Master Marine
“Captain, this may be your ship, but these are my men.”

    The marines are found wherever a land or ship needs to be defended or taken in an assault action. Often a marine that is a natural leader will arise from such company of marines. This natural leader among marines is the Master Marine!
    The Master Marine prestige class is drawn predominately from the fighter and ranger classes. Paladins can be master marines in units that serve a just kingdom or ethical merchant guild. A few multiclassed fighter/rogues or fighter/clerics can also be found taking the master marine prestige class; clerics that pursue this class often have the domain of war. Rarely does one find either a sorcerer or wizard master marine.
    Hit Dice: d10.

Requirements
    To qualify to become a master marine, a character must fulfill the following criteria.
    Alignment: Any lawful
    Base Attack Bonus: +6
    Intimidate: 4 ranks
    Profession (spacehand): 5 ranks
    Feats: Endurance, Die Hard, Iron Will, Leadership, Toughness

Class Skills
    The master marine's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Balance (Dex), Intimidate (Cha), Jump (Str), Profession (Wis), Sense Motive (Wis), Swim (Str), Use Rope (Dex).

    Skill Points at each level: 2 + Int modifier.

Class Features
    Weapon and Armor Proficiency: The marine is proficient with all simple, martial and firearm weapons, all types of armor and shields.
    Leadership: Add this value to the character's Leadership score (see the Leadership feat, page 106 of the Dungeon Master's Guide). Nearly all master marines have a group of marines (warriors typically) under their command.
    Rallying Cry (Su): The master marine can utter a powerful shout (typically “Death before Dishonor, Charge!”) that causes all allies within 60 feet to gain a +1 morale bonus on their next attack roll and increases their speed by 5 feet until the master marines next turn. Traditionally, the rallying cry is used when the marines are about to board another ship or when renewing a fight against another enemy. This mind affecting ability may be used up to three times a day.
    Nerves of Steel (Ex): This ability allows the master marine a second saving throw against a failed save verses a fear spell or effect.
    Too Stubborn to Die (Ex): At 3rd level the master marine automatically stabilizes his wounds when his hit points drop below 0, and unlike most people that pass on at when they reaches –10 hit points, he refuses to die until he reaches –15 hit points.
    True Grit (Ex): At 4th level a master marine can muster great determination and release his hidden reserve of energy to rejuvenate himself and, for a brief time, increase his strength and speed. This hidden reserve of energy can be drawn up on as a free action once per day and heals the master marine 6 hit points of damage, and for that given round he gains +10 feet morale bonus to movement and a +4 morale bonus to his strength score. Every three levels after 4th level the master marine gains one addtional use of true grit per day. No matter how many times a day a master marine can call upon his true grit ability, he can only do so once per round.
    Bonus Feat: At 5th level and every three levels thereafter, a master marine may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.
    Damage Reduction: Starting at 6th level, the master marine gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the master marine takes each time he is dealt damage. At 9th level, this damage reduction rises to 2. Damage reduction can reduce damage to 0 but not below 0.

The Master Marine
  Base Fort Reflex Will    
Level Attack Bonus Save Save Save   Special
1st +1 +2 +0 +2   Rallying Cry, Leadership +1
2nd +2 +3 +0 +3   Nerves of Steel
3rd +3 +3 +1 +3   Too Stubbon to Die
4th +4 +4 +1 +4   True Grit 1/day, Leadership +2
5th +5 +4 +1 +4   Bonus Feat
6th +6 +5 +2 +5   Damage Reduction 1/—
7th +7 +5 +2 +5   True Grit 2/day, Leadership +3
8th +8 +6 +2 +6   Bonus Feat
9th +9 +6 +3 +6   Damage Reduction 2/—
10th +10 +7 +3 +7   True Grit 3/day, Leadership +4


Epic Master Marine
    The few, the proud, the master of men and mayhem, the epic master marine is known to marines in no fewer then 10 crystal spheres. His men know they are serving the best with no exceptions. Epic master marines serve only the most powerful nations or have built up an organization that is unparalleled in the know spheres for producing the finest marines. They have Epic leadership and Legendary Commander for epic feats.
    Other Options: Some few epic master marines choose not to lead armies, but instead command very small group of marines. These epic marines take feats that allow them to help protect their men under their command, such as: Widen Aura of Courage (if paladin), and non-epic feats such as Defensive Throw, Greater Kiai Shout, Kiai Shout, Phalanx Fighting.
    Hit Die: d10
    Skill Points at Each Additional Level: 2 + Int modifier
    Damage Reduction: The master marines's damage reduction increases by 1 point for every 3 levels above 9th level.
    True Grit (Ex): The number of uses per day that the master marine's true grit ability may be used is increased at 13th level, four times per day and an additional use every three levels thereafter.
    Leadership: The master marine's natural leadership continues to increase +1 per three levels above 10th level.
    Epic Bonus Feats: The epic master marine gains a bonus feat (selected from the list of epic master marine) every three levels after 8th.
    Epic Master Marine Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the master marine may treat any feat designated as a fighter bonus feat, but not listed here, as being on his or her bonus feat list.

The Epic Master Marine
Level   Special
11th   Epic Bonus Feat
12th   Damage Reduction 3/—
13th   True Grit 4/day, Leadership +5
14th   Epic Bonus Feat
15th   Damage Reduction 4/—
16th   True Grit 5/day, Leadership +6
17th   Epic Bonus Feat
18th   Damage Reduction 5/—
19th   True Grit 6/day, Leadership +7
20th   Epic Bonus Feat

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Created by Mark Doolan d20™ System, ©2003,

    Notes on this Prestige Class: I wanted the Master Marine to be the very best of every marine found on the silver screen. This is not limited to just marine but every great leader that is tough as nails and an inspiration to his men under his command, hopefully the Master Marine is all this.