Editing IK Classes

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 108: Line 108:
  
 
* '''Table: The Scholar'''
 
* '''Table: The Scholar'''
<table width=90% border=1 cellpadding=0 cellspacing=2>
+
<table width=60% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Level</b></td><td><b>Bab</b></td><td><b>Fort</b></td><td><b>Ref</b></td><td><b>Will</b></td><td><b>Special</b></td><td><b>Arcane Sage CL/Max SL</b></td></tr>
 
<tr bgcolor=#999999><td><b>Level</b></td><td><b>Bab</b></td><td><b>Fort</b></td><td><b>Ref</b></td><td><b>Will</b></td><td><b>Special</b></td><td><b>Arcane Sage CL/Max SL</b></td></tr>
 
<tr><td>1st</td><td>+0</td><td>+0</td><td>+0</td><td>+2</td><td>Higher Learning, Literacy, University Education</td><td>1/1</td></tr>
 
<tr><td>1st</td><td>+0</td><td>+0</td><td>+0</td><td>+2</td><td>Higher Learning, Literacy, University Education</td><td>1/1</td></tr>
Line 168: Line 168:
  
 
:'''Pen Scholarly Work''': It is expected of scholars to eventually contribute to their institutions and the general academic community by writing scholastic texts. The scholar may write texts that grant a circumstance bonus to skill checks (typically Knowledge) that apply to the topic of the tome. The scholar spends a length of time to create the tome based on how much the text covers. This time is spent doing research, writing the actual work, as well as any experimentation that might be required. This may be made while adventuring although the character requires at least six hours devoted to her work during each day. If eventual experimentation, research and writing is incorporated into the adventure by the player the length of time of the roll is decreased by one step. At the end of that period, the scholar makes a Craft [writing] check at a DC set based on the level of the tome; if the scholar is trained in the skill in which they are writing about, they receive a +2 synergy bonus to their Craft [writing] check to make a tome for that skill. Failure means that the work cannot be finished at this time and the scholar must wait until they gain at least 1 rank in the Knowledge or skill which applies to the topic before trying again (see table below). Depending on the level of the tome, the DM should grant additional benefits for the completion of a scholarly work. Such benefits can range from a reputation increase to positions in a university to sponsorship from an institute for another work or project. Normal: characters without this talent are able to write texts at primer level. Texts of primer level give no bonus, but reduce untrained penalties for skill checks completely, if consulted before any eventual roll.
 
:'''Pen Scholarly Work''': It is expected of scholars to eventually contribute to their institutions and the general academic community by writing scholastic texts. The scholar may write texts that grant a circumstance bonus to skill checks (typically Knowledge) that apply to the topic of the tome. The scholar spends a length of time to create the tome based on how much the text covers. This time is spent doing research, writing the actual work, as well as any experimentation that might be required. This may be made while adventuring although the character requires at least six hours devoted to her work during each day. If eventual experimentation, research and writing is incorporated into the adventure by the player the length of time of the roll is decreased by one step. At the end of that period, the scholar makes a Craft [writing] check at a DC set based on the level of the tome; if the scholar is trained in the skill in which they are writing about, they receive a +2 synergy bonus to their Craft [writing] check to make a tome for that skill. Failure means that the work cannot be finished at this time and the scholar must wait until they gain at least 1 rank in the Knowledge or skill which applies to the topic before trying again (see table below). Depending on the level of the tome, the DM should grant additional benefits for the completion of a scholarly work. Such benefits can range from a reputation increase to positions in a university to sponsorship from an institute for another work or project. Normal: characters without this talent are able to write texts at primer level. Texts of primer level give no bonus, but reduce untrained penalties for skill checks completely, if consulted before any eventual roll.
 
 
<table width=60% border=1 cellpadding=0 cellspacing=2>
 
<table width=60% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Level of Tome</b></td><td><b>Bonus</b></td><td><b>Craft DC</b></td><td><b>Length of Time</b></td><td><b>Example</b></td></tr>
 
<tr bgcolor=#999999><td><b>Level of Tome</b></td><td><b>Bonus</b></td><td><b>Craft DC</b></td><td><b>Length of Time</b></td><td><b>Example</b></td></tr>
Line 213: Line 212:
 
* '''Table: The Stone Scribe'''
 
* '''Table: The Stone Scribe'''
  
<table width=90% border=1 cellpadding=0 cellspacing=2>
+
<table width=60% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Level</b></td><td><b>Bab</b></td><td><b>Fort</b></td><td><b>Ref</b></td><td><b>Will</b></td><td><b>Special</b></td><td><b>Recitations per day</b></td></tr>
 
<tr bgcolor=#999999><td><b>Level</b></td><td><b>Bab</b></td><td><b>Fort</b></td><td><b>Ref</b></td><td><b>Will</b></td><td><b>Special</b></td><td><b>Recitations per day</b></td></tr>
 
<tr><td>1st</td><td>+0</td><td>+0</td><td>+2</td><td>+2</td><td>Recitations, Runewise, Knowledge of Stones</td><td>2</td></tr>
 
<tr><td>1st</td><td>+0</td><td>+0</td><td>+2</td><td>+2</td><td>Recitations, Runewise, Knowledge of Stones</td><td>2</td></tr>
Line 270: Line 269:
  
 
====Caber Thrower====
 
====Caber Thrower====
:Hit Die: d10.
 
 
* '''Requirements'''
 
To qualify to become a Trollkin Caber Thrower, a character must fulfill all the following criteria.
 
 
:Racial: Trollkin only
 
:Ability Score: Str 20
 
:Base Attack: +3.
 
:Feats: Exotic Weapon Proficiency (Caber), Power Attack, Weapon Focus (Caber).
 
 
* '''Class Skills'''
 
The class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Swim (Str)
 
 
:Skill Points at Each Level: 2 + Int modifier.
 
 
* '''Table: The Caber Thrower'''
 
<table width=90% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Level</b></td><td><b>Bab</b></td><td><b>Fort</b></td><td><b>Ref</b></td><td><b>Will</b></td><td><b>Special</b></td></tr>
 
<tr><td>1st</td><td>+1</td><td>+2</td><td>+0</td><td>+0</td><td>Overburdened Heave</td></tr>
 
<tr><td>2nd</td><td>+2</td><td>+3</td><td>+0</td><td>+0</td><td>Area Attack</td></tr>
 
<tr><td>3rd</td><td>+3</td><td>+3</td><td>+1</td><td>+1</td><td>Knockdown Blow</td></tr>
 
<tr><td>4th</td><td>+3</td><td>+4</td><td>+1</td><td>+1</td><td>Meteor Strike</td></tr>
 
<tr><td>5th</td><td>+4</td><td>+4</td><td>+1</td><td>+1</td><td>Ranged Power Attack</td></tr>
 
</table>
 
 
* '''Class Features'''
 
All of the following are Class Features of the Caber Thrower prestige class.
 
 
:'''Weapon and Armor Proficiency:''' Caber Throwers gain Exotic Weapon Proficiency [Caber].
 
 
:'''Overburdened Heave:''' The Caber Thrower can throw a wooden-, or stone caber, or an item that weighs as much as his maximum load with a range increment of 30.
 
 
:'''Area Attack:''' The character makes an attack roll against a square the target creature occupies (AC 10) rather than the creature itself. Any creature in the square must succeed on a Reflex save (DC 10 + the Caber Thrower’s ranged attack bonus) or take full damage. This ability may only be used with a Caber.
 
 
:'''Knockdown Blow:''' If the Caber Thrower’s attack hits and does damage to any creature of Medium or smaller size, the target is rendered prone.
 
 
:'''Meteor Strike:''' As a full-round action, a Caber Thrower deals extra damage equal to twice his Strength bonus on a successful hit with a Caber.
 
 
:'''Ranged Power Attack:''' If the target is within 30 feet, the Caber Thrower can use Power Attack with his Caber.
 
 
* '''Cabers'''
 
Hurling cabers, wooden logs, or stone columns that seem too big to lift, has proven a surprisingly effective and devastating attack in battles throughout the centuries. These weapons have more than justified the backbreaking effort as they tumble forward with bone-pulping power in a nearly unavoidable and crushing attack. Anything caught in the caber's path is usually reduced to paste.  To throw a caber, you must target a 10-foot-square area and hit AC 15. Success means that everyone in the target area must make a Reflex save (DC = your attack roll) or move 5 feet backward. If a creature or object in the target area is incapable of movement, it takes the cabers damage. The caber is normally used for breaking up military formations. A wooden caber requires a Strength score of at least 10 to lift and a score of 18 to carry at medium load, a stone caber requires a Strength score of 16 to lift and a score of 24 to carry at medium load.
 
 
Log Caber – Cost: 10 gp, Damage: 2d8, Crit Range: x2, Range Increment: 10 ft., Weigh: 100 lb., Type: Bludgeoning, Hardness: 3, Hit Points: 60.
 
Stone Caber - Cost: 50 gp, Damage: 3d8, Crit Range: x2, Range Increment: 10 ft., Weigh: 200 lb., Type: Bludgeoning, Hardness: 5, Hit Points: 120.
 
  
 
====Card Shark====
 
====Card Shark====
:Hit Die: d6.
 
 
* '''Requirements'''
 
To qualify to become a , a character must fulfill all the following criteria.
 
 
:Skills: Bluff 4 ranks, Profession [gambler] 8 ranks, Sense Motive 4 ranks
 
:Feats: Skill Focus (Profession [gambler])
 
 
* '''Class Skills'''
 
The class skills (and the key ability for each skill) are
 
 
:Skill Points at Each Level: 6 + Int modifier.
 
 
* '''Table: The'''
 
<table width=90% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Level</b></td><td><b>Bab</b></td><td><b>Fort</b></td><td><b>Ref</b></td><td><b>Will</b></td><td><b>Special</b></td><td><b>Spells per day</b></td></tr>
 
<tr><td>1st</td><td>+0</td><td>+0</td><td>+2</td><td>+2</td><td>Lucky Charm, Mulligan</td><td>+1 level of existing spellcaster class</td></tr>
 
<tr><td>2nd</td><td>+1</td><td>+0</td><td>+3</td><td>+3</td><td>Luck feat</td><td>-</td></tr>
 
<tr><td>3rd</td><td>+2</td><td>+1</td><td>+3</td><td>+3</td><td>Flashy Shuffle</td><td>+1 level of existing spellcaster class</td></tr>
 
<tr><td>4th</td><td>+3</td><td>+1</td><td>+4</td><td>+4</td><td>Luck feat</td><td>-</td></tr>
 
<tr><td>5th</td><td>+3</td><td>+1</td><td>+4</td><td>+4</td><td>Lucky Strike</td><td>+1 level of existing spellcaster class</td></tr>
 
<tr><td>6th</td><td>+4</td><td>+2</td><td>+5</td><td>+5</td><td>Luck feat</td><td>-</td></tr>
 
<tr><td>7th</td><td>+5</td><td>+2</td><td>+5</td><td>+5</td><td>Die Hard</td><td>+1 level of existing spellcaster class</td></tr>
 
<tr><td>8th</td><td>+6/+1</td><td>+2</td><td>+6</td><td>+6</td><td>Luck feat</td><td>-</td></tr>
 
<tr><td>9th</td><td>+6/+1</td><td>+3</td><td>+6</td><td>+6</td><td>Bliss</td><td>+1 level of existing spellcaster class</td></tr>
 
<tr><td>10th</td><td>+7/+2</td><td>+3</td><td>+7</td><td>+7</td><td>Luck feat</td><td>-</td></tr>
 
</table>
 
 
* '''Class Features'''
 
All of the following are Class Features of the  prestige class.
 
 
:'''Weapon and Armor Proficiency:''' The Card Shark gains no new proficiencies for weapons or armor.
 
 
:'''Lucky Charm (Su):''' The character carries a special deck of cards, pair of dice, lucky coin, or other piece of gambling equipment, which acts as an embodiment of the character's exceptional luck. This lucky charm is employed by the character to use some of his class abilities. Should he ever lose the lucky charm or if it becomes to damaged to use, he can replace it by spending 100 gp and performing an 8 hour gambling ritual (most often held at a casino). The character's lucky charm adds one (external) luck point to the character's pool.
 
 
:'''Mulligan (Ex):''' Once per day per Card Shark class level the gambler may re-roll a Profession [gambler] check.
 
 
:'''Luck Feat:''' At 2nd level and every even level thereafter the Card Shark gains a Luck feat he meets the prerequisites for, as a bonus feat. For Luck feats see Complete Scoundrel p. 75 ff. (''Advantageous Avoidance, Better Lucky than Good, Dumb Luck, Fortuitous Strike, Good Karma, Lucky Break, Lucky Catch, Lucky Fingers, Lucky Start, Magical Fortune, Make Your Own Luck, Miser's Fortune, Sly Fortune, Survivor's Luck, Tempting Fate, Unbelievable Luck, Victor's Luck.'')
 
 
:'''Flashy Shuffle (Sp):''' The Card Shark can shuffle his deck as a standard action to replicate the effects of a Daze spell. The save DC for this spell-like effect is 10 + Card Shark class level + Cha modifier.
 
 
:'''Lucky Strike (Ex):''' Even the greatest fighters, those who train and drill constantly, occasionally win through sheer luck, so why shouldn’t the Card Shark ? As a swift action, the character can spend a luck point and add his Card Shark class level as a luck bonus on the next attack roll he makes.
 
 
:'''Diehard (Ex):''' At 7th level the Card SHark gains Diehard as a bonus feat.
 
 
:'''Bliss (Ex):''' The Card Shark's innate fortune lets him shrug off even the worst of bad luck. The character may spend a luck point to recover from one of the following conditions: ''Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Entangled, Exhausted*, Fatigued*, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Petrified, Shaken, Sickened, Stunned.'' (* These can't be removed if their source is a lack of sleep.)
 
  
 
====Dire Berserker====
 
====Dire Berserker====
  
 
===='Jack Marshal====
 
===='Jack Marshal====
:Hit Die: d10.
 
 
* '''Requirements'''
 
To qualify to become a , a character must fulfill all the following criteria.
 
 
:Base Attack: +
 
:Skills:
 
:Feats:
 
 
* '''Class Skills'''
 
The class skills (and the key ability for each skill) are
 
 
:Skill Points at Each Level:  + Int modifier.
 
 
* '''Table: The'''
 
<table width=90% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Level</b></td><td><b>Bab</b></td><td><b>Fort</b></td><td><b>Ref</b></td><td><b>Will</b></td><td><b>Special</b></td><td><b>Spells per day</b></td></tr>
 
<tr><td>1st</td><td>+0</td><td>+0</td><td>+2</td><td>+2</td><td> </td><td> </td></tr>
 
<tr><td>2nd</td><td>+1</td><td>+0</td><td>+3</td><td>+3</td><td> </td><td> </td></tr>
 
<tr><td>3rd</td><td>+2</td><td>+1</td><td>+3</td><td>+3</td><td> </td><td> </td></tr>
 
<tr><td>4th</td><td>+3</td><td>+1</td><td>+4</td><td>+4</td><td> </td><td> </td></tr>
 
<tr><td>5th</td><td>+3</td><td>+1</td><td>+4</td><td>+4</td><td> </td><td> </td></tr>
 
<tr><td>6th</td><td>+4</td><td>+2</td><td>+5</td><td>+5</td><td> </td><td> </td></tr>
 
<tr><td>7th</td><td>+5</td><td>+2</td><td>+5</td><td>+5</td><td> </td><td> </td></tr>
 
<tr><td>8th</td><td>+6/+1</td><td>+2</td><td>+6</td><td>+6</td><td> </td><td> </td></tr>
 
<tr><td>9th</td><td>+6/+1</td><td>+3</td><td>+6</td><td>+6</td><td> </td><td> </td></tr>
 
<tr><td>10th</td><td>+7/+2</td><td>+3</td><td>+7</td><td>+7</td><td> </td><td> </td></tr>
 
</table>
 
 
* '''Class Features'''
 
All of the following are Class Features of the  prestige class.
 
 
:'''Weapon and Armor Proficiency:'''
 
 
:''':'''
 
 
  
 
====Long Rider====
 
====Long Rider====
  
 
====Marshal====
 
====Marshal====
:Hit Die: d8.
 
 
* '''Requirements'''
 
To qualify to become a , a character must fulfill all the following criteria.
 
 
:Base Attack: +5
 
:Skills: Intimidate 4 ranks, Knowledge [tactics] 4 ranks
 
:Feats: Combat Expertise
 
 
* '''Class Skills'''
 
The class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
 
 
:Skill Points at Each Level: 4 + Int modifier.
 
 
* '''Table: The Marshal'''
 
<table width=90% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Level</b></td><td><b>Bab</b></td><td><b>Fort</b></td><td><b>Ref</b></td><td><b>Will</b></td><td><b>Special</b></td></tr>
 
<tr><td>1st</td><td>+0</td><td>+2</td><td>+0</td><td>+2</td><td>Battle Orders, "Don't Die On Me!", "Stand Your Ground!" I</td></tr>
 
<tr><td>2nd</td><td>+1</td><td>+3</td><td>+0</td><td>+3</td><td>Guided Attack</td></tr>
 
<tr><td>3rd</td><td>+2</td><td>+3</td><td>+1</td><td>+3</td><td>Awesome Blow, "Shake it off!"</td></tr>
 
<tr><td>4th</td><td>+3</td><td>+4</td><td>+1</td><td>+4</td><td>"Feather yon foe!"</td></tr>
 
<tr><td>5th</td><td>+3</td><td>+4</td><td>+1</td><td>+4</td><td>"Move, move, move!", "Stand Your Ground!" II</td></tr>
 
<tr><td>6th</td><td>+4</td><td>+5</td><td>+2</td><td>+5</td><td>"No Quarter!"</td></tr>
 
<tr><td>7th</td><td>+5</td><td>+5</td><td>+2</td><td>+5</td><td>"Break Free!", Dizzying Retort</td></tr>
 
<tr><td>8th</td><td>+6/+1</td><td>+6</td><td>+2</td><td>+6</td><td>"Never Give Up!"</td></tr>
 
<tr><td>9th</td><td>+6/+1</td><td>+6</td><td>+3</td><td>+6</td><td>Step As One, "Watch Yourself!"</td></tr>
 
<tr><td>10th</td><td>+7/+2</td><td>+7</td><td>+3</td><td>+7</td><td>"Never Surrender!", "CHARGE!!!"</td></tr>
 
</table>
 
 
* '''Class Features'''
 
All of the following are Class Features of the  prestige class.
 
 
:'''Weapon and Armor Proficiency:'''
 
 
:'''Battle Orders:''' The Marshal inspires those around him to great bravery, allowing them to surpass their own limitations and do great things that they would never be able to do on their own. To represent this ability to inspire others, the Marshal gains Battle Order points that he can spend to activate some of his abilities. At the beginning of each encounter, he loses all the Battle Order points he had before and gains a number of Battle Order points equal to his Charisma modifier + his Marshal class level + 3. All abilities that require the use of Battle Order points have a range of 10' per Marshal class level. The Marshal may refresh his abilities by catching his breath and letting his voice rest for a moment, spending a swift action and a full-round action to regain a number of Battle Order points equal to one-half his Charisma modifier (minimum 1).
 
 
:'''"Don't Die On Me!" (Ex):''' Marshals know that they're part of a team, and refuse to let a friend die needlessly. As a swift action, a Marshal can stabilize any ally within 10' per class level.
 
 
:'''"Stand Your Ground!" (Su):''' Marshals are aware that the only thing that stands between them and their doom is their comrades, and thus inspire their allies to stay up when others would fall. As a swift action, a Marshal can grant one ally temporary HP equal to the Marshal's character level (not class level) plus one-half his Charisma modifier (minimum 0). At 5th level and every 5 levels after that the Marshal can affect one more ally within range with the use of this ability. These temporary hit points last for one round. This ability costs one Battle Order point to activate for every two allies affected. 
 
 
:'''Guided Attack (Ex):''' A marshal allows his allies to move even swifter than they would normally be able to; as a move action, the Marshal can allow any ally (apart from himself) to make a single attack at their highest attack bonus. This attack gains a morale bonus to attack equal the Marshal's charisma modifier. This ability costs one Battle Order point to activate. 
 
 
:'''Awesome Blow (Su):''' The Marshal knows that only through a diverse array of conditions will enemies be defeated; specialization is all well and good, but what if the enemy counters that in which you're specialized? Thus, the Marshal allows his allies to inflict an array of conditions upon his enemies. This ability can be used once per round as a free action, and applies to the next attack made by target ally (other than the Marshal himself). This attack gains a morale boost to attack equal to 1/2 the Marshal's charisma modifier and only one condition which has been unlocked can be chosen. Each condition lasts for one round and can be resisted with a Fortitude save whose DC equals 10 + Marshal class level + the Marshal's charisma modifier. This ability takes effect on the ally's turn, and thus can't be used with abilities like Guided Attack. This ability costs a number of Battle Points to activate as shown on the following chart;
 
 
<table width=60% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Level</b></td><td><b>Upgrade Unlocked</b></td><td><b>Condition Caused</b></td><td><b>Battle Order Points</b></td></tr>
 
<tr><td>3</td><td>Flash them!</td><td>Dazzled</td><td>1</td></tr>
 
<tr><td>4</td><td>In the Gut</td><td>Sickened</td><td>1</td></tr>
 
<tr><td>5</td><td>Shake them up</td><td>Shaken</td><td>1</td></tr>
 
<tr><td>6</td><td>Tire them out</td><td>Fatigued</td><td>1</td></tr>
 
<tr><td>7</td><td>Slow them down!</td><td>Entangled</td><td>1</td></tr>
 
<tr><td>8</td><td>Go for the ears!</td><td>Deafened</td><td>1</td></tr>
 
<tr><td>9</td><td>Go for the eyes!</td><td>Blinded</td><td>2</td></tr>
 
<tr><td>10</td><td>(Improved) Slow them down!</td><td>Slowed (as Slow spell)</td><td>2</td></tr>
 
</table>
 
 
:'''"Shake it off!" (Ex):''' Combat magics and the like can be debilitating, turning friends to foes and disabling the mightiest warrior. At third level, a Marshal can allow an ally who has just failed a saving throw against an effect to make another saving throw with an additional morale bonus to the save equal to the Marshal's charisma modifier. This ability is an immediate action, and must be used immediately after a saving throw has been rolled, but before the result has been announced. The reroll must be taken even if it is worse than the original. This ability costs one Battle Order point to activate.
 
 
:'''"Feather yon foe!" (Ex):''' Foes often start from afar, and a marshal knows how important it is to get the first blow in. At 4th level as a swift action the Marshal may rouse his allies from their slowness, allowing each to draw a weapon and make a ranged attack at an enemy with that weapon, or any other they have in hand. The attacks gain a morale bonus to hit equal to the Marshal's charisma modifier. This ability may be used once per encounter.
 
 
:'''"Move, move, move!" (Ex):''' As a purveyor of the battlefield, a Marshal knows best how important positioning is. As a swift or move action but only once per round, the Marshal may allow an ally to move their speed. The first square from which the ally moves is not considered threatened. This ability costs one Battle Order point to activate.
 
 
:'''"No Quarter!" (Ex):''' The marshal begins to come into his own, and sees the fruits of his work come to life. The feats of other commanders appear paltry before his abilities as he gains in experience and knowledge. At 6th level as a standard action, a Marshal adds 1d6 damage for every two class levels he posseses to the damage an ally deals within their next round. Thus when he gains this ability he can grant an ally +3d6 damage. At 8th level this increases to +4d6, at 10th level to +5d6. At level 9 the Marshal may target another ally with each use (two allies at 12th level, three allies at 18th level). This damage can only be applied against a single opponent, and only once for every iterative attack the ally could make (two times with BAB +6, three attacks with BAB +11, and so forth). This ability costs one Battle Order point to activate for each ally affected.
 
 
:'''"Break Free!" (Ex):''' Even the hardiest warriors can be brought low; the Marshal refuses to let his allies fall before their time, overcoming their weakness and allowing them to surge ahead with renewed confidence. As a move action, the Marshal selects one of the conditions listed below or the effects of one spell, supernatural, or spell-like ability with the duration of 1 or more rounds that is currently effecting an ally, but not one whose duration is Instantaneous or Permanent. If this is a spell, supernatural, or spell-like ability, it must be targeted. The effects of this condition, spell, supernatural, or spell-like ability end on that ally, but if others are affected by it as well, its effects are unabated for them. This ability costs one Battle Order point to activate. Conditions: ''Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Entangled, Exhausted*, Fatigued*, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Petrified, Shaken, Sickened, Stunned''. These can't be removed if their source is a lack of sleep.
 
 
:'''Dizzying Retort (Su):''' Just as the Marshal knows what makes creatures work harder, he also knows how to break the will of his foes. As a standard action, the Marshal may target one enemy, forcing them to make a Will save with a DC equal to 10 + 1/2 class level + Charisma modifier. Should the enemy fail, they are denied their move action during their next round. This ability costs one Battle Order point to activate. 
 
 
:'''"Never Give Up!" (Su):''' Even when all looks hopeless, a Marshal can turn the tide in moments with a few well-place words. At 8th level, a Marshal can allow all allies who have less than 75% of their maximum HP left to regain 25% of their maximum HP as a swift action once per encounter. This ability costs three Battle Order points to activate.
 
 
:'''"Watch Yourself!" (Ex):''' As he gains in his ability to see through the flows and ebbs of the battlefield, the Marshal can begin to foresee where his allies will make a mistake and head them off, warning them from it before they do. As a move or swift action, the next time target ally takes an action which would provoke an attack of opportunity, the action does not provoke an attack of opportunity. This ability is usable once per round, and lasts for one round. This ability costs one Battle Order point to activate.
 
 
:'''Step As One (Ex):''' With a nod and a step, the Marshal can allow his allies to follow his example, taking a single step in unison. Three times per encounter as a free action when taking a 5' step, the Marshal can activate this ability to allow all his allies to take a 5' step as well. This ability costs one Battle Order point to activate.
 
 
:'''"Never Surrender!" (Su):''' At 10th level the Marshal can pull characters from the brink of death with a few memorable words and a dramatic wave of his hand. This ability upgrades "Never Give Up!", healing allies by 50% of their maximum HP. Apart from this, it follows all the same rules as "Never Give Up!". This ability costs three Battle Order points to activate.
 
 
:'''"CHARGE!!!" (Ex):''' As the Marshal reaches the pinnacle of his abilities, he gains the ability to motivate all of his allies together in a single charge of glorious power. Once per encounter as a full-round action, the Marshal allows himself and each ally within 60' to make a charge action against a foe. (This range overrides the usual one for Battle Order abilities.) Each charge deals an extra 50 damage, gains a morale bonus to attack equal to the Marshal's charisma modifier (minimum 0), and if a foe is hit by more than one creature that foe is Stunned for one round. Creatures charging due to this action do not get in each others' way while charging. This ability costs five Battle Order point to activate.
 
  
 
====Pyremancer====
 
====Pyremancer====

Please note that all contributions to Anu Anu RPG are considered to be released under the Creative Commons „Namensnennung – nicht kommerziell – Weitergabe unter gleichen Bedingungen“ (see Anu Anu RPG:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel | Editing help (opens in new window)