TEXT: The Sellsword
  Hybrid Class
  Fighter / Ranger
  #61
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed 
  Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work 
  may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or 
  effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” 
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and in terms of this License. You must affix such 
  a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
  of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You 
  a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, 
  the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License 
  to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name 
  to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as 
  to compatibility, except as expressly licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of such Trademark 
  or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the 
  work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 
  You may use any authorized version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name 
  of any Contributor unless You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and 
  fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, 
  Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. 
  Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K 
  Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen 
  K.C. Stephens, and Russ Taylor.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Baur, 
  Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth 
  Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David 
  Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike 
  Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and Robert 
  J. Schwalb.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Lawrence Schick.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, 
  based on original material by Gary Gygax.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Philip Masters.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Ian Livingstone and Mark Barnes.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Neville White.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick 
  Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax
  Player Paraphernalia #61 The Sellsword (Hybrid Class) ©2016, The Knotty-Works; Author: John Buckley and 
  Adam Matherly
  Some artwork from Cerebrus Foyalty Free Clip Art Pack.
  d20pfsrd.com. Copyright 2010, John Reyst.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not 
  endorse this product.
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo 
  Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo 
  Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/ pathfinderRPG/
  compatibility for more information on the compatibility license. Some rights reserved.
  
  1
  Player Paraphernalia #61
  By The Knotty-Works
  Welcome to issue sixty-one of  the Player 
  Paraphernalia series, short supplements designed to 
  offer players new options for use with the Pathfinder 
  RolePlaying Game (©Paizo, Inc.).  This issue brings 
  you the Sellsword, a martial based hybrid class focused 
  on the mercenary aspects of  battle.  An original 
  concept by Adam Matherly, with additional content, 
  editing and formatting by John Buckley.
  The Sellsword
  To live and die by the sword, that is the 
  life for many, and though most do not get 
  the chance to pick the purpose of such a 
  life the sellsword prefers to make his own 
  destiny rather than depending on the whims 
  of another.  Mercenary in every true sense 
  of the word, the sellsword offers his martial 
  skills for those willing to provide the coin for 
  is sword arm.  However, such a life requires 
  a dedicated soul willing to spend much of 
  his time in pursuit of improving his skills and 
  competency with nearly any sort of weapon 
  rather than nearly any other type of leisure.
  Seeking to gain every possible advantage 
  on the battlefield, the sellsword excels while 
  wielding nearly any type of weapon, though 
  he tends to favor a select few over all others.  
  As part of a brotherhood of warriors; the 
  sellsword not only learns feats of martial 
  prowess, but also focuses on abilities that 
  relies on others for truly beneficial for his tight 
  knit unit.  All sellswords learn early on that 
  self reliance is a must for provisioning of both 
  arms, armor, as well as the basics of food and 
  shelter as they have no true patron to provide 
  for their needs.
  Role:  Obviously the sellsword has to prove his 
  mettle in the thick of battle, finding himself 
  charging headlong into the enemy more 
  often than not.  However, his skills do allow 
  him to take a more defensive stance from 
  time to time or offering long range support 
  instead.
  Alignment:  Sellswords may be of any non-
  Chaotic alignment.  A certain level of 
  regimental behavior is needed, while most 
  sellswords have a strong streak of individual 
  bravado.  Those whose actions are purely 
  chaotic in nature rarely survive long in larger 
  skirmishes.  Though the majority of sellswords 
  only care about the pay, there are some 
  whose morality does play a part in who they 
  are willing to fight, be it good or evil.
  Parent Classes:  Fighter and Ranger
  Hit Die:  d10
  Starting Wealth:  5d6 x 10 gp (average of 175 
  gp) and an outfit worth 10 gp or less.
  Class Skills
  Appraise, Bluff, Climb, Craft, Handle Animal, 
  Intimidate, Knowledge (engineering), 
  Knowledge (local), Knowledge (nature), 
  Perception, Profession, Ride, Survival, and 
  Swim
  Skill Ranks per Level:  4 + Int modifier
  Class Features
  Weapon and Armor Proficiencies:  The 
  sellsword is proficient with all simple and 
  martial weapons.  He is proficient with light 
  
  2
  and medium armor and shields (except the 
  tower shield).
  Favored Weapon (Ex):  At 1st level the 
  sellsword chooses one weapon group (see 
  the Fighter’s Weapon Training class ability) 
  and when wielding any weapon from that 
  group gains a +1 bonus to hit and damage 
  rolls.  In addition, he gains a +2 bonus to his 
  Intimidate skill checks when attempting to 
  demoralize an opponent while wielding a 
  favored weapon.
  At 4th level and every four levels thereafter ( 
  through 16th level), the sellsword may choose 
  an additional weapon group, gaining the 
  +1 bonus to hit and damage and +2 bonus 
  to Intimidate skill checks for that group.  
  Weapon groups that were previously selected 
  gain a cumulative bonus of +1 to hit and 
  damage rolls and +2 bonus to Intimidate 
  checks each time the sellsword chooses a 
  new weapons group.
  Expanded Training (Ex):  Beginning at 2nd 
  level and every even level thereafter 
  the sellsword may choose either a 
  teamwork or combat feat as a bonus feat.  
  The sellsword must meet the prerequisites for 
  the chosen feat.
  The sellsword may effectively retrain a 
  previous bonus feat starting at 4th level, 
  replacing a new feat with a prior bonus feat 
  chosen at an earlier level.  The original feat 
  must not be a requirement of another feat, 
  prestige class, or class ability possessed by the 
  unbound fighter or it cannot be exchanged 
  for another combat or teamwork feat.  The 
  sellsword may retrain once every four levels 
  after 4th.)
  Resourceful (Ex):  The sellsword has the 
  knack of finding and negotiating for his daily 
  necessities while within a town, village, or city.  
  At 2nd level the sellsword can find any simple 
  or martial weapon of common stock (non-
  masterwork quality) or light or medium armor 
  that costs no more than 10 gp times his class 
  level.  In addition, he can purchase these 
  items at half the standard price or a broken 
  version at 10% of the standard cost.
  Sellsword Progression Table
  Level
  Base Attack
  Fort
  Ref
  Will
  Special
  1
  +1
  +2
  +0
  +0
  Favored Weapon (1)
  2
  +2
  +3
  +0
  +0
  Expanded Training, Resourceful
  3
  +3
  +3
  +1
  +1
  Mercenary charm, Reflexive
  4
  +4
  +4
  +1
  +1
  Expanded Training, Favored Weapon (2)
  5
  +5
  +4
  +1
  +1
  Enduring Stamina, Armor Training (Light)
  6
  +6/+1
  +5
  +2
  +2
  Expanded Training
  7
  +7/+2
  +5
  +2
  +2
  Battlefield Stride, Coercive
  8
  +8/+3
  +6
  +2
  +2
  Expanded Training, Favored Weapon (3)
  9
  +9/+4
  +6
  +3
  +3
  Evasion
  10
  +10/+5
  +7
  +3
  +3
  Enduring Stamina, Expanded Training
  11
  +11/+6/+1
  +7
  +3
  +3
  Coercive, Martial Focus
  12
  +12/+7/+2
  +8
  +4
  +4
  Expanded Training, Favored Weapon (4)
  13
  +13/+8+/+3
  +8
  +4
  +4
  Armor Training (Medium)
  14
  +14/+9/+4
  +9
  +4
  +4
  Battlefield Stride, Expanded Training
  15
  +15/+10/+5
  +9
  +5
  +5
  Coercive, Enduring Stamina
  16
  +16/+11/+6/+1
  +10
  +5
  +5
  Expanded Training, Favored Weapon (5)
  17
  +17/+12/+7/+2
  +10
  +5
  +5
  Improved Evasion
  18
  +18/+13/+8/+3
  +11
  +6
  +6
  Expanded Training
  19
  +19/+14/+9/+4
  +11
  +6
  +6
  Improved Martial Focus
  20
  +20/+15/10/+5
  +12
  +6
  +6
  Battle Master, Expanded Training
  
  3
  The sellsword can also use this ability to 
  find free food and lodging for himself plus 
  a number of additional people equal to 
  his Charisma modifier (minimum of 0).  The 
  provider usually requires some form of menial 
  service from the sellsword that lasts an hour or 
  so.  If the sellsword fails to perform this task he 
  loses this ability for 1d4 days.
  At 4th level the sellsword can use this ability 
  to find any standard adventuring gear, 
  clothing, animal gear, and tool kits.  At 6th 
  level the sellsword may use this ability to find 
  alchemical items.  Note that common sense 
  should be used in regards to purchasing 
  broken items.  If an item cannot be found with 
  the broken condition, the sellsword cannot 
  purchase it at 10%.
  He can use this ability once per day but 
  it may be used to find multiple pieces of 
  equipment as long as the total cost does not 
  exceed the limit of 10 gp times the class level 
  of the sellsword.  The settlement must be able 
  to support either the production or distribution 
  of such equipment, use the Base Limit listed in 
  Table 7-36: Settlement Statistics found in the 
  Game Mastery Guide for the maximum value 
  of non-magical items that the sellsword may 
  attempt to acquire.  
  If the sellsword turns around and sells the item 
  in the same settlement, he loses this ability 
  for a number of days equal to the price of 
  the item divided by 10 (minimum of 1 day).  If 
  the sellsword routinely resells items within the 
  same community, he may permanently lose 
  access to this class ability in that community.
  Mercenary Charm (Ex):  At 3rd level the 
  sellsword’s cunning personality causes 
  some opponents to hesitate for a moment 
  or two.  As a result the sellsword may add 
  his Charisma modifier (minimum of 0) to his 
  Initiative roll, though if surprised it isn’t added 
  for the first round of combat.
  Reflexive (Ex):  The sellsword gains the feat 
  Combat Reflexes at 3rd level.  In addition, 
  the sellsword gains one additional ability to 
  make an attack of opportunity.  He gains an 
  additional use of an attack of opportunity at 
  7th level and every 4 levels thereafter.
  Armor Training (Ex):  The sellsword suffers no 
  armor check penalties while wearing light 
  armor or wielding a light shield or buckler at 
  5th level.  In addition the maximum Dexterity 
  bonus of the light armor is increased by +2.
  At 13th level the sellsword reduces the armor 
  check penalty for medium armor by 3 (with a 
  minimum of 0) and the armor check penalty 
  for wielding a heavy shield is reduced to 0.  
  The maximum Dexterity bonus when wearing 
  medium armor is also increased by +3.
  Enduring Stamina (Ex):  At 5th level the 
  sellsword gains Endurance as a bonus feat.  If 
  the sellsword already has the Endurance feat, 
  he gains the Diehard feat instead. 
  At 10th level the sellsword gains Diehard as 
  a bonus feat.  If he already has the Diehard 
  feat he gains either Toughness or Iron Will as a 
  bonus feat instead.
  At 15th level the sellsword’s stamina improves, 
  allowing him to act normally even when 
  reduced below 0 hit points.  You still lose 
  an additional hit point if you take any other 
  action other than a move action.  If the 
  sellsword is reduced to a negative hit point 
  total equal to his Constitution score, he still 
  dies from his wounds.
  Coercive (Ex):  At 7th level the sellsword’s 
  reputation and ability to strike fear in 
  the hearts of his enemy grants him a 
  circumstance bonus equal to ½ his 
  
  4
  class level while attempting to demoralize an 
  opponent with his Intimidate skill.
  At 11th level the sellsword’s ability to quickly cause 
  his opponent to become shaken allows him to 
  attempt to demoralize one target as a move 
  action.  At 15th level, the sellsword may attempt 
  to demoralize an opponent as a swift action.
  Battlefield Stride (Ex):  At 7th level the sellsword 
  learns to easily maneuver over the carnage 
  and obstacles of the battlefield.  As a result 
  he may move through difficult terrain at his 
  normal movement rate as well as making a 
  5 foot step.  If the terrain is hazardous, the 
  sellsword does suffer any associated damage 
  or effects from the terrain other than his rate 
  of movement.  Magically enchanted terrains 
  affect the sellsword’s movement rate normally.
  At 14th level, the sellsword’s stride allows him 
  to take a 10 foot step, treating it as a 5 foot 
  step.  This step does not provoke attacks of 
  opportunity but the sellsword may only take 
  one 10 foot step in a round and may not take 
  a 10 foot step in the same round he moved 
  any distance (including a 5 foot step).  The 
  sellsword may take a 10 foot step before, 
  during, or after any other actions in the round, 
  including a full round attack action.
  Evasion (Ex):  The sellsword gains the ability 
  to avoid the more catastrophic effects of 
  mass damage at 9th level.  If the sellsword 
  successfully makes his Reflex saving throw 
  against an area-based attack that still causes 
  half damage with a successful save, he suffers 
  no damage from the attack.  If the sellsword 
  is helpless or unconscious he gains no benefit 
  from this class ability.
  Martial Focus (Ex):  At 11th level the sellsword 
  can focus on a single target during the chaos 
  of battle.  The sellsword may select one target 
  within his line of sight as a standard action.  
  When attacking his target, the sellsword 
  automatically confirms critical threats and 
  gains a +2 bonus to any Intimidate and Sense 
  Motive checks when applied to the target 
  (this Intimidate skill bonus does stack with the 
  sellsword’s bonuses gained at earlier levels).  
  The sellsword’s martial focus lasts for 24 hours, 
  though it can be dismissed as a free action.  
  He may only use this ability once per 
  day unless he sees proof that the target of his 
  martial focus is dead in which case he may 
  use it again 1 hour after seeing proof of the 
  death of his previous target.
  Improved Evasion (Ex):  At 17th level the 
  sellsword becomes more resistant from area-
  based attacks that grant a Reflex saving 
  throw to reduce damage by half.  Even if the 
  sellsword fails his saving throw, he only suffers 
  half damage from the attack.
  Improved Martial Focus (Ex):  At 19th level the 
  sellsword may select his target of his martial 
  focus as a free action.  If his target is killed or 
  dismissed, the sellsword may select another 
  target for his martial focus after 10 minutes.
  Battle Master (Ex):  At 20th level the sellsword’s 
  legendary skills and abilities causes any living 
  creature with an Intelligence of 3 or more that 
  attempts to attack him to make a Will saving 
  throw equal to 10 + ½ the sellsword’s class 
  level + his Charisma modifier or be shaken 
  for 1d4 + the sellsword’s Charisma modifier 
  rounds.  This is a fear based condition.
  In addition, the sellsword may have more 
  than one target for his martial focus, with 
  a maximum number equal to his Wisdom 
  modifier (minimum of 1) and may select 
  another target one round after a previous 
  target is killed or dismissed.
  Optional:  If the sellsword has the Leadership 
  feat, he gains an effective +5 bonus to his 
  leadership score.
  
  Other Knotty Works 
  Pathfinder compatible 
  products
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer 
  over fifty new and unique spells.  Advancing 
  with Class supplements offer new abilities for 
  existing classes or introduce a new class with 
  unique mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 61 - The Sellsword (Fighter-Ranger Hybrid).pdf