bonus to AC, maximum dexterity bonus, and damage reduction increased by 1 and its armor check penalty reduced by 1 (to a minimum of 0) for as long as he wears it. In addition, the fighter can sleep in his armor without becoming fatigued.
At 12th level, the armor bonus to AC, maximum dexterity bonus, and damage reduction are instead increased by 2, and the armor check penalty is instead reduced by 2 (to a minimum of 0). In addition, a 12th-level Fighter may add half of his armor bonus (rounded down) to his touch AC.
At 18th level, the bonuses are increased by a total of 3, and the armor check penalty is reduced by a total of 3 (to a minimum of 0). In addition, an 18th-level Fighter may add his full armor bonus to his touch AC.
Instant Command (Ex)
When a fighter reaches 7th level, he becomes able to issue command auras more quickly than before. He can issue command auras as a swift or immediate action.
Mass Challenge (Ex)
Starting at 11th level, a fighter's challenge can target all enemies within 50 feet.
Dual Command (Ex)
A fighter of at least 17th level can issue and maintain a second command aura of the same type. He can activate a second minor or a second major aura as he chooses, to have a total of four active at once. Each command aura must be issued individually.