Mysterious TacticianLevel: Marshal 6
Replaces: You do not gain the leadership ability at 6th level.
Benefit: You gain the shrouded in myth ability at 6th level.
Special: You can combine this ACF with other ACFs that modify the leadership ability. You can also combine it with other ACFs that leadership replace it with another similar ability that grants you a leadership score and the ability to attract followers, such as the pack leader marshal's pack leadership ability, in which case you do not gain that ability.
Shrouded in Myth (Su): Starting at 6th level, the truth of your past begins to fade into legend. Attempts to research or divine your history become more difficult. Gather Information checks must succeed against a DC of 15 + your 1/2 your mysterious tactician marshal level + your character level (your mysterious tactician marshal level counts one-and-a-half times) to gain any information about your history. If the check fails by 5 or more, the seeker instead uncovers only the apparent history of your choice (which may be truth, falsehood, or nothing at all). The casters of divination spells and similar effects must succeed on a caster level check against the same DC to find any information. Failure by 5 or more instead reveals information consistent with your apparent history. This ability does not make you aware of attempts to find out about your history, it only influences the results of such attempts.
PackleaderLevel: Marshal 1
Replaces: You do not gain Skill Focus (Diplomacy) as a bonus feat at 1st level. You do not gain the voice of the people ability at 4th level or the leadership ability at 6th level.
Benefit: You gain Skill Focus (Handle Animal) as a bonus feat at 1st level. Your presence ability also allows you to qualify for options that use it using Handle Animal instead of Diplomacy. You gain the wild empathy ability as a druid of your marshal level at 4th level. You gain the pack leadership ability at 6th level.
Skill Focus (Handle Animal): Because you have a way with beasts, you gain Skill Focus (Handle Animal) as a bonus feat. If you already have that feat, you can choose a different one that you qualify for.
Presence: In addition to the normal effects of this ability, once you gain a presence score from your packleader marshal levels, you can use your ranks in Handle Animal instead of Diplomacy to qualify for feats and other options that require a presence score.
Wild Empathy (Ex): Beginning at 4th level, you can improve the attitude of an animal as a druid of your marshal level. If you have the wild empathy ability from another class, your level in that class stacks with your marshal level.
Pack Leadership (Ex): Beginning at 6th level, you gain a Leadership score and you can attract followers as though you had the Leadership feat. This ability counts as the Leadership feat for the purposes of meeting the prerequisites of feats and other options. Consequently, this allows you to select most Leader feats. This does not grant any other benefits of the Leadership feat, however, such as the ability to attract a cohort.
Unlike the normal Leadership feat, this ability only allows you to attract followers of the animal or magical beast types. If you are a lycanthrope, you can also attract lycanthrope followers of the same sort.
Using the Handle Animal skill, you can handle your followers as a free action, or push them as a move action, even if you don’t have any ranks in the Handle Animal skill. You gain a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding a follower. You can use the Handle Animal skill to teach tricks to a number of followers equal to your Leadership score simultaneously, making a single Handle Animal check at the end of the training period to determine whether or not you have successfully taught them a trick or trained them for a purpose.
Additionally, you can use your ranks in Handle Animal instead of Diplomacy to qualify for feats and other options that require the Leadership feat.
If you ever take the Leadership feat, you can use your Leadership score in place of your presence score when determining the effects of your commands on your animal, magical beast, and lycanthrope followers (this doesn't let you use commands if you have an insufficient presence). You gain a +2 bonus to your Leadership score as long as at least 1/2 of your followers and all of your highest-level followers are animals, magical beasts, or lycanthropes.
Note: This ACF was inspired by discussion with Skyrock.
WarlordLevel: Marshal 1
Replaces: You do not gain the ability to project major auras at 1st level, but you gain it at 3rd level. Your major aura bonus increases to +2 at 7th level, +3 at 11th level, and +4 at 16th level, improving by +1 every 5 levels thereafter. You do not a presence score or the ability to use commands at 2nd level. You do not gain the dilate aura ability at 3rd level, but you gain it at 7th level, increasing the range of your auras by 30 feet. The range of your auras increases by 30 feet again at each of 12th and 17th level.
Benefit: Your marshal hit die increases to a d10 and your marshal Base Attack Bonus improves to the fighter's progression. You gain the ability to learn and initiate a number of martial maneuvers from 2nd level onwards.
Table: The Warlord Marshal's Maneuvers Level | Initiator Level | Maneuvers Known | Maneuvers Readied | Stances Known |
1 | 0th | - | - | - |
2 | 1st | 3 | 2 | 0 |
3 | 2nd | 3 | 2 | 0 |
4 | 3rd | 4 | 2 | 1 |
5 | 3rd | 4 | 2 | 1 |
6 | 4th | 4 | 3 | 1 |
7 | 5th | 5 | 3 | 2 |
8 | 6th | 5 | 3 | 2 |
9 | 6th | 5 | 3 | 2 |
10 | 7th | 6 | 3 | 2 |
11 | 8th | 6 | 3 | 2 |
12 | 9th | 7 | 4 | 3 |
13 | 9th | 7 | 4 | 3 |
14 | 10th | 7 | 4 | 3 |
15 | 11th | 8 | 4 | 3 |
16 | 12th | 8 | 4 | 3 |
17 | 12th | 8 | 5 | 3 |
18 | 13th | 9 | 5 | 4 |
19 | 14th | 9 | 5 | 4 |
20 | 15th | 10 | 5 | 4 |
Maneuvers: At 2nd level, your training grants you knowledge of three martial maneuvers. Your effective initiator level (even before 2nd level) is equal to three-quarters of your warlord marshal level instead of full, although levels in other classes contribute normally to it. The disciplines available to you are Diamond Mind and White Raven.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by a warlord marshal is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it. See Table 3-1 (TOB 39), to determine the highest-level maneuvers you can learn.
Upon reaching 6th level, and again at 8th, 11th, 14th, 16th, and 19th level, you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 14th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
Maneuvers Readied: You can ready two of the three maneuvers you know at 2nd level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with an attack against an opponent that you are flanking, an aid another action, or using a standard action to do nothing else in the round (such as taking stock of the evolving battlefield conditions). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.
Stances Known: At 4th level, you gain knowledge of one stance from any discipline open to warlord marshals. At 7th, 13th, and 18th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Note: Still needs to replace the other presence- and command-dependent features (fearless leader, contingent command).