Marshals are military leaders who use a commanding presence to aid allies. Though similar in many ways to a paladin or a knight, a marshal relies on continuous nonmagical effects rather than activated abilities. Because marshals provide boosts to their allies without taking any actions, they can double as remarkably effective warriors in their own right.
d10 Hit Die (10 + Con HP at 1st level, 6 + Con HP thereafter)
6 + Int skill points (x4 at 1st level)
Class Skills: Bluff(Cha), Diplomacy(Cha), Gather Information(Cha), Handle Animal(Cha), Intimidate(Cha), Knowledge(all, taken individually)(Int), Listen(Wis), Perform(Cha), Ride(Dex), Sense Motive(Wis), Speak Language(none), Spot(Wis), Survival(Wis), Swim(Str)
Weapon and Armor Proficiency: Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields, including tower shields.
Level | BAB | Fort | Ref | Will | Features | Minor Auras | Major Auras |
---|---|---|---|---|---|---|---|
1 | 1 | 2 | 0 | 2 | Minor Aura | 1 | 0 |
2 | 2 | 3 | 0 | 3 | Skill Focus (Diplomacy) | 1 | 0 |
3 | 3 | 3 | 1 | 3 | Major Aura +1 | 2 | 1 |
4 | 4 | 4 | 1 | 4 | Reposition 1/day | 2 | 1 |
5 | 5 | 4 | 1 | 4 | Adrenaline Boost 1/day | 3 | 1 |
6 | 6/1 | 5 | 2 | 5 | Covering Flank | 3 | 2 |
7 | 7/2 | 5 | 2 | 5 | Major Aura +2 | 4 | 2 |
8 | 8/3 | 6 | 2 | 6 | Reposition 2/day | 4 | 2 |
9 | 9/4 | 6 | 3 | 6 | Adrenaline Boost 2/day | 5 | 3 |
10 | 10/5 | 7 | 3 | 7 | Swift Command | 5 | 3 |
11 | 11/6/1 | 7 | 3 | 7 | Major Aura +3 | 5 | 3 |
12 | 12/7/2 | 8 | 4 | 8 | Reposition 3/day | 6 | 3 |
13 | 13/8/3 | 8 | 4 | 8 | Adrenaline Boost 3/day | 6 | 4 |
14 | 14/9/4 | 9 | 4 | 9 | Dual Aura | 6 | 4 |
15 | 15/10/5 | 9 | 5 | 9 | Major Aura +4 | 7 | 4 |
16 | 16/11/6/1 | 10 | 5 | 10 | Reposition 4/day | 7 | 4 |
17 | 17/12/7/2 | 10 | 5 | 10 | Adrenaline Boost 4/day | 7 | 5 |
18 | 18/13/8/3 | 11 | 6 | 11 | Strategic Deference | 8 | 5 |
19 | 19/14/9/4 | 11 | 6 | 11 | Major Aura +5 | 8 | 5 |
20 | 20/15/10/5 | 12 | 6 | 12 | Reposition 5/day, Adrenaline Boost 5/day | 8 | 5 |
The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 3rd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself ) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras, as indicated on the table.
All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.
A minor aura lets allies add a bonus to certain rolls. This bonus is equal to the marshal's class level or the marshal's Charisma modifier, whichever is lower.
Accurate Strike: Bonus on rolls made to confirm critical hits.
Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
Demand Fortitude: Bonus on Fortitude saves.
Determined Caster: Bonus on rolls to overcome spell resistance.
Force of Will: Bonus on Will saves.
Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
Master of Tactics: Bonus on damage rolls when flanking.
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
Over the Top: Bonus on damage rolls when charging.
Overwatch: Bonus on attack rolls when making attacks of opportunity.
Watchful Eye: Bonus on Reflex saves.
Beginning at 3rd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 11th, 15th, and 19th level.
Hardy Soldiers: The marshal's allies gain damage reduction equal to the amount of bonus the aura provides. For example, the allies of a 10th-level marshal (+2 major aura) gain DR 2/-.
Motivate Ardor: Bonus on damage rolls.
Motivate Attack: Bonus on melee attack rolls.
Motivate Care: Bonus to Armor Class.
Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 times the amount of bonus the aura provides. For example, the allies of a 10th-level marshal (+2 major aura) add 10 feet to their base land speed.
Resilient Troops: Bonus on all saves.
Steady Hand: Bonus on ranged attack rolls.
At 2nd level, the marshal gains Skill Focus (Diplomacy) as a bonus feat. If the marshal already has this feat, he can choose a different one.
Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies take this extra move action immediately, acting in the current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)
At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.
A character can take only one extra move action per round. (In other words, two marshals can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.
Beginning at 5th level, the marshal can inspire an unexpected burst of endurance. Once per day, as a standard action, he may grant temporary hit points equal to his charisma modifier to any or all of his allies within 30 feet (but not to himself). If the the ally has less than half of her maximum hit points remaining, she gains an additional number of temporary hit points equal to the marshal's class level.
At 9th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 13th level and four times per day at 17th level, and five times per day at 20th level.
At 6th level, a marshal gains the ability to cover for a flanking ally. When the marshal is flanking an opponent, any allies who are flanking the same opponent do not provoke attacks of opportunity for moving through that opponent's threatened squares. The ally may still provoke attacks of opportunity from other creatures normally, and the ally can still provoke attacks of opportunity with other actions, such as casting a spell.
Beginning at 10th level, a marshal may use Reposition and Adrenaline Boost as swift actions. When used as swift actions, these abilities may only target a single ally. Using these abilities as swift actions still counts against the maximum number of uses per day of the respective abilities as normal.
Beginning at 14th level, the marshal may have two different minor auras active simultaneously. The two auras must be activated separately and they may be dismissed separately.
Starting at 18th level, a marshal's mastery of the battlefield allows him to create potent openings, effectively allowing a single ally to take another turn. Once per encounter, as a standard action, he may grant an extra move action, standard action, and swift action to one ally within 10 feet (but not to himself). The affected ally takes these extra actions immediately, acting in the current initiative order. These extra actions do not affect the ally's initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get additional actions from the marshal, followed directly by a full round worth of actions on the ally's turn.)
The marshal may use this ability a number of times per day equal to his Charisma modifier, to a minimum of once per day. It cannot be used more than once per encounter.
A character who has already taken an action outside of initiative count (such as through Reposition or the Celerity spell) cannot benefit from this ability.
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