The Martial Hero
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
Proficiencies: A Martial Hero proficient with all weapons and light armors, but no shields.
| 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 | Ultimate Technique, Greater Archetype Power, Greater Racial Power |
Class Features
Level 1
Archetype Feature: Lesser Archetype Power available
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 + 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.
The archetypes might provide special ways to ready or re-ready their maneuvers.
| Level | Bonus Strikes Known | Readied | Stances 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 |
| (8) | 10 | 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.
Level 2
Racial Feature: Lesser Racial Power available
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.
Level 3
Archetype Feature: Moderate Archetype Power available
Level 4
Racial Feature: Moderate Racial Power available
Battle clarity :
As swift action you may try a concentration check DC 15, to reload one of your maneuvers, if you do so the DC increases cumulative by 5. The DC resets to again to 15 after using another 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.
Level 5
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.
Level 6
Archetype Feature: Greater Archetype Power available
Racial Feature: Greater Racial Power available
Ultimate Technique : Once per day, the Martial Hero may make use of one of the following abilities.
Specific advancement
Feats: Devoted To The Raven Claw, Diamond Dragon Heart, Improved Martial Focus, Martial Focus, Physical Education, Setting The Desert Hand
Archetypes
The bloodstorm blade may use any iron heart discipline weapon as throwing weapon with a 6m range increment. Lesser Archetype Power (Level 1):
The bloodstorm blade can use their maneuvers with ranged attacks, drop "melee" from their descriptions. When using a throwing weapon is used to perform a strike maneuver, the weapon returns after all attacks associated with the maneuver are done as if it had the returning property.
The bloodstorm blade may use multiple attacks using a single throw, however all attacks must be against separate targets that are within one range increment of the primary target. The bloodstorm blade receives the cleave feat and may use it with throwing weapons. Moderate Archetype Power (Level 3):
When the Bloodstorm Blade uses Disarming Strike, they may substitute disarm with any other combat maneuver, that targets a single creature.
When the bloodstorm blade uses an iron heart strike maneuver, all attacks that are part of that throw count as being part of that maneuver and receive bonuses to strike maneuvers from battle cunning and battle ardor at full power. Battle ardor treats all iron heart maneuvers as level 1. The bloodstorm blade may use that bonus damage and bonus damage from the punishing stance as bleed damage. Greater Archetype Power (Level 6):
When the Bloodstorm Blade uses Exorcism of Steel, increase the penalty by the bloodstorm blades level + primary attribute modifier and apply it to all damage rolls, including spell damage.
While being in punishing stance, bleed damage you deal is empowered (+50% damage). Feats:
None.
Classes:
MartialHero
Knowledge (dragons) is your favored skill, it becomes a class skill and you add a +2 rank bonus to it. Constitution is your primary ability for all your abilities. Finally, you always have good will saving throws.
Lesser Archetype Power (Level 1):
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.
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 (Level 3):
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 (Level 6):
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:
Long Wind
Classes:
MartialHero,
Sentinel,
Warrior
Lesser Archetype Power (Level 1):
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.
Moderate Archetype Power (Level 3):
If you deal fire damage or heal, its amount is enhanced by your charisma modifier.
Greater Archetype Power (Level 6):
The harbinger of the phoenix pierces 10 points of fire resistance (not below 0).
Feats:
Combined Arise,
Go With A Boom!,
Three Fiery Feathers,
Up From Behind
Classes:
MartialHero
Lesser Archetype Power (Level 1): 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. 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 (Level 3):
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 (Level 6):
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
Classes:
MartialHero
Lesser Archetype Power (Level 1):
A Ninja Warrior may use their dexterity modifier instead of their strength modifier with all their disciplines weapons, even while two weapon fighting. The Ninja Warrior increases critical abilities of their favorite weapons. The threat range of 19-20x2 weapons is increased to 18-20x2 and multipliers of 20x3 weapons to 20x4. If your weapon has critical capabilities of 20x2, you may choose if they become 20x4 or 18-20x2.
The Ninja Warrior receives a +2 dodge bonus to AC and on saving throws versus traps. Moderate Archetype Power (Level 3):
A Ninja Warrior is never caught flat-footed nor can their dexterity to AC be denied and may use acrobatics and stealth while running without a penalty. Jumps always count as having a running start.
Ninja Warriors add their half their primary modifier as precision damage to weapon damage rolls. Additionally, the Ninja Warrior receives poison use and may use their maneuver DC when applying those instead of their own DC. When they do not have a poisoned weapon and no poisons on their person or as readied maneuver, they can focus on their defense and ignore partil effects of successful reflex or will saves. Greater Archetype Power (Level 6):
A Ninja Warrior has a ghost vision which provides their 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
Classes:
MartialHero
Lesser Archetype Power (Level 1): 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 (Level 3): 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 (Level 6): 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.
Classes:
MartialHero
Lesser Archetype Power (Level 1):
The Viking gets a hit point rate of 8 and proficiency with medium armors and shields. They receive the power attack and combat expertise feat.
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 (Level 3):
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 heroes benefits to strike maneuvers. Greater Archetype Power (Level 6):
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
Classes:
MartialHero
Bloodstorm Blade
Progression Options
Dragon Warrior
Progression Options
Harbinger Of The Phoenix
Progression Options
Master Of Nine
Progression Options
Ninja Warrior
Progression Options
Spear Maiden
Progression Options
Viking
Progression Options