The Martial Hero

Hit Point Rate: 7

Class Skills: Acrobatics, Athletics, Escape Artist, Endurance, Concentration, Knowledge (History), Intimidate, Perception, Perform (Martial Arts and Calligraphy only), Insight

Skill Points: 2 + Int per level

Level BAB Fort Will Ref Class Features
1 +2 0 0 0 Maneuvers, Lesser Archetype Power
2 +3 +1 +1 +1 Battle cunning, Lesser Racial Power
3 +4 +2 +2 +2 Moderate Archetype Power
4 +5 +3 +3 +3 Battle clarity, Moderate Racial Power
5 +6 +4 +4 +4 Battle ardor
6 +7 +5 +5 +5 Martial Prowess, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: A Martial Hero proficient with all weapons and light armors, but no shields.

Maneuvers: Every Martial Hero may initiate maneuvers as a Sword Sage of his class level he requires a primary ability score of 10 + maneuver level to learn maneuvers. The primary ability is determined by the archetype. His recovery mechanics are identical to the swordsage. That is 5 minutes of meditation are required for readying the maneuvers. The disciplines available to him are any 4 from the BoNS. All your maneuvers saving DC's are 10 + half your class level + your primary ability modifier. A Martial Hero learns maneuvers a bit like a wizard learns spells, in addition to the maneuvers Known he may learn additional maneuvers via scrolls. Maneuvers of the bonus discipline, can only be used with a weapon from that discipline. The skill connected to learning maneuvers and identifying maneuvers is Perform (Martial Arts) and you may substitute the depending attribute by your primary attribute when you use it.

Standard action strike maneuvers, may instead replace a single attack, once during the characters turn. For instance it is possible to apply crusader's strike to a charge, or Fan the flames instead of the second attack in a full-attack action.

LevelBonus Strikes KnownReadiedStances known
1 4 2 + half primary 1
2 4 2 + half primary 2
3 5 3 + half primary 2
4 6 3 + half primary 3
5 7 4 + half primary 3
6 8 4 + half primary 4
7 9 5 + half primary 4

Saves: A Martial Hero has different good saves appropriate to their archetype.

Skills: A Martial Hero has different bonus skills appropriate to their archetype.

Battle cunning: Your martial attribute modifier gets added to strike maneuver damage and healing. In case of multi instance strike maneuvers, only half the modifier, gets added. Boosts, counters and stances do not profit from this ability.

Battle clarity:

As swift action you may try a concentration check DC 15, to reload your maneuvers, if you do so the DC increases cumulative by 5. The DC resets to again to 15 after using the swordsage recovery mechanics. In addition you gain an additional swift action that can only be used for maneuvers and switching stances.

You can stay in two stances at a time.

Battle ardor:

You gain three additional dice of damage with first level strike maneuvers, two extra dice of damage with second level strike maneuvers and one extra die of damage with third level strike maneuvers. Maneuvers that would normally not deal damage don't profit from this ability.

Martial Prowess:

  • Ultimate MA: The Martial Hero may ready one single 4th level maneuver.
  • Martial Showoff: For one turn the Martial Hero may apply one of his readied level 1 strike maneuver to every attack.
  • Martial Defense: For one turn the Martial Hero may use one of his readied counters versus every instance as a free action.

Feats: Ability Specialization, Devoted To The Raven Claw, Diamond Dragon Heart, Epic Ability Specialization, Improved Martial Focus, Martial Focus, Physical Education, Setting The Desert Hand

Archetypes

Dragon Warrior

Knowledge (dragons) is your favored skill, it becomes a class skill and you add a +2 bonus to it. Constitution is your primary ability for all your abilities. Finally, you always have good will saving throws.

Lesser Archetype Power: You receive a breath weapon special ability, which can be used at will but needs 1d4 rounds to recover after being used. The effect is dependent on the element, choose when using the breath weapon.

  • Acid: As a standard action you shoot an acid ball to any target within 9m that explodes as a 3m area burst dealing 1d6 points of acid damage per level + your constitution modifier and lowers damage reduction of creatures hit by 5 points for one turn per level. A fortitude saving throw halves the damage and resists the lowered damage reduction.
  • Cold: As a full-round action you create a 4.5m 90° cone of frost, that lingers for one turn. The cone of frost deals 1d6 per level + your constitution modifier points of cold damage to creatures that come in contact with the area the first time. Creatures that end their turn in the area of cold are slowed for one turn. A fortitude save halves the damage and resists the slow effect.
  • Fire: As a full-round action, you engulf a 3m radius burst adjacent to you in fire, that keeps burning for one turn. Dealing immediately, at the start of the full-round action, 1d6 points of fire damage per level + your constitution modifier (a will saving throw halves). The area burns for another turn and deals the same damage again to creatures that end their turn in the area.
  • Lightning: As a swift action, you shoot a 18m range bolt on a single target. The bolt deals 1d6 points of damage per level + your constitution modifier (a reflex saving throw halves the damage). Lightning breath only requires half as long to recover, round up.

You may learn meta breath feats, ability specialization and improved ability specialization for your breath weapon. The lingering breath feat increases the duration of fire and cold to two turns instead of its normal bonus. You cannot use feats to increase the number of additional rounds to wait before you can use your breath weapon again over your constitution modifier.

Moderate Archetype Power: Any natural armor class provides also energy resistance to acid, cold, fire and lightning damage. You count as two levels higher for scaling racial and class features.

Greater Archetype Power: All breath weapons are improved and you add your full constitution modifier again to its damage: Acid increases the reduction by your constitution modifier. Cold slows for one turn per class level. Fire inflicts the shaken condition when the creature does not move out of the area. Lightning becomes a line of effect.

Feats: Ability Specialization, Epic Ability Specialization, Long Wind

Harbinger Of The Phoenix

  • Good Saves: Fortitude, Will
  • Primary Attributes: Charisma
  • Bonus Disciplines: Phoenix Tear
  • Bonus Skills: Intimidate, Sense Motive, Heal
  • Discipline Favored Damage Type: Fire and Positive Energy
  • Discipline Favored Weapons: Morning Star, Scimitar, Shuriken, Greatsword, Fullblade, Unarmed Strike and Claw Bracer.

Lesser Archetype Power: The harbinger of the phoenix receives the ability to lay a dangerous enchantment upon friend or foe 3+charisma modifier rounds per day. This is a supernatural ability that allows spell resistance.

Revenge of the Phoenix: All instances of positive energy and fire damage are increased by 3+lvl/2. Divine healing, such from your maneuvers or from divine spells are improved. However, natural healing is not affected, such as the fast healing powers of a druid.

Moderate Archetype Power: If you deal fire damage or heal, its amount is enhanced by your charisma modifier.

Greater Archetype Power: The harbinger of the phoenix pierces 10 points of fire resistance (not below 0).

Feats: Combined Arise, Go With A Boom!, Refreshing Agony, Three Fiery Feathers, Up From Behind

Master Of Nine

  • Good Saves: Fortitude, Reflex, Will
  • Primary Attributes: Choose one of intelligence, wisdom or charisma
  • Bonus Disciplines: Special
  • Bonus Skills: See below
  • Discipline Favored Weapons: Special

Lesser Archetype Power: The master of Nine has no favorite school, may not choose his maneuvers on his own and initially a very limited selection of maneuvers. However, during his career he unlocks more and more schools. Unlocking a school enables the character to ready maneuvers from that school and makes all maneuvers of the school known to him and adds the schools favored skill to his class skills.

The master of the nine counts as one level higher for everything maneuver related. For instance calculating maneuver effects, DC and availability. This also allows to access maneuvers earlier. For instance at 6th level a master of the nine may ready fourth level maneuvers.

The following schools are unlocked at the first level:

Devoted Spirit, Tiger Claw, White Raven

When the master of nine has a maneuver readied from any of these schools, he gains +3m movement.

When the master of nine has a maneuver readied from each of these schools, he gains +2 on attack rolls with strike maneuvers.

Moderate Archetype Power: The master of nine unlocks the following schools:

Shadow Hand, Setting Sun, Desert Wind

When the master of nine has a maneuver readied from any of these schools, he gains a bonus of +2 to saving throws.

When the master of nine has a maneuver readied from each of these schools, he gains mettle and evasion.

Greater Archetype Power: The master of nine unlocks the following schools:

Stone Dragon, Iron Heart, Diamond Mind

When the master of nine has a maneuver readied from any of these schools, he gains a five points of damage reduction.

When the master of nine has a maneuver readied from each of these schools, he gains five points of energy resistance versus acid, cold, fire, lightning and sonic.

Feats: Ready To Master Of The Nine

Ninja Warrior

  • Good Saves: Reflex, Will
  • Primary Attributes: Wisdom
  • Bonus Disciplines: Black Lotus
  • Bonus Skills: Stealth, Slight of the Hand
  • Discipline Favored Weapons: Unarmed Strike, punching dagger, katar, cestus, kama, ninja-to, wakizashi, short sword.

  • Draw Back: Your hitpoint rate is reduced by one.

Lesser Archetype Power: A Ninja Warrior may use his dexterity modifier instead of her strength modifier with all her disciplines weapons, even while two weapon fighting. The Ninja Warrior increases critical abilities of his favorite weapons. The threat range of 19-20x2 weapons are increased to 18-20x2 and multipliers of 20x3 weapons to 20x4.

The Ninja Warrior receives +2 AC.

Moderate Archetype Power: A Ninja Warrior receives +3m movement speed and may use acrobatics and stealth while running without a penalty. Jumps always count as having a running start.

Additionally, the Ninja Warrior receives poison use and may use his maneuver DC when applying those instead of their own DC. You may choose to not use poison on the start of each day, if you do so you receive half your wisdom modifier as bonus precision damage.

Greater Archetype Power: A Ninja Warrior has a ghost vision which provides her the power too see invisible and ethereal creatures normally. While concentrating on it using a standard action each turn she can use the power to see through massive objects. This requires a successful concentration check based on the permeability and thickness of the object.

When the Ninja Warrior threatens a critical hit while doing an attack that provide a charge for the three point death technique, the Ninja Warrior may degrade the hit to a normal hit. When he discharges the charges generated from the critical hit, within the same encounter, with the same weapon, then she creates a devastating blow. This attack is a critical threat.

Feats: Three Points Ahead, Ways Of The Ninja

Spear Maiden

  • Good Saves: Reflex, Fortitude
  • Primary Attributes: Charisma
  • Bonus Disciplines: Married to the spear
  • Bonus Skills: Handle Animal, Survival, Intimidate
  • Discipline Favored Weapons: All kinds of spears

Lesser Archetype Power: The Spear Maiden is proficient with light shields.

In addition, while wielding one of her disciplines favored weapons with a light shield, the Spear Maiden gains twice the shield bonus as bonus damage to strike maneuver.

Moderate Archetype Power: Once per round, during the Spear Maidens turn, when the Spear Maiden performs a maneuver from the spear school, she may move up to her speed as a free action.

Greater Archetype Power: When switching between stances, the Spear Maiden may also equip a different weapon and shield as a free action.

The bonus damage from her lesser archetype power now applies to all attacks.

In addition, the Spear Maiden does not provoke attacks of opportunity during the extra movements granted by her moderate archetype power.

Feats: None.

Viking

  • Good Saves: Fortitude, Will
  • Primary Attributes: Wisdom
  • Bonus Disciplines: Einherjar
  • Bonus Skills: Survival, Intimidate
  • Discipline Favored Weapons: One handed axes, swords and spears

Lesser Archetype Power: The Viking gets a hit point rate of 8 and proficiency with medium armors and shields.

In addition whenever the Viking has a boost from the Einherjar active the Viking receives a bonus of 1d6 cold damage to melee damage. This bonus increases by 1d6 on every odd level afterwards.

Moderate Archetype Power: Each time you activate a strike, boost or counter with "wolf" or "wolves" in its name in combat, you heal a number of hit points equal to your constitution modifier. For each stance with "wolf" or "wolves" in its name that you are in, this amount is increased by 5 hit points.

Additionally, counters that lead to a counter attack receive the martial artists benefits to strike maneuvers.

Greater Archetype Power: When wielding a one handed weapon along with a shield and using power attack and combat expertise simultaneously, the viking only applies the higher penalty to attack rolls instead of the sum.

Whenever the Viking performs a counter against a foe's attack and the maneuver does not yet allow a counter attack, the viking may perform an shield bash as counter attack.

Feats: Berserker Assault