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Legends of the Heroes / [Setting] Communist Zombies
« on: November 13, 2014, 06:00:52 AM »
I decided to put my own spin on a Necromancer and his plans of world domination with an undead army. Basically, the human nations of the world have the historic problems with slavery, imperialism, theocracy, monarchy, sexism, brutal discipline, etc. (Basically, the nastier aspects of the past that Romantics tend to overlook are there in full force.) Meanwhile, the Necromancer is legitimately trying to bring about a better society, except that he's willing to commit untold atrocities in order to do so.
No matter which side the PCs choose, they will witness atrocities occur and have to deal with their side being the lesser of two evils. Whether they choose to resign themselves to it, or fight against it, is up to them. There is a certain irony to the party being recruited for a war against a necromancer's rebellion, only to rebel themselves after the fighting has settled down.
Factions
Character Generation
House rules
Suggested classes:
Monk, Paladin, Fighter, and Marshal fixes
No matter which side the PCs choose, they will witness atrocities occur and have to deal with their side being the lesser of two evils. Whether they choose to resign themselves to it, or fight against it, is up to them. There is a certain irony to the party being recruited for a war against a necromancer's rebellion, only to rebel themselves after the fighting has settled down.
Factions
(click to show/hide)
The Aurelian Confederacy
The Aurelian Confederacy is the main human power on the continent of Thyïlea, though many other smaller, nations and alliances exist beyond its borders and across the sea.
Avalon: This island nation is a great naval power, with many overseas colonies. They are particularly well known for their refined sense of culture, sangfroid, and love of tea. The West Ganan Trading Company, in particular, imports large amount of tea from Avalon colonies in the far west for consumption all over Thyïlea. The impact of Avalonian government policy and West Ganan Trading company business deals can literally be felt across the known world.
PCs who are from Avalon may select regional feats such as Artist, Bullheaded, Discipline, and Luck of Heroes.
Cheval: Known for its superb cavalry and well-disciplined militia, this nation is one of the greatest powers in the Aurelian Confederacy, though its prefers to focus mainly on agriculture. The chief religion of Cheval is Mithraism, dedicated to the worship of Mithra, the soldier's god. Their emperor is both the ruler of the land and high priest of the Church of Mithra.
PCs who are from Cheval may select regional feats such as Dreadful Wrath, Fearless, Militia, and Saddleback.
Dixon: An economic powerhouse and major financier of the Confederacy, the Dixon economy produces huge amounts of raw and manufactured goods. Dixonian soldiers are some of the best equipped on the continent and they can hire the finest mercenaries to bolster their ranks. Dixon has grown rich in recent years from investing heavily in Avalonian expansion and businesses, and now owns many cotton and sugarcane plantations not only in their on country, but also on the far western continent of Laurentia.
PCs who are from Dixon may select regional feats such as Cosmopolitan, Education, Smooth Talk, and Street Smart.
Helena: Helena is a republic where only spellcasters enjoy the privileges and benefits of a full citizen, such as voting in elections and running for seats on the ruling council. Public education is free, and much of the population is taught magic; it is estimated that nearly 30% can cast spells. There is, however, a gender disparity due to women not being traditionally considered eligible for spellcasting.
PCs who are from Helena may select regional feats such as Arcane Schooling, Magical Training, Tatoo Focus, and Spellwise.
Dorn: A Confederate backwater with some of the hardiest people and fiercest warriors to be found. The sight of a Dornish pike charge has routed many a foe without even drawing blood. Dornsmen serve alongside Chevalese cavalry as the finest shock troops in the Confederacy, and even orcs have second thoughts of fighting them.
Despite the appeal of Mithraism, the Dorn prefer to worship Khaine, the Bloody-handed God.
PCs who are from Dorn may select regional feats such as Blooded, Dreadful Wrath, Lion Tribe Warrior, and Survivor.
Elves
The elves of Isla Formosus are naturally reclusive, and prefer to evade and outlast any threats. They specialize in fighting from a distance with bow and magic. Some elves, siezed by wanderlust, dein to travel among the lesser races and while away their adolescence before returning to their rightful home in the forest.
Elves commonly worship the spirits of nature.
Elven (and half-elven) PCs from Isla Formosus or their settlements on the mainland may select regional feats such as Fleet of Foot, Forrester, Haruuan Adept, and Swift and Silent.
Dwarves
There are many dwarven settlements, but most are in the vicinity of the great mountain range known as the Dragonspire. More adventurous dwarves found their own communities wherever there is mining or craft to be had, and some even wander amongst humans, where their skill with the forge-hammer and battle-axe are welcome.
The dwarves traditionally worship their ancestors and the Norse pantheon.
Dwarven PCs from the Dragonspire or dwarven settlements may select regional feats such as Bullheaded, Fearless, Strong Soul, and Tireless.
Halflings
Halflings are a friendly, pastoral folk that have no nation of their own, but may be found wherever there is peace and prosperity. They most definitely do not have caravans full of shady goods for sale with no questions asked.
Halflings are not particularly devout folk, but they can be profoundly superstitious.
Halfling PCs from their enclaves may select regional feats such as Cosmopolitan, Luck of Heroes, Silver Palm, and Smooth Talk.
Gnomes
Known for outlandish fashion and inventions, gnomes are closest to dwarves and can often be found living in or next to dwarven settlements. They have their own autonomous community in the Dragonspire.
Gnomes worship the same pantheon as Dwarves, but do not revere their ancestors to such an extent.
Gnome PCs from the Dragonspire or dwarven settlements may select feats such as Arcane Schooling, Artist, Magic in the Blood, and Magical Training.
Warforged
The first warfoged were created for battle thousands of years ago by elves seeking to augment their numbers in innumerable border conflicts. Since then, they have decided that no moral race has the maturity to create a new race of sentient life, and subsequently destroyed all records of the forging rituals. The remaining warforged to settle among their people and reach a natural end to their existence.
There are persistent rumors that the dwarves have recovered enough information to restart the manufacturing process, but these have been denied countless times throughout the centuries.
Warforged PCs from the Dragonspire may select regional feats such as Blooded, Fearless, Forgeheart, and Strong Soul.
Orcs
The majority of orcs in this world live in the Windsong Desert, a vast and arid expanse of land in the middle of the continent. More nomadic tribes have been known to raid as far north as Dorn, and there are even tribes residing far beyond the seas. There has been little territorial aggression from the orcs in recent memory, due to the extensive wars fought a hundred years ago, but that may soon change.
Orcs worship their own pantheon, headed by Gruumsh One-Eyed.
Orcs PCs (and half-orcs) from the Windsong Desert may select regional feats such as Cheetah Tribe Sprint, Eagle Tribe Vision, Lion Tribe Warrior, and Rhinocerous Tribe Charge.
Tyrea
Tyrea was a minor nation consisting of several islands and newly acquired territory on a peninsula of the mainland until Konrade came to power. It was chiefly known for its fishing and mining industries. Since the war, contact with Tyrea has dried up; mighty fleets of black ships patrol its waters, and vast armies of undead have cut off the peninsula.
Konrade
Konrade of Tyrea was once a promising young scholar and idealistic philosopher who gained great fame in service of his king and country. No one foresaw his sudden rebellion, and when the Confederacy came to assist the legitimate heir to the throne of Tyrea in suppressing Konrade's unholy armory, their expeditionary force was crushed along with the remains of the royal family.
His true motives are unknown, but the ranks of Konrade's unholy army swell with each victory, and his banner flies ever closer to the north.
The Aurelian Confederacy is the main human power on the continent of Thyïlea, though many other smaller, nations and alliances exist beyond its borders and across the sea.
Avalon: This island nation is a great naval power, with many overseas colonies. They are particularly well known for their refined sense of culture, sangfroid, and love of tea. The West Ganan Trading Company, in particular, imports large amount of tea from Avalon colonies in the far west for consumption all over Thyïlea. The impact of Avalonian government policy and West Ganan Trading company business deals can literally be felt across the known world.
PCs who are from Avalon may select regional feats such as Artist, Bullheaded, Discipline, and Luck of Heroes.
Cheval: Known for its superb cavalry and well-disciplined militia, this nation is one of the greatest powers in the Aurelian Confederacy, though its prefers to focus mainly on agriculture. The chief religion of Cheval is Mithraism, dedicated to the worship of Mithra, the soldier's god. Their emperor is both the ruler of the land and high priest of the Church of Mithra.
PCs who are from Cheval may select regional feats such as Dreadful Wrath, Fearless, Militia, and Saddleback.
Dixon: An economic powerhouse and major financier of the Confederacy, the Dixon economy produces huge amounts of raw and manufactured goods. Dixonian soldiers are some of the best equipped on the continent and they can hire the finest mercenaries to bolster their ranks. Dixon has grown rich in recent years from investing heavily in Avalonian expansion and businesses, and now owns many cotton and sugarcane plantations not only in their on country, but also on the far western continent of Laurentia.
PCs who are from Dixon may select regional feats such as Cosmopolitan, Education, Smooth Talk, and Street Smart.
Helena: Helena is a republic where only spellcasters enjoy the privileges and benefits of a full citizen, such as voting in elections and running for seats on the ruling council. Public education is free, and much of the population is taught magic; it is estimated that nearly 30% can cast spells. There is, however, a gender disparity due to women not being traditionally considered eligible for spellcasting.
PCs who are from Helena may select regional feats such as Arcane Schooling, Magical Training, Tatoo Focus, and Spellwise.
Dorn: A Confederate backwater with some of the hardiest people and fiercest warriors to be found. The sight of a Dornish pike charge has routed many a foe without even drawing blood. Dornsmen serve alongside Chevalese cavalry as the finest shock troops in the Confederacy, and even orcs have second thoughts of fighting them.
Despite the appeal of Mithraism, the Dorn prefer to worship Khaine, the Bloody-handed God.
PCs who are from Dorn may select regional feats such as Blooded, Dreadful Wrath, Lion Tribe Warrior, and Survivor.
Elves
The elves of Isla Formosus are naturally reclusive, and prefer to evade and outlast any threats. They specialize in fighting from a distance with bow and magic. Some elves, siezed by wanderlust, dein to travel among the lesser races and while away their adolescence before returning to their rightful home in the forest.
Elves commonly worship the spirits of nature.
Elven (and half-elven) PCs from Isla Formosus or their settlements on the mainland may select regional feats such as Fleet of Foot, Forrester, Haruuan Adept, and Swift and Silent.
Dwarves
There are many dwarven settlements, but most are in the vicinity of the great mountain range known as the Dragonspire. More adventurous dwarves found their own communities wherever there is mining or craft to be had, and some even wander amongst humans, where their skill with the forge-hammer and battle-axe are welcome.
The dwarves traditionally worship their ancestors and the Norse pantheon.
Dwarven PCs from the Dragonspire or dwarven settlements may select regional feats such as Bullheaded, Fearless, Strong Soul, and Tireless.
Halflings
Halflings are a friendly, pastoral folk that have no nation of their own, but may be found wherever there is peace and prosperity. They most definitely do not have caravans full of shady goods for sale with no questions asked.
Halflings are not particularly devout folk, but they can be profoundly superstitious.
Halfling PCs from their enclaves may select regional feats such as Cosmopolitan, Luck of Heroes, Silver Palm, and Smooth Talk.
Gnomes
Known for outlandish fashion and inventions, gnomes are closest to dwarves and can often be found living in or next to dwarven settlements. They have their own autonomous community in the Dragonspire.
Gnomes worship the same pantheon as Dwarves, but do not revere their ancestors to such an extent.
Gnome PCs from the Dragonspire or dwarven settlements may select feats such as Arcane Schooling, Artist, Magic in the Blood, and Magical Training.
Warforged
The first warfoged were created for battle thousands of years ago by elves seeking to augment their numbers in innumerable border conflicts. Since then, they have decided that no moral race has the maturity to create a new race of sentient life, and subsequently destroyed all records of the forging rituals. The remaining warforged to settle among their people and reach a natural end to their existence.
There are persistent rumors that the dwarves have recovered enough information to restart the manufacturing process, but these have been denied countless times throughout the centuries.
Warforged PCs from the Dragonspire may select regional feats such as Blooded, Fearless, Forgeheart, and Strong Soul.
Orcs
The majority of orcs in this world live in the Windsong Desert, a vast and arid expanse of land in the middle of the continent. More nomadic tribes have been known to raid as far north as Dorn, and there are even tribes residing far beyond the seas. There has been little territorial aggression from the orcs in recent memory, due to the extensive wars fought a hundred years ago, but that may soon change.
Orcs worship their own pantheon, headed by Gruumsh One-Eyed.
Orcs PCs (and half-orcs) from the Windsong Desert may select regional feats such as Cheetah Tribe Sprint, Eagle Tribe Vision, Lion Tribe Warrior, and Rhinocerous Tribe Charge.
Tyrea
Tyrea was a minor nation consisting of several islands and newly acquired territory on a peninsula of the mainland until Konrade came to power. It was chiefly known for its fishing and mining industries. Since the war, contact with Tyrea has dried up; mighty fleets of black ships patrol its waters, and vast armies of undead have cut off the peninsula.
Konrade
Konrade of Tyrea was once a promising young scholar and idealistic philosopher who gained great fame in service of his king and country. No one foresaw his sudden rebellion, and when the Confederacy came to assist the legitimate heir to the throne of Tyrea in suppressing Konrade's unholy armory, their expeditionary force was crushed along with the remains of the royal family.
His true motives are unknown, but the ranks of Konrade's unholy army swell with each victory, and his banner flies ever closer to the north.
Character Generation
(click to show/hide)
Stats: 28 Point Buy or 4d6 drop lowest result
Hit points: average or rolling
Races: Common races (found in the PHB and Monster Manual) are allowed. Others will be more difficult to fit into the setting, but I will do my best if you want to play something unusual.
Banned Material
It would take too long to make a list, but anything the PCs bring out is fair game to be used against them. (That being said, the enemy will not go easy on the party, so build accordingly.) If in doubt, ask the DM.
No classes are banned, but mechanically challenged ones will be adjusted if players choose to use them. Examples: Fighter, Monk, Samurai Truenamer.
Hit points: average or rolling
Races: Common races (found in the PHB and Monster Manual) are allowed. Others will be more difficult to fit into the setting, but I will do my best if you want to play something unusual.
Banned Material
It would take too long to make a list, but anything the PCs bring out is fair game to be used against them. (That being said, the enemy will not go easy on the party, so build accordingly.) If in doubt, ask the DM.
No classes are banned, but mechanically challenged ones will be adjusted if players choose to use them. Examples: Fighter, Monk, Samurai Truenamer.
House rules
(click to show/hide)
All classes with 2+Int mod skill points get 4+Int mod skill points, except for full spellcasters.
The 3.5 skill list will be used, but with the Pathfinder skill mechanics. (All ranks cost 1 skill point to purchase. You get a +3 bonus for putting ranks into class skills.)
Richard Burlew's Diplomacy rule fix will be in place.
No flaws. Traits may be taken, but have to be roleplayed.
Feats will be gained at first level and again every two levels above first.
Any class may search for traps above DC 20. Trapfinding instead entitles you to take 10 on a search check.
Any class may use Survival to track. The Track feat instead lets you take 10 when tracking.
Two Weapon Fighting automatically improves to grant the benefits of its improved versions when the PC qualifies for them.
Two Weapon Defense automatically improves to grant the benefits of its improved versions when the PC qualifies for them.
Dodge applies a flat +1 dodge bonus to armor class.
Toughness grants the benefits of Improved Toughness.
Regional feats are available; if a regional feat you want is not on the list of examples, ask the DM if it is appropriate.
[Optional] Picking a regional feat means you must make an effort to talk with an appropriate accent for that region or race. (At a minimum, throw in a few words from the appropriate language into your speech.)
Half-elves gain a bonus skill point per level, like humans.
Half-orcs gain a +2 to Con in addition to their regular stat adjustments.
No multiclassing penalties.
Cantrips may be used at-will.
Sorcerers get Eschew Materials at first level.
Wizards do not get bonus feats aside from Scribe Scroll.
Rogues get an additional Special Ability at level 20, so they have an actual capstone.
Rangers get animal companions as if they were a Druid.
Druids get animal companions as if they were Rangers or shapeshift as per the PHB2.
Common sense will prevail in unusual rules interactions. Example: drowning at negative hit points does not reset your hit points to zero, despite anything the drowning rules have to say on the subject, and drowning may be stopped with heal check once the victim is removed from water, despite the omission of any such mechanic from the drowning rules.
The 3.5 skill list will be used, but with the Pathfinder skill mechanics. (All ranks cost 1 skill point to purchase. You get a +3 bonus for putting ranks into class skills.)
Richard Burlew's Diplomacy rule fix will be in place.
No flaws. Traits may be taken, but have to be roleplayed.
Feats will be gained at first level and again every two levels above first.
Any class may search for traps above DC 20. Trapfinding instead entitles you to take 10 on a search check.
Any class may use Survival to track. The Track feat instead lets you take 10 when tracking.
Two Weapon Fighting automatically improves to grant the benefits of its improved versions when the PC qualifies for them.
Two Weapon Defense automatically improves to grant the benefits of its improved versions when the PC qualifies for them.
Dodge applies a flat +1 dodge bonus to armor class.
Toughness grants the benefits of Improved Toughness.
Regional feats are available; if a regional feat you want is not on the list of examples, ask the DM if it is appropriate.
[Optional] Picking a regional feat means you must make an effort to talk with an appropriate accent for that region or race. (At a minimum, throw in a few words from the appropriate language into your speech.)
- Avalon - London British
- Cheval - French
- Dixon - American Southern
- Dwarven - Scandinavian
- Elvish - Latin
- Gnome - German
- Halfling - Cockney
- Helena - Greek
- Orcish - Just yell angrily
- Dorn - Irish, Scottish, or Welsh
- Warforged - HAL, GLaDOS, or T-800
Half-elves gain a bonus skill point per level, like humans.
Half-orcs gain a +2 to Con in addition to their regular stat adjustments.
No multiclassing penalties.
Cantrips may be used at-will.
Sorcerers get Eschew Materials at first level.
Wizards do not get bonus feats aside from Scribe Scroll.
Rogues get an additional Special Ability at level 20, so they have an actual capstone.
Rangers get animal companions as if they were a Druid.
Druids get animal companions as if they were Rangers or shapeshift as per the PHB2.
Common sense will prevail in unusual rules interactions. Example: drowning at negative hit points does not reset your hit points to zero, despite anything the drowning rules have to say on the subject, and drowning may be stopped with heal check once the victim is removed from water, despite the omission of any such mechanic from the drowning rules.
Suggested classes:
(click to show/hide)
Players are free to play whatever classes they want, but if you are new to the game and want some guidance, here are some classes that work well out of the box, along with their archetype.
Barbarian - Frontline fighter
Bard - Jack of all trades
Beguiler - Skilled mage
Cleric - Holy warrior
Druid - Holy warrior
Duskblade - Magical Warrior
Favored Soul - Holy Warrior
Ranger - Skilled warrior
Rogue - Skilled thief
Warlock - Blaster
Barbarian - Frontline fighter
Bard - Jack of all trades
Beguiler - Skilled mage
Cleric - Holy warrior
Druid - Holy warrior
Duskblade - Magical Warrior
Favored Soul - Holy Warrior
Ranger - Skilled warrior
Rogue - Skilled thief
Warlock - Blaster
Monk, Paladin, Fighter, and Marshal fixes
(click to show/hide)
Monk:
d10 Hit Dice
Full BAB
Slow fall works as Feather Fall with a caster level of the monk's class level.
Remove Purity of Body, Diamond body, Tongue of the sun and moon
Abilities such as Stunning Fist, Dimension Door, and Quivering Palm can be used an additional number of times per day equal to the monk's wisdom modifier.
Monks may enchant their unarmed strikes with handwraps.
Ki Strike (Su): At 4th level and every four levels thereafter, the monk's unarmed strikes gain a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where supernatural effects do not normally function (such as within an antimagic field), a monk can attempt to retain his enhancements by making a DC 20 Will save. On a successful save, the monk maintains his enhancements for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the enhancements vanishes. As a move action on his turn, the monk can attempt a new Will save to restore his enhancements while he remains within the negating effect.
Martial Enlightenment (Su): At 6th level, a monk gains the ability to enhance his unarmed strikes. He can add any one weapon special ability that has an enhancement bonus value of +1.
At every three levels beyond 6th (9th, 12th, 15th and 18th), the value of the enhancement a monk can add to his unarmed strike improves to +2, +3, +4, and +5, respectively. A monk can choose any combination of weapon special abilities that does not exceed the total allowed by his monk level.
A monk can reassign the ability or abilities he has added to his unarmed strike. To do so, he must first spend 8 hours in concentration. After that period, his unarmed strikes gain the new ability or abilities selected by the monk.
Paladin:
4 + intelligence modifier skill points/level.
Smite evil useable an additional number of times per day equal to the paladin's charisma modifier.
Remove disease useable an additional number of times per day equal to the paladin's charisma modifier.
Fighter:
4 + intelligence modifier skill points/level.
Knowledge: History as a class skill, since it covers war.
Prowess: Every odd level above first, the fighter may choose to gain one of the following bonuses. Choosing the same bonus multiple times will stack.
Marshal:
Full BAB
Grant move action useable an additional number of times per day equal to the marshal's charisma bonus.
Not one step back (Ex): At 3rd level, the marshal gains immunity to fear. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the marshal is conscious, but not if when unconscious or dead.
Rally (Ex): Starting at 5th level, the marshal may grant all allies within 60 feet a second attempt to save against an ongoing spell, spell-like ability, or supernatural ability once per day. He gains an additional use of this ability at 10th level, and every five marshal levels thereafter (3 at 10th, 4 at 15th, and 5 at 20th).
On Your Feet (Ex): Starting at 8th level the marshal may delay the effect of a single attack, spell, or ability used against an ally as an immediate action one per day. The damage or effect does not take hold until the end of the target's next turn. He gains an additional use of this ability at 11th level, and every three marshal levels thereafter.
Press the Attack (Ex): At 9th level, allies within 60 feet of the marshal continues to fight without penalty, even while disabled or dying.
Duty's End (Ex): At 13th level, the marshal may grant an ally within 60 feet immunity to dying from hit point damage for a number of rounds equal to his marshal level once per day. A condition or spell that destroys enough of the subject's body to prohibit raise dead (such as a disintegrate effect) still kills the creature, as does death brought about by ability score damage or drain, level drain, or a death effect. If the subject has fewer than -9 hit points when the ability's duration expires, he or she dies instantly. He gains an additional use of this ability at 18th level.
Revitalize (Su): At level 20, the marshal may affect all allies within 60 feet as if they had received the Mass Heal spell, with a caster level equal to his marshal level. This ability takes a standard action to activate, and can be done once per day.
d10 Hit Dice
Full BAB
Slow fall works as Feather Fall with a caster level of the monk's class level.
Remove Purity of Body, Diamond body, Tongue of the sun and moon
Abilities such as Stunning Fist, Dimension Door, and Quivering Palm can be used an additional number of times per day equal to the monk's wisdom modifier.
Monks may enchant their unarmed strikes with handwraps.
Ki Strike (Su): At 4th level and every four levels thereafter, the monk's unarmed strikes gain a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where supernatural effects do not normally function (such as within an antimagic field), a monk can attempt to retain his enhancements by making a DC 20 Will save. On a successful save, the monk maintains his enhancements for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the enhancements vanishes. As a move action on his turn, the monk can attempt a new Will save to restore his enhancements while he remains within the negating effect.
Martial Enlightenment (Su): At 6th level, a monk gains the ability to enhance his unarmed strikes. He can add any one weapon special ability that has an enhancement bonus value of +1.
At every three levels beyond 6th (9th, 12th, 15th and 18th), the value of the enhancement a monk can add to his unarmed strike improves to +2, +3, +4, and +5, respectively. A monk can choose any combination of weapon special abilities that does not exceed the total allowed by his monk level.
A monk can reassign the ability or abilities he has added to his unarmed strike. To do so, he must first spend 8 hours in concentration. After that period, his unarmed strikes gain the new ability or abilities selected by the monk.
Paladin:
4 + intelligence modifier skill points/level.
Smite evil useable an additional number of times per day equal to the paladin's charisma modifier.
Remove disease useable an additional number of times per day equal to the paladin's charisma modifier.
Fighter:
4 + intelligence modifier skill points/level.
Knowledge: History as a class skill, since it covers war.
Prowess: Every odd level above first, the fighter may choose to gain one of the following bonuses. Choosing the same bonus multiple times will stack.
- Unstoppable Force: The fighter gains a +1 bonus on all bull rush, disarm, grapple, and sunder checks.
- Withering Glare: The fighter gains a +1 bonus to his intimidate score.
- Reputation: The fighter gains a +1 bonus to his leadership score.
Marshal:
Full BAB
Grant move action useable an additional number of times per day equal to the marshal's charisma bonus.
Not one step back (Ex): At 3rd level, the marshal gains immunity to fear. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the marshal is conscious, but not if when unconscious or dead.
Rally (Ex): Starting at 5th level, the marshal may grant all allies within 60 feet a second attempt to save against an ongoing spell, spell-like ability, or supernatural ability once per day. He gains an additional use of this ability at 10th level, and every five marshal levels thereafter (3 at 10th, 4 at 15th, and 5 at 20th).
On Your Feet (Ex): Starting at 8th level the marshal may delay the effect of a single attack, spell, or ability used against an ally as an immediate action one per day. The damage or effect does not take hold until the end of the target's next turn. He gains an additional use of this ability at 11th level, and every three marshal levels thereafter.
Press the Attack (Ex): At 9th level, allies within 60 feet of the marshal continues to fight without penalty, even while disabled or dying.
Duty's End (Ex): At 13th level, the marshal may grant an ally within 60 feet immunity to dying from hit point damage for a number of rounds equal to his marshal level once per day. A condition or spell that destroys enough of the subject's body to prohibit raise dead (such as a disintegrate effect) still kills the creature, as does death brought about by ability score damage or drain, level drain, or a death effect. If the subject has fewer than -9 hit points when the ability's duration expires, he or she dies instantly. He gains an additional use of this ability at 18th level.
Revitalize (Su): At level 20, the marshal may affect all allies within 60 feet as if they had received the Mass Heal spell, with a caster level equal to his marshal level. This ability takes a standard action to activate, and can be done once per day.