GunbladeKnight
2012-05-27, 10:03 PM
Before I actually post it, I wanted to add some things to avoid confusion and preempt the quick fix of just adding maneuvers: I'm redoing the core classes without adding ToB stuff (aside from adding maybe one maneuver here or there). Due to a change in philosophy, I am now remaking core classes with ToB. This is a combination of the what was previously posted and the warblade. But for skills, I am combining many of them in a homebrew campaign, the main one being rolling heal checks into the survival skill.
I also want to thank other homebrewers that I may have... borrowed inspiration or abilities from. One I would like to name is T.G. Oskar for his thesis (and fixes as well, even if I don't completely agree with them).
Now without further ado:
The Marshal
http://fc09.deviantart.net/fs71/i/2012/253/7/7/knight_by_brucemashbatart-d5ebnoo.jpg
Image by bmd247 on DA
"An army is as strong as its weakest members. I turn them into heroes." -Seo Joohyun, General of the Yulong Empire
HD: d12
Skills: Acrobatics (DEX), Athletics (STR), Craft (INT), Deception (CHA), Gather Information (CHA), Handle Animal (CHA), Knowledge (Geography) (INT), Knowledge (Local) (INT), Knowledge (Nobility) (INT), Perception (WIS), Persuasion (CHA), Ride (DEX), Sense Motive (WIS), Stealth (DEX), and Swim (STR).
Skill Points: 4+INT modifier
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|
Special|
Man Known|
Man Readied|
Stances
1st|
+1|
+2|
+2|
+0|
Battle Clarity, Imposing Presence|
3|
3|
1
2nd|
+2|
+3|
+3|
+0|
Combat Style, Uncanny Dodge|
4|
3|
2
3rd|
+3|
+3|
+3|
+1|
Mettle, Weapon Training|
5|
3|
2
4th|
+4|
+4|
+4|
+1|
Battle Orders, Bonus Feat, Fearless|
5|
4|
2
5th|
+5|
+4|
+4|
+1|
Armor Training, Weapon Adaptation|
6|
4|
3
6th|
+6|
+5|
+5|
+2|
Improved Style, Inspiring Presence|
6|
4|
3
7th|
+7|
+5|
+5|
+2|
Commanding Presence, Weapon Training|
7|
4|
3
8th|
+8|
+6|
+6|
+2|
Bonus Feat, Brutal Warrior|
7|
4|
3
9th|
+9|
+6|
+6|
+3|
Daunting Challenge, Improved Mettle|
8|
4|
4
10th|
+10|
+7|
+7|
+3|
Improved Armor Training|
8|
5|
4
11th|
+11|
+7|
+7|
+3|
Greater Style, Weapon Training|
9|
5|
4
12th|
+12|
+8|
+8|
+4|
Bonus Feat, Deadly Threat|
9|
5|
4
13th|
+13|
+8|
+8|
+8|
Conviction|
10|
5|
4
14th|
+14|
+9|
+9|
+4||
10|
5|
4
15th|
+15|
+9|
+9|
+5|
Armor Mastery, Weapon Training|
11|
6|
5
16th|
+16|
+10|
+10|
+5|
Bonus Feat, Master Style|
11|
6|
5
17th|
+17|
+10|
+10|
+5|
Weapon Mastery|
12|
6|
5
18th|
+18|
+11|
+11|
+6|
Frightful Presence|
12|
6|
5
19th|
+19|
+11|
+11|
+6|
Weapon Training|
13|
6|
5
20th|
+20|
+12|
+12|
+6|
Bonus Feat, Stance Mastery|
13|
7|
6[/table]
Class Features:
Weapon and Armor Proficiencies: The marshal is proficient with all simple and martial weapons, as well as all armors (Light, Medium, Heavy) and all shields.
Maneuvers Known: The marshal knows a number of maneuvers as shown on the table. The marshal knows maneuvers from the Diamond Mind. Iron Heart, Stone Dragon, Tiger Claw, White Raven, and any school of the marshal's choice that is not a class specific school.
Maneuvers Readied: The marshal starts each encounter with the listed number of maneuvers readied. The marshal can refresh all maneuvers as a swift action at the end of his/her turn. The marshal can not have initiated a maneuver in the turn that he/she refreshes them.
Stances Known: The marshal knows a number of stances as shown on the table. These stances can be from any school the marshal may select maneuvers from. Activating a stance is a swift action, and it stays activated until the marshal switches stances or falls unconscious. The marshal may only have one stance active at a time.
Battle Clarity (Ex): Starting at 1st level, the marshal's training allows him to know when danger is imminent. The marshal may add his/her intelligence modifier to initiative checks.
Imposing Presence (Ex): Starting at 1st level, the marshal's threatened range is treated as difficult terrain for all enemies.
Combat Style (Ex): Starting at 2nd level, the marshal dedicates himself/herself to a method of combat. The marshal chooses a style of combat and, once chosen, may not alter the choice. The choices are:
Two-Weapon Style: The marshal gains the Two-Weapon Fighting feat.
Heavy Weapon Style: The marshal gains the Power Attack feat.
Shield Style: The marshal gains the Improved Shield Bash feat. In addition, the marshal may add his/her intelligence modifier to attacks while wielding a tower shield.
Einhander Style: The marshal gains the Combat Expertise feat.
Archery Style: The Marshal gains the Rapid Shot feat.
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains Improved Uncanny Dodge instead.
Mettle (Ex): Starting at 3rd level, anytime a marshal would be subjected to a spell or similar ability that allows for a partial effect on a successful fortitude save, the marshal receives no effect on a successful save.
Weapon Training (Ex): The marshal is a master of weapons, but always has select weapons that he/she favors. At 3rd level and every four levels thereafter, the marshal selects a group of weapons below, gaining a bonus to damage rolls equal to his/her intelligence modifier with weapons of the selected group.
Axe: Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, and Sickle.
Pick: Great Pick, Heavy Pick, Light Pick, and Scythe.
Sword, Heavy: Bastard Sword, Falchion, Fullblade, Greatsword, Longsword, and Katana.
Sword, Light: Dagger, Elven Faeblade, Rapier, Scimitar, Shortsword, Shuang Gou, and Wakizashi.
Archery: Greatbow, Longbow, Shortbow, and Composite Bows.
Crossbow: Hand Crossbow, Heavy Crossbow, Light Crossbow, and Repeating Crossbows.
Double: Dire Flail, Dwarven Urgosh, Gnome Hooked Hammer, Orc Double Axe, Quarterstaff, and Two-Bladed Sword
Linked: Flail, Heavy Flail, Kusarigama, Nunchaku, Snake Sword, Spiked Chain, and Whip.
Hammer: Dwarven Battle Hammer, Heavy Mace, Light Mace, Maul, Morningstar, and Warhammer.
Club: Club, Greatclub, Jutte, Sap, Tetsubo, and Tonfa.
Monk: Kama, Sai, Siangham, Shuriken, Steel Fan, and Unarmed Strike
Polearm: Glaive, Guisarme, Halberd, Naginata, and Ranseur
Spear: Lance, Longspear, Shortspear, Spear, and Trident.
Thrown: Bolas, Chakram, Dart, Dwarven Throwing Hammer, Fukimi Bari, Javelin, Light Hammer, Net, Sling, and Throwing Axe
Close: Bagh Nakh, Heavy Shield, Light Shield, Orc Battle-Claw, Punching Dagger, and Spiked Gauntlet
Battle Orders (Ex): Starting at 4th level, whenever allies flank with the marshal, they may add his/her intelligence modifier in place of the normal +2 for flanking. In addition, allies are considered flanking with the marshal as long as they threaten the target and are not adjacent to the marshal.
Bonus Feat: At 4th level and every four levels, the marshal may select a bonus fighter or tactical feat so long as he/she meets the prerequisites.
Fearless (Ex): Starting at 4th level, the marshal is immune to fear effects, and instead gains a +2 bonus to attack and damage rolls against the source of the fear effect for the duration of the fear effect.
Armor Training (Ex): Starting at 5th level, the marshal is no longer restrained by his/her armor. The armor check penalty if any armor worn by the marshal is reduced by one per five marshal levels, up to a maximum of 4 points of reduction at 20th level. In addition, the martial gains DR 5/adamantine while wearing heavy armor.
Weapon Adaptation (Ex): The marshal is able to adapt his/her fighting styles to different weapons. Starting at 5th level, the marshal gains the benefit of any feat requiring selecting a specific weapon, such as weapon focus, to all the weapons of the weapon group, so long as it is the marshal has selected it as part of weapon training. This does not apply to weapon proficiency feats.
Improved Style (Ex): At 6th level, the marshal improves in his/her chosen style as follows:
Two-Weapon Style: The penalty for fighting with two weapons is reduced by an additional 2, to a minimum of 0.
Heavy Weapon Style: Whenever the marshal succeeds on a bull rush or overrun attempt with a two-handed weapon, he/she may deal normal damage and knock the opponent prone.
Shield Style: The marshal deals double strength damage with each main hand attack while wielding a shield.
Einhander: If the marshal is wielding a single weapon in one hand, he/she deals double strength damage with each attack.
Archery Style: While wielding a bow, the marshal threatens a 30ft radius around him/her.
Inspiring Presence (Ex): Starting at 6th level, whenever the marshal is in a stance that grants a bonus, allies within 30ft also receive the bonus. Whenever the marshal is in a stance that imposes a penalty on an enemy, all enemies within 30ft receive the penalty.
Commanding Presence (Ex): Starting at 7th level, the marshal's mere presence inspires awe and fear in others. The marshal gains a bonus to persuasion and gather information checks equal to half marshal levels.
Brutal Warrior (Ex): The marshal's strikes have a deadly force to them. Starting at 8th level, each weapon in any selected weapon group used by the marshal deals damage as though it were one size larger.
Daunting Challenge (Ex): Starting at 9th level, the marshal is able to intimidate those of weak will. The marshal may, as a swift action, shout with such force that all foes with fewer hit dice within 60ft must make a will save or become shaken for a number of rounds equal to half marshal levels plus strength modifier. Foes already shaken become frightened, and those already frightened become panicked. The DC is equal to 10 plus half marshal levels plus strength modifier. Whether a creature succeeds or not, it can only be subjected to this ability once per encounter. This is a fear effect.
Improved Mettle (Ex): Starting at 9th level, whenever the marshal would be subject to a partial effect on a successful fortitude saving throw instead takes no effect on a successful save, and a partial effect on a failed save.
Improved Armor Training (Ex): Starting at 10th level, the marshal takes half the time to don and remove armor. In addition, the marshal gains DR 5/adamantine while wearing medium armor, and DR 10/adamantine while wearing heavy armor.
Greater Style (Ex): At 11th level, the marshal's skill with their chosen style reaches the pinnacle of mortal men:
Two-Weapon Style: The marshal may now attack with both weapons for each attack the marshal has, including attacks of opportunity, attacks granted due to improved trip, and extra attacks granted by the haste spell. In addition, the marshal deals power attack damage with the off-hand weapon as well.
Heavy Weapon Style: Whenever the marshal misses an attack with a two-handed weapon, he/she still deals damage equal to his/her strength modifier.
Shield Style: Whenever the marshal succeeds with a shield bash, the target must make a fortitude save or be dazed for a number of rounds equal to the marshal's intelligence modifier. The DC is 10 plus half marshal levels plus intelligence modifier.
Einhander Style:
Archery Style:
Deadly Threat (Ex): The marshal is able to exploit the weaknesses of his enemies. Starting at 12th level, the marshal increases the critical threat range of any weapon in selected weapon groups by one. This stacks with other effects, such as the keen enchantment, but is added last.
Conviction (Ex): The marshal continues to fight on when lesser men would fall. Starting at 13th level, whenever the marshal would die due to hit point damage, he/she may instead continue fighting for a number of rounds equal to half marshal levels plus constitution modifier. Unless healed, the marshal dies at the end of this duration as normal.
Armor Mastery (Ex): The marshal has better maneuverability in armor while being better protected by it. At 15th level, the marshal gains DR depending on the armor he/she wears. The marshal gains DR 5/adamantine in light armor, 10/adamantine in medium armor, and 15/adamantine in heavy armor. The marshal may also treat the maximum dexterity bonus of any armor worn as two higher, and the marshal no longer suffers any penalties to speed from wearing heavier armor.
Master Style (Ex): At 16th level, the marshal's prowess exceeds mortal limitations:
Two-Weapon Style: The marshal gains a set of bonuses based on what type of weapons he/she is wielding. When wielding two slashing weapons, the target takes 2 bleed damage for each time it is hit with both weapons. When wielding two bludgeoning weapons, the marshal deals damage equal to his/her strength modifier on a missed attack. When wielding two piercing weapons, the marshal ignores an amount of damage reduction equal to his/her intelligence modifier. When wielding weapons that may deal different types of damage, then marshal must choose which affects to apply. Thus, the marshal may choose to apply the affects of slashing or piercing weapons with a dagger, but not both at the same time. Whereas, the marshal applies the affects of both bludgeoning and piercing weapons at the same time with a morningstar.
Heavy Weapon Style: Whenever the marshal hits with a two-handed weapon, he/she forces the target back 5ft and may choose to follow, so long as they do not exceed twice their movement speed in one round. In addition, if the target is forced into a wall or other obstacle they take an additional 2d6 damage.
Shield Style: If the martial leads a full attack with a successful shield bash, he/she may deal double damage with all other attacks on the target for one round.
Einhander Style:
Archery Style:
Weapon Mastery (Ex): Starting at 17th level, the marshal is a master at using weapons effectively. Any weapon of selected weapon groups used by the marshal has its critical multiplier increased by one.
Frightful Presence (Ex): Starting at 18th level, the marshal is a force to be reckoned with. Whenever the marshal succeeds on an attack, all enemies within 60ft must succeed on a will save or become fearful of the marshal for a number of rounds equal to half marshal levels plus strength modifier. Those with less hit dice than the marshal become frightened, and those with equal or greater hit dice become shaken. The DC is 10 plus half marshal levels plus strength modifier. Whether a creature succeeds or fails, it can only be subjected to this ability once per encounter. This is a fear effect.
Stance Mastery (Ex): At 20th level, the marshal may activate the effects of two stances active simultaneously. He/she may use a swift action to change one of the stances or a move action to change both of the stances.
I also want to thank other homebrewers that I may have... borrowed inspiration or abilities from. One I would like to name is T.G. Oskar for his thesis (and fixes as well, even if I don't completely agree with them).
Now without further ado:
The Marshal
http://fc09.deviantart.net/fs71/i/2012/253/7/7/knight_by_brucemashbatart-d5ebnoo.jpg
Image by bmd247 on DA
"An army is as strong as its weakest members. I turn them into heroes." -Seo Joohyun, General of the Yulong Empire
HD: d12
Skills: Acrobatics (DEX), Athletics (STR), Craft (INT), Deception (CHA), Gather Information (CHA), Handle Animal (CHA), Knowledge (Geography) (INT), Knowledge (Local) (INT), Knowledge (Nobility) (INT), Perception (WIS), Persuasion (CHA), Ride (DEX), Sense Motive (WIS), Stealth (DEX), and Swim (STR).
Skill Points: 4+INT modifier
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|
Special|
Man Known|
Man Readied|
Stances
1st|
+1|
+2|
+2|
+0|
Battle Clarity, Imposing Presence|
3|
3|
1
2nd|
+2|
+3|
+3|
+0|
Combat Style, Uncanny Dodge|
4|
3|
2
3rd|
+3|
+3|
+3|
+1|
Mettle, Weapon Training|
5|
3|
2
4th|
+4|
+4|
+4|
+1|
Battle Orders, Bonus Feat, Fearless|
5|
4|
2
5th|
+5|
+4|
+4|
+1|
Armor Training, Weapon Adaptation|
6|
4|
3
6th|
+6|
+5|
+5|
+2|
Improved Style, Inspiring Presence|
6|
4|
3
7th|
+7|
+5|
+5|
+2|
Commanding Presence, Weapon Training|
7|
4|
3
8th|
+8|
+6|
+6|
+2|
Bonus Feat, Brutal Warrior|
7|
4|
3
9th|
+9|
+6|
+6|
+3|
Daunting Challenge, Improved Mettle|
8|
4|
4
10th|
+10|
+7|
+7|
+3|
Improved Armor Training|
8|
5|
4
11th|
+11|
+7|
+7|
+3|
Greater Style, Weapon Training|
9|
5|
4
12th|
+12|
+8|
+8|
+4|
Bonus Feat, Deadly Threat|
9|
5|
4
13th|
+13|
+8|
+8|
+8|
Conviction|
10|
5|
4
14th|
+14|
+9|
+9|
+4||
10|
5|
4
15th|
+15|
+9|
+9|
+5|
Armor Mastery, Weapon Training|
11|
6|
5
16th|
+16|
+10|
+10|
+5|
Bonus Feat, Master Style|
11|
6|
5
17th|
+17|
+10|
+10|
+5|
Weapon Mastery|
12|
6|
5
18th|
+18|
+11|
+11|
+6|
Frightful Presence|
12|
6|
5
19th|
+19|
+11|
+11|
+6|
Weapon Training|
13|
6|
5
20th|
+20|
+12|
+12|
+6|
Bonus Feat, Stance Mastery|
13|
7|
6[/table]
Class Features:
Weapon and Armor Proficiencies: The marshal is proficient with all simple and martial weapons, as well as all armors (Light, Medium, Heavy) and all shields.
Maneuvers Known: The marshal knows a number of maneuvers as shown on the table. The marshal knows maneuvers from the Diamond Mind. Iron Heart, Stone Dragon, Tiger Claw, White Raven, and any school of the marshal's choice that is not a class specific school.
Maneuvers Readied: The marshal starts each encounter with the listed number of maneuvers readied. The marshal can refresh all maneuvers as a swift action at the end of his/her turn. The marshal can not have initiated a maneuver in the turn that he/she refreshes them.
Stances Known: The marshal knows a number of stances as shown on the table. These stances can be from any school the marshal may select maneuvers from. Activating a stance is a swift action, and it stays activated until the marshal switches stances or falls unconscious. The marshal may only have one stance active at a time.
Battle Clarity (Ex): Starting at 1st level, the marshal's training allows him to know when danger is imminent. The marshal may add his/her intelligence modifier to initiative checks.
Imposing Presence (Ex): Starting at 1st level, the marshal's threatened range is treated as difficult terrain for all enemies.
Combat Style (Ex): Starting at 2nd level, the marshal dedicates himself/herself to a method of combat. The marshal chooses a style of combat and, once chosen, may not alter the choice. The choices are:
Two-Weapon Style: The marshal gains the Two-Weapon Fighting feat.
Heavy Weapon Style: The marshal gains the Power Attack feat.
Shield Style: The marshal gains the Improved Shield Bash feat. In addition, the marshal may add his/her intelligence modifier to attacks while wielding a tower shield.
Einhander Style: The marshal gains the Combat Expertise feat.
Archery Style: The Marshal gains the Rapid Shot feat.
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains Improved Uncanny Dodge instead.
Mettle (Ex): Starting at 3rd level, anytime a marshal would be subjected to a spell or similar ability that allows for a partial effect on a successful fortitude save, the marshal receives no effect on a successful save.
Weapon Training (Ex): The marshal is a master of weapons, but always has select weapons that he/she favors. At 3rd level and every four levels thereafter, the marshal selects a group of weapons below, gaining a bonus to damage rolls equal to his/her intelligence modifier with weapons of the selected group.
Axe: Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, and Sickle.
Pick: Great Pick, Heavy Pick, Light Pick, and Scythe.
Sword, Heavy: Bastard Sword, Falchion, Fullblade, Greatsword, Longsword, and Katana.
Sword, Light: Dagger, Elven Faeblade, Rapier, Scimitar, Shortsword, Shuang Gou, and Wakizashi.
Archery: Greatbow, Longbow, Shortbow, and Composite Bows.
Crossbow: Hand Crossbow, Heavy Crossbow, Light Crossbow, and Repeating Crossbows.
Double: Dire Flail, Dwarven Urgosh, Gnome Hooked Hammer, Orc Double Axe, Quarterstaff, and Two-Bladed Sword
Linked: Flail, Heavy Flail, Kusarigama, Nunchaku, Snake Sword, Spiked Chain, and Whip.
Hammer: Dwarven Battle Hammer, Heavy Mace, Light Mace, Maul, Morningstar, and Warhammer.
Club: Club, Greatclub, Jutte, Sap, Tetsubo, and Tonfa.
Monk: Kama, Sai, Siangham, Shuriken, Steel Fan, and Unarmed Strike
Polearm: Glaive, Guisarme, Halberd, Naginata, and Ranseur
Spear: Lance, Longspear, Shortspear, Spear, and Trident.
Thrown: Bolas, Chakram, Dart, Dwarven Throwing Hammer, Fukimi Bari, Javelin, Light Hammer, Net, Sling, and Throwing Axe
Close: Bagh Nakh, Heavy Shield, Light Shield, Orc Battle-Claw, Punching Dagger, and Spiked Gauntlet
Battle Orders (Ex): Starting at 4th level, whenever allies flank with the marshal, they may add his/her intelligence modifier in place of the normal +2 for flanking. In addition, allies are considered flanking with the marshal as long as they threaten the target and are not adjacent to the marshal.
Bonus Feat: At 4th level and every four levels, the marshal may select a bonus fighter or tactical feat so long as he/she meets the prerequisites.
Fearless (Ex): Starting at 4th level, the marshal is immune to fear effects, and instead gains a +2 bonus to attack and damage rolls against the source of the fear effect for the duration of the fear effect.
Armor Training (Ex): Starting at 5th level, the marshal is no longer restrained by his/her armor. The armor check penalty if any armor worn by the marshal is reduced by one per five marshal levels, up to a maximum of 4 points of reduction at 20th level. In addition, the martial gains DR 5/adamantine while wearing heavy armor.
Weapon Adaptation (Ex): The marshal is able to adapt his/her fighting styles to different weapons. Starting at 5th level, the marshal gains the benefit of any feat requiring selecting a specific weapon, such as weapon focus, to all the weapons of the weapon group, so long as it is the marshal has selected it as part of weapon training. This does not apply to weapon proficiency feats.
Improved Style (Ex): At 6th level, the marshal improves in his/her chosen style as follows:
Two-Weapon Style: The penalty for fighting with two weapons is reduced by an additional 2, to a minimum of 0.
Heavy Weapon Style: Whenever the marshal succeeds on a bull rush or overrun attempt with a two-handed weapon, he/she may deal normal damage and knock the opponent prone.
Shield Style: The marshal deals double strength damage with each main hand attack while wielding a shield.
Einhander: If the marshal is wielding a single weapon in one hand, he/she deals double strength damage with each attack.
Archery Style: While wielding a bow, the marshal threatens a 30ft radius around him/her.
Inspiring Presence (Ex): Starting at 6th level, whenever the marshal is in a stance that grants a bonus, allies within 30ft also receive the bonus. Whenever the marshal is in a stance that imposes a penalty on an enemy, all enemies within 30ft receive the penalty.
Commanding Presence (Ex): Starting at 7th level, the marshal's mere presence inspires awe and fear in others. The marshal gains a bonus to persuasion and gather information checks equal to half marshal levels.
Brutal Warrior (Ex): The marshal's strikes have a deadly force to them. Starting at 8th level, each weapon in any selected weapon group used by the marshal deals damage as though it were one size larger.
Daunting Challenge (Ex): Starting at 9th level, the marshal is able to intimidate those of weak will. The marshal may, as a swift action, shout with such force that all foes with fewer hit dice within 60ft must make a will save or become shaken for a number of rounds equal to half marshal levels plus strength modifier. Foes already shaken become frightened, and those already frightened become panicked. The DC is equal to 10 plus half marshal levels plus strength modifier. Whether a creature succeeds or not, it can only be subjected to this ability once per encounter. This is a fear effect.
Improved Mettle (Ex): Starting at 9th level, whenever the marshal would be subject to a partial effect on a successful fortitude saving throw instead takes no effect on a successful save, and a partial effect on a failed save.
Improved Armor Training (Ex): Starting at 10th level, the marshal takes half the time to don and remove armor. In addition, the marshal gains DR 5/adamantine while wearing medium armor, and DR 10/adamantine while wearing heavy armor.
Greater Style (Ex): At 11th level, the marshal's skill with their chosen style reaches the pinnacle of mortal men:
Two-Weapon Style: The marshal may now attack with both weapons for each attack the marshal has, including attacks of opportunity, attacks granted due to improved trip, and extra attacks granted by the haste spell. In addition, the marshal deals power attack damage with the off-hand weapon as well.
Heavy Weapon Style: Whenever the marshal misses an attack with a two-handed weapon, he/she still deals damage equal to his/her strength modifier.
Shield Style: Whenever the marshal succeeds with a shield bash, the target must make a fortitude save or be dazed for a number of rounds equal to the marshal's intelligence modifier. The DC is 10 plus half marshal levels plus intelligence modifier.
Einhander Style:
Archery Style:
Deadly Threat (Ex): The marshal is able to exploit the weaknesses of his enemies. Starting at 12th level, the marshal increases the critical threat range of any weapon in selected weapon groups by one. This stacks with other effects, such as the keen enchantment, but is added last.
Conviction (Ex): The marshal continues to fight on when lesser men would fall. Starting at 13th level, whenever the marshal would die due to hit point damage, he/she may instead continue fighting for a number of rounds equal to half marshal levels plus constitution modifier. Unless healed, the marshal dies at the end of this duration as normal.
Armor Mastery (Ex): The marshal has better maneuverability in armor while being better protected by it. At 15th level, the marshal gains DR depending on the armor he/she wears. The marshal gains DR 5/adamantine in light armor, 10/adamantine in medium armor, and 15/adamantine in heavy armor. The marshal may also treat the maximum dexterity bonus of any armor worn as two higher, and the marshal no longer suffers any penalties to speed from wearing heavier armor.
Master Style (Ex): At 16th level, the marshal's prowess exceeds mortal limitations:
Two-Weapon Style: The marshal gains a set of bonuses based on what type of weapons he/she is wielding. When wielding two slashing weapons, the target takes 2 bleed damage for each time it is hit with both weapons. When wielding two bludgeoning weapons, the marshal deals damage equal to his/her strength modifier on a missed attack. When wielding two piercing weapons, the marshal ignores an amount of damage reduction equal to his/her intelligence modifier. When wielding weapons that may deal different types of damage, then marshal must choose which affects to apply. Thus, the marshal may choose to apply the affects of slashing or piercing weapons with a dagger, but not both at the same time. Whereas, the marshal applies the affects of both bludgeoning and piercing weapons at the same time with a morningstar.
Heavy Weapon Style: Whenever the marshal hits with a two-handed weapon, he/she forces the target back 5ft and may choose to follow, so long as they do not exceed twice their movement speed in one round. In addition, if the target is forced into a wall or other obstacle they take an additional 2d6 damage.
Shield Style: If the martial leads a full attack with a successful shield bash, he/she may deal double damage with all other attacks on the target for one round.
Einhander Style:
Archery Style:
Weapon Mastery (Ex): Starting at 17th level, the marshal is a master at using weapons effectively. Any weapon of selected weapon groups used by the marshal has its critical multiplier increased by one.
Frightful Presence (Ex): Starting at 18th level, the marshal is a force to be reckoned with. Whenever the marshal succeeds on an attack, all enemies within 60ft must succeed on a will save or become fearful of the marshal for a number of rounds equal to half marshal levels plus strength modifier. Those with less hit dice than the marshal become frightened, and those with equal or greater hit dice become shaken. The DC is 10 plus half marshal levels plus strength modifier. Whether a creature succeeds or fails, it can only be subjected to this ability once per encounter. This is a fear effect.
Stance Mastery (Ex): At 20th level, the marshal may activate the effects of two stances active simultaneously. He/she may use a swift action to change one of the stances or a move action to change both of the stances.