Legal Judgment (Ex)
Ashieldmarshal can pronounce legal judgment upon his foes as a swift action, providing a bonus or ability based on the type of judgment made. Once activated, the ability lasts until the combat ends. If the shieldmarshal is dazed, frightened, panicked, paralyzed, stunned, unconscious, or otherwise unable to participate in combat, the effect does not end but provides no benefit until he is again able to participate in combat. As a swift action, the shieldmarshal can change his legal judgment to another type.
This ability can be used once per day, plus once for every three levels beyond 1st. It is equivalent to an inquisitor’s judgment ability for the purpose of feats, magic items, or other game effects that affect the judgment ability; however, levels in the two classes do not stack.
Bulletproof: A shieldmarshal gains DR 1/— against ranged attacks. Starting at 4th level, this DR is equal to 1/2 the shieldmarshal’s class level. A shieldmarshal must be wearing armor or using a shield to use this judgment. Destruction: A shieldmarshal gains a +1 competence bonus on attack rolls with firearms or light blades, increasing to +2 at 5th level and +3 at 10th level. This bonus is doubled on critical hit confirmation rolls.
Evasive: A shieldmarshal gains the evasion, uncanny dodge, and improved uncanny dodge abilities as a rogue of her class level. If he possesses rogue levels, these levels stack. Justice: A shieldmarshal gains a +1 bonus on damage rolls with firearms or light blades. Starting at 4th level, this bonus is equal to 1/2 the shieldmarshal’s class level. Lucky Dodge: A shieldmarshal gains a +1 dodge bonus to Armor Class, increasing to +2 at 5th level and +3 at 10th level. This bonus is doubled against attack rolls made to confirm critical hits against him.
Quick Recovery: A shieldmarshal recovers quickly from injury, gaining fast healing 1, increasing to fast healing 2 at 5th level and fast healing 3 at 10th level.
Sharpshooter: A shieldmarshal ignores 1 point of any AC bonus granted by cover per shieldmarshal level. This does not allow the shieldmarshal to ignore total cover.
Sure Shot: A shieldmarshal reduces his miss chance with firearms due to concealment, blink, blur, or similar effects by 5% per two shieldmarshal levels (to a maximum reduction of 25% at 10th level). He must still target the correct square to hit a creature with concealment. This judgment can’t decrease his miss chance to lower than 0%.
