Dread Marshal Stance
Prerequisites Marshal Dedication; trained in Intimidation
Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks. When you use this action, attempt an DC a scaling amount intimidation check. The DC is usually an easy DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Stance: Dread Marshal Stance
Success Your marshal's aura grants you and your allies in the aura a +1 status bonus to damage rolls. When you or an ally in the aura critically hit an enemy with a Strike, that enemy is Frightened 1. If you're wielding a weapon that has more than one damage die (typically due to a striking rune), you can have the status bonus equal the weapon's number of damage dice instead of +1.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can't take this action again for 1 minute.
Traits
This feat belongs to an archetype.
A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.