Martinet of Gilgeam (Prestige Class)
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Hit Die: d10.Requirements
To qualify to become a Martinet, a character must fulfill all the following criteria.
Base Attack Bonus: +5. Class Abilities: Turn or Rebuke Undead. Feats: Power Attack, Improved Grapple, Divine Might, Leadership. Spells: Able to cast 2nd-level divine spells, including Cure Light Wounds and Bull's Strength. Patron Deity: Gilgeam.Class Skills
The Martinet's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Jump (Str), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.Class Chart
{{Class Chart
|Max Level=10
|Base Attack=High
|Fort Save=High
|Ref Save=Low
|Will Save=High
|Use Special Links=True
|Spell Advancement=+1 level of existing divine spellcasting class
|Spell Advancement Exclude3=true
|Spell Advancement Exclude6=true
|Spell Advancement Exclude9=true
|Special1=Turn/rebuke dragons, bonus domain
|Special2=Inflame
|Special3=Legion's Healing
|Special4=Improved leadership
|Special5=Fear aura
|Special6=Legion's Strength
|Special7=Imbue cohort
|Special8=
|Special9=Legion's Resurgence
|Special10=Implacable Foe
|
}}
Class Features
Turn/Rebuke Dragons
You may use turn/rebuke attempts against dragons, including true dragons and dragonkin. Regardless of whether you turn or rebuke undead, you always turn or destroy dragons with this ability.
Bonus Domain
At 1st level, a martinet gains the Glory
domain (if he turns undead) or the Domination domain (if
he rebukes undead).
Inflame
As a full-round action, at will, you can impart a bonus of +1 per class level to all allies who can hear you, including yourself, as you recite an inspiring speech. The bonus applies to saves against charm and fear effects, and lasts for five minutes plus one minute per class level.
Legion's Healing
Once per day, you may cast a cure spell (any spell with "cure" and "wounds" in the name) that affects all allies within 60 feet, including yourself.
Improved Leadership
The number of followers you can command is doubled. This does not allow you to have two cohorts.
Fear Aura
Once per day, you may activate a fear aura as a supernatural ability. It affects all foes within 20 feet and lasts 1 round per class level. All affected foes are affected as if a Fear spell were cast on them, with a DC of 10 + your class level + your Charisma bonus.
Legion's Strength
Once per day, you may cast an enhancement cure spell (''Bull's Strength, Cat's Grace, Bear's Endurance) that affects all allies within 60 feet.
Imbue Cohort
Your cohort can now use inflame'' as a martinet of 2 levels lower than you. You may imbue your cohort any of your legion's spells, including the spell itself, and the effect of this class. If you do so, you no longer have use of that ability in the same day.
Legion's Resurgence
Once per day, you may cast Revify on all allies within 60 feet.
Implacable Foe
At 10th level, you can
channel positive (or negative) energy to keep allies fighting
even after suffering mortal wounds. Activating this ability
requires only a move action, but you must concentrate
to maintain it each round after that.
While active, you emanate an aura with a 100-
foot radius. Allies within the radius may ignore the effects
of being reduced to 0 or less hp. However, any creature
reduced to –20 hp dies immediately. When the effect ends,
or if a creature moves more than 100 feet from you
the normal effects of the damage apply immediately.
New/Unique Spells
- 4th-level
- 5th-level
- 7th-level