Post by WickedXox on Sept 29, 2011 18:19:15 GMT -6
Marshall
Strong, sturdy, stands like a brick wall. Yeah that sounds about right.
Hit Dice: d12
Requirements
To qualify to become a Marshall, a character must fulfill all the following criteria.
Base Attack: +10
Weapon: Proficiency with a one handed weapon
Armor: All types of armor and must use a shield.
Feats: Weapon Focus, Specialization, and Improved Critical with weapon of proficiency
Class Skills
Skill Points at Each Level: 4+ Int Modifier
Class Features
All of the following are class features of the
Weapon and Armor Proficiency: a Marshall neither gains nor loses any proficiencies.
Armor Master: A first level Marshall can use armor so well. When he wears armor he increases the Dex maximum by 2 and cuts the armor check penalty by half. His speed is also treated as if he is wearing armor one type lower so he is not as limited.
Discipline: A Marshall considers his levels to count with a fighter type class for purposes of class abilities so if a 11th level fighter starts in this class he gains the bonus feet as if the he had become an 12th level fighter and so on.
High Critical: At 2nd level a Marshall becomes more deadly with weapon that his threat range with them increases. if a Marshall already has the feat and is using the chosen weapon the effects stack. i.e. a Trident with the feat has a threat range of 17-20. The damage multiplier also increases by one for the chosen weapon, such as the Trident’s multiplier becomes a x3 instead of the x2
Resolve: At 4th level when a Marshall has 1/5 of his total hit points left increases his critical power. His threat range increases by 2 (stacks with affects of improved and high critical), his damage multiplier increases by 1 more, and he gains a times 1.5 his Str on all hits (this stacks with a critical multiplier).
Luna: At 5th level a Marshall
Strong, sturdy, stands like a brick wall. Yeah that sounds about right.
Hit Dice: d12
Requirements
To qualify to become a Marshall, a character must fulfill all the following criteria.
Base Attack: +10
Weapon: Proficiency with a one handed weapon
Armor: All types of armor and must use a shield.
Feats: Weapon Focus, Specialization, and Improved Critical with weapon of proficiency
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 +1 +0 +2 +0 Armor Master, Discipline 2 +2 +1 +3 +1 High Critical 3 +3 +1 +4 +1 4 +4 +2 +5 +2 Resolve 5 +5 +3 +6 +3 Luna |
Class Skills
Skill Points at Each Level: 4+ Int Modifier
Class Features
All of the following are class features of the
Weapon and Armor Proficiency: a Marshall neither gains nor loses any proficiencies.
Armor Master: A first level Marshall can use armor so well. When he wears armor he increases the Dex maximum by 2 and cuts the armor check penalty by half. His speed is also treated as if he is wearing armor one type lower so he is not as limited.
Discipline: A Marshall considers his levels to count with a fighter type class for purposes of class abilities so if a 11th level fighter starts in this class he gains the bonus feet as if the he had become an 12th level fighter and so on.
High Critical: At 2nd level a Marshall becomes more deadly with weapon that his threat range with them increases. if a Marshall already has the feat and is using the chosen weapon the effects stack. i.e. a Trident with the feat has a threat range of 17-20. The damage multiplier also increases by one for the chosen weapon, such as the Trident’s multiplier becomes a x3 instead of the x2
Resolve: At 4th level when a Marshall has 1/5 of his total hit points left increases his critical power. His threat range increases by 2 (stacks with affects of improved and high critical), his damage multiplier increases by 1 more, and he gains a times 1.5 his Str on all hits (this stacks with a critical multiplier).
Luna: At 5th level a Marshall