Marshal

Hit Dice: d10

Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Points per Level: 4 + Int Modifier

Level Base Attack Fort Ref Will Special Maneuvers Auras Known Auras Active
1 +1 +0 +0 +2 Fearless, Battlefield Presence 2 2 1
2 +2 +0 +0 +3 Marshal's Command 1/enc 2 2 1
3 +3 +1 +1 +3 Hero's Luck +1 2 2 1
4 +4 +1 +1 +4 - 2 3 1
5 +5 +1 +1 +4 Zealous Surge 1/day 3 3 1
6 +6 +2 +2 +5 - 3 3 2
7 +7 +2 +2 +5 Marshal's Command 2/enc 3 3 2
8 +8 +2 +2 +6 Bonus Feat 3 4 2
9 +9 +3 +3 +6 - 4 4 2
10 +10 +3 +3 +7 Follow me to Victory 4 4 2
11 +11 +3 +3 +7 Hero's Luck +2 4 4 2
12 +12 +4 +4 +8 Marshal's Command 3/enc 4 4 2
13 +13 +4 +4 +8 - 5 5 2
14 +14 +4 +4 +9 Bonus Feat 5 5 2
15 +15 +5 +5 +9 Unshakable Resolve 1/day 5 5 2
16 +16 +5 +5 +10 - 5 5 3
17 +17 +5 +5 +10 Marshal's Command 4/enc 6 5 3
18 +18 +6 +6 +11 - 6 6 3
19 +19 +6 +6 +11 Hero's Luck +3 6 6 3
20 +20 +6 +6 +12 To Hell and Back, Bonus Feat 6 6 3

Weapon and Armor Proficiency: All simple and martial weapons, as well as light, medium, and heavy armor, and all shields (including Tower Shields).

Maneuvers: Marshals know a very small number of martial maneuvers drawn from the Devoted Spirit, Iron Heart, and White Raven disciplines. To recover his maneuvers he must spend a full-round action discussing strategy and offering encouragement to his allies. This has the side effect of granting a number of temporary hit points to all adjacent allies equal to 1/2 your marshal level. (Minimum 1)

The number in the above table under the maneuvers heading reflects the number of maneuvers the Marshal knows. All maneuvers known by a Marshal are considered readied.

At fourth level and every four levels thereafter a Marshal may choose to lose any maneuver he knows in order to learn a new maneuver of any level available to him. Marshals do not learn stances like other initiators.

Auras (Ex): Instead of stances, Marshals learn and use a number of Auras. These effects provide Morale type bonuses to allies within 60ft. Starting at 1st level, a Marshal can only activate a single aura at a time, but this number increases at 6th level, and by one every ten levels thereafter.

Activating an aura is a swift action, though when a Marshal is able to project more than one aura at a time he is able to project as many or as few auras with this action as he likes, up to the number of auras he is able to have active. A Marshal is able to have an aura active continuously, and thus is able to have an aura active even at the start of a battle, before he has gotten a turn.

To benefit from an aura, his allies must have an Intelligence score of at least 3, be able to hear and understand the Marshal's language, and not be dazed, paralyzed, stunned, unconscious, or dead. Likewise, if the Marshal is dazed, paralyzed, stunned, unconscious, dead, or otherwise unable to communicate verbally with his allies, his auras cease to function. A Marshal is able to benefit from his own auras.

  • Accurate Strike: Add your Charisma bonus to rolls to confirm critical hits. Also ignore 5% miss chance, +5% for every 4 Marshal levels you possess.
  • Art of War: Add your Charisma bonus to CMD and CMB.
  • Demand Fortitude: Add your Charisma bonus to Fortitude saves.
  • Determined Caster: Add your Charisma bonus to Caster Level checks, Concentration checks and Spell Penetration checks.
  • Force of Will: Add your Charisma bonus to Will saves.
  • Master of Opportunity: Add your Charisma bonus to Attacks of Opportunity, as well as AC against attacks of opportunity.
  • Motivate Skill: Add your Charisma bonus to Skill checks.
  • Over the Top: Add your Charisma bonus on weapon damage rolls.
  • Trained Reflexes: Add your Charisma bonus to Reflex saves.
  • Hardy Soldiers: Damage reduction 2/-. +1 for every 4 marshal levels you possess.
  • Exercise Caution: +2 AC, +1 for every 4 marshal levels you possess.
  • Urgent Step: +5 ft. movement speed for all forms of movement. +5 ft. for every 4 marshal levels you possess.
  • Melee Smash: +1 to melee attack rolls, +1 for every 4 marshal levels you possess.
  • Steady hand: +1 to ranged attack rolls, +1 for every 4 marshal levels you possess.

Fearless (Ex): Marshals are immune to fear.

Battlefield Presence (Ex): At first level, you must make the choice whether to be a Tactical Commander or an Inspiring Commander. This choice grants you a special class feature as described below.

  • Tactical Commander: When your party rolls initiative, you add your Charisma bonus to the lowest roll, and whenever an ally flanks with you, both of you gain an additional bonus to hit and damage equal to your Hero's Luck bonus.
  • Inspiring Commander: Whenever an ally is reduced to 0 or fewer hit points, you may spend an immediate action to grant them a number of temporary hit points equal to your marshal level + your Charisma modifier, you may only use this ability once per round, and any individual ally can only benefit from it once per day. Furthermore, whenever you score a critical hit, all allies within 60' that can see and hear you gain a bonus on attack rolls and AC equal to your Hero's Luck bonus for 1 round.

Marshal's Command (Ex): Starting at 2nd level, a Marshal is able to use his significant ability to lead to grant his allies extra actions or to force his foes to obey him. Once per encounter, as a standard action, a Marshal may grant all allies within 60ft an immediate move action, or may target a single foe with a Command effect as the spell. A Marshal gains additional uses of this ability every five levels hereafter. The saving throw to resist a Marshal's Command is 10 + 1/2 Marshal level + your Charisma bonus.

At 7th level, a Marshal may spend two uses of this ability to grant all allies within 60ft an immediate move action as well as the ability to make a single attack during that action, or he may target a single foe with a Suggestion effect as the spell.

At 12th level, a Marshal may spend three uses of this ability to grant all allies within 60ft an immediate standard action, or he may produce a Greater Command effect as the spell.

At 17th level, a Marshal may spend four uses of this ability to grant all allies within 60ft an immediate standard action and move action, or he may produce a //Mass Suggestion/ effect as the spell.

Hero's Luck: At 3rd level, a Marshal receives a +1 bonus to all saving throws. This bonus increases by 1 every eight levels hereafter.

Zealous Surge (Ex): Starting at 5th level, once per day, your boundless energy and dedication allow you to reroll a single saving throw. You must use this ability before the DM tells you whether or not your original save succeeded or failed, and you must abide by the result of the reroll even if it is worse than your original roll. This ability requires no action.

Bonus Feat: At 8th level and every six levels thereafter you gain a bonus combat or teamwork feat. You must qualify for these feats as normal.

Follow Me to Victory (Ex): Starting at 10th level, all allies within 60ft and able to benefit from a your auras add your Charisma bonus to all saves against Fear.

Unshakable Resolve (Ex): After reaching 15th level, your deeds and spirit have become truly legendary. Once per day you may choose to cause you and all allies within 60 ft. to automatically succeed on a single saving throw against a single affect that targets or includes you. This ability is in addition to, not taking the place of, your zealous surge ability. Using this ability is an immediate action.

To Hell and Back (Ex): At 20th level your peerless command is such that your allies fear neither death nor pain in your company. All allies within 60ft and able to benefit from your auras automatically succeed saves against death effects, are immune to fear, are considered to be under the effects of a freedom of movement spell and you may spend four uses of your Marshal's Command ability to mimic the effects of the breath of life spell.

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