Home > Classes > Core Classes > Beastmaster > Archetypes (Beastmaster) >

Marauder

The marauder is a combat specialist whose weapon of choice is any two-handed weapon – a fearsome arm emblematic of Eorzea’s pirates. Their approach to battle is one of brute force, relying on strength and steel to crush enemies and sunder weapons. They are highly sought after for their ferocity and intimidating presence, and are often employed to hunt down monsters plaguing the land, or turning the tide of battle between warring nations.

The marauder is an archetype of the beastmaster class.

Weapon and Armor Proficiency

Berserkers are proficient with all two-handed simple and martial weapons.

Lesser Animal Companion

A marauder’s class level is halved (minimum 1) for the purposes of determining his animal companion’s abilities, Hit Dice, and so on. The animal companion otherwise functions as normal.

This ability replaces the beastmaster’s animal companion.

Shattering Strike (Ex)

At 2nd level, a marauder gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.

This ability replaces feral combat style and wild empathy.

Overhand Chop (Ex)

At 3rd level, when a marauder makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.

This ability replaces nature sense and woodland stride.

Weapon Training (Ex)

At 5th level, the marauder gains a +1 bonus on attack and damage rolls when wielding two-handed melee weapons. This bonus increases by +1 for every four levels beyond 5th.

This ability replaces natural savagery.

Backswing (Ex)

At 7th level, when a marauder makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.

This ability savage charge.

Piledriver (Ex)

At 10th level, as a standard action, a marauder can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity.

This ability replaces beast shape.

Greater Power Attack (Ex)

At 13th level, when using Power Attack with a two-handed melee weapon, the bonus damage from Power Attack is doubled (+100%) instead of increased by half (+50%).

This ability replaces greater savage charge.

Devastating Blow (Ex)

At 20th level, as a standard action, a marauder may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed.

This ability replaces animal majesty.