Marshal

Table: Marshal
Level BAB Fort Ref Will Special Mana Points
1st +0 +2 +0 +2 Commander, Order, Minor Aura 2 Points
2nd +1 +3 +0 +3 Inspiration, Order Ability, Size them Up 2 Points
3rd +2 +3 +1 +3 Rally 4 Points
4th +3 +4 +1 +4 Field Orders 4 Points
5th +3 +4 +1 +4 Banner 6 Points
6th +4 +5 +2 +5 Major Aura +1 6 Points
7th +5 +5 +2 +5 Directed Assault 8 Points
8th +6 +6 +2 +6 Order Ability, Rally 8 Points
9th +6 +6 +3 +6 Size them Up 10 Points
10th +7 +7 +3 +7 Inspiration 10 Points
11th +8 +7 +3 +7 Great Command 12 Points
12th +9 +8 +4 +8 Size them Up, Major Aura +2 12 Points
13th +9 +8 +4 +8 Deadly Guidance 14 Points
14th +10 +9 +4 +9 Advanced Orders 14 Points
15th +11 +9 +5 +9 Order Ability 16 Points
16th +12 +10 +5 +10 Inspiration 16 Points
17th +12 +10 +5 +10 Directed Assault 18 Points
18th +13 +11 +6 +11 Major Aura +3 18 Points
19th +14 +11 +6 +11 War Banner 20 Points
20th +15 +12 +6 +12 High Command 20 Points

Hit Die: d8

Class Skills: The marshal’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (geography) (Int) Knowledge (nobility) (Int), Perception ( Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4 + Int modifier.

All of the following are Class Features of the marshal class. A character must sleep to regain uses of any ability limited in uses per day.

Weapon and Armor Proficiency: A marshal is proficient with all simple and martial weapons. A marshal is proficient with light armor, medium armor and heavy armor and shields.

Spellcasting: A marshal is capable of tapping their mana to learn and cast spells. Like other spellcasters, a marshal gains additional Mana Points as they level that may be allocated to any Pool the marshal has access to (see Mana Pools for more information).

Commander (Ex): Marshals are masters of warfare with unrivaled command over their troops, whether it’s convincing them to walk into hell or making them too scared to disobey. A marshal adds half his class level (minimum 1) on all Profession (Soldier) checks. A marshal additionally chooses either Diplomacy or Intimidate, and adds half his class level (minimum 1) on all chosen checks. A marshal may choose to instead gain half his class level (minimum 1) to a skill if offered by his Order class ability. If a marshal chooses Diplomacy or Intimidate, he does not gain the skill bonus offered by his Order ability. Once this choice is made, it cannot be changed.

A number of the marshal’s class abilities are based on a mental modifier. At first level, the marshal must choose to use his Intelligence, Wisdom, or Charisma modifier for these class abilities. Once this choice is made, it cannot be changed.

Order (Ex): At 1st level, a marshal must pledge himself to a specific order. The order grants the marshal a number of bonuses, class skills, and special abilities. (Changes may need to be made to some orders to facilitate the shift from cavalier and some may be unavailable. In general, challenge abilities should apply to the target of the marshal’s Directed Assault ability. Check with your GM before picking an order.)

In addition, each order includes a number of edicts that the marshal must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation (see Paladins in Creed for appropriately similar information). A marshal cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order.

Members of these orders are not necessarily bound together, but many organizations do exist that marshals are able to draw specific power from (see Guilds of Creed).

Auras (Ex): The marshal exerts an effect on allies within 60 feet of him. 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 6th 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 himself and a number of allies up to his chosen mental modifier (see Commander above) who can see and 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 and understood by his allies.

All bonuses granted by a marshal’s auras are morale bonuses that do not stack with each other or other morale bonuses.

Minor Auras: A minor aura lets allies add a bonus to certain rolls. The bonus granted is equal to one-half the marhsal’s class level (minimum 1), but can never be greater than one plus the marshal’s chosen mental modifier (see Commander above). A marshal’s minor aura cannot grant its bonus to complex extended checks or checks that take a total of more than one hour (such as intricate diplomacy, crafting weapons or armor, or spell research and development). A marshal begins play knowing one minor aura of his choice. A marshal gains an additional minor aura of his choice at 3rd level and every three levels after that (to a maximum of 7 minor auras by 18th level).

Table: Minor Auras
Minor Aura Effect
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
Force of Will Bonus on Will saves
Master of Opportunity Bonus to Armor Class against attacks of opportunity
Master of Tactics Bonus on weapon damage rolls against a creature you’re 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
Watchful Eye Bonus on Reflex saves

Major Aura: Beginning at 6th 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 12th level and an additional +1 at 18th level. A marshal gains two major auras of his choice at 6th level. A marshal gains one additional major aura of his choice at 12th level and one additional major aura of his choice at 18th level.

Table: Major Auras
Major Aura Effect
Determined Caster Bonus on rolls to overcome spell resistance
Hardy Soldiers The marshal’s allies gain DR/—equal to the amount of bonus the aura provides.
Motivate Ardor Bonus on weapon 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 x the amount of bonus the aura provides.
Resilient Troops Bonus on all saves
Steady Hand Bonus on ranged attack rolls

Inspiration (Su): Starting at 2nd level, the marshal can exhort his comrades with words of courage and determination. This inspiration affects all allies benefiting from the marshal’s aura, and bestows 1d6 temporary inspired hit points, plus 1 additional point per two class level the marshal possesses. These temporary hit points last for 1 round per marshal level, or until they are removed through damage. A marshal may inspire a number of times per day equal to his chosen mental modifier (see Commander above). This is a standard action and does not provoke an attack of opportunity. The marshal can choose whether or not to include himself in this effect.

Starting at 10th level, the marshal’s inspiration ability bestows 2d6 temporary inspired hit points, plus 1 additional point per class level the marshal possesses.

Starting at 16th level, the marshal’s inspiration ability bestows 4d6 temporary inspired hit points, plus 2 additional points per class level the marshal possesses.

Size them Up (Ex): Starting at 2nd level, a marshal gains a bonus equal to one-half his class level on Sense Motive checks made to assess the strength of an opponent.

At 9th level, the marshal gains the ability to assess the strength of an entire group, not just a single opponent. The time required to do this remains the same but the DC to accomplish it increases by 5.

At 12th level, the marshal’s bonus on Sense Motive checks made to assess the strength of an opponent increases to be equal to their class level. Additionally, If the marshal succeeds by 15 or more, they additionally learn the exact challenge rating of the creature or group they’re assessing.

Rally (Ex): Starting at 3rd level, a marshal can direct and motivate his allies to act immediately. Two times per day, as a move action, he may grant an extra move action to a number of allies (but not himself) of up to his twice his chosen mental modifier (see Commander above) who can see or hear him. Each of the affected allies takes this extra move action immediately, acting in their current initiative order. Alternately, as a swift action, the marshal may instead grant a single ally an extra move action. The frequency increases to three times per day at 6th level and one additional time per day every two levels after that ( up to a maximum of ten times per day at 20th level).

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 can choose to let his allies take an extra 5-foot step instead of a move action.

A character can only benefit from Rally once per turn. If an ally chooses not to take the extra move action, it is lost

Field Orders (Ex): At 4th level, the marshal gains the ability to use quick commands to focus himself or assist his allies. Each is a free action to use unless otherwise noted. The marshal must have line of sight to the ally and the ally must be able to hear the marshal for this ability to effect them. Using Field Orders consumes one use of the marshal’s Rally ability for the day.

Aggression: The marshal may reroll an attack roll that he just made before the results of the roll are revealed (a marshal cannot reroll a natural 1). He must take the result of the reroll, even if it’s worse than the original roll.

Defense: When the marshal or an ally would be hit by a melee or ranged attack, as an immediate action he may add a +4 insight bonus to his or his ally’s Armor Class against that attack, and if this makes the their AC higher than the opponent’s attack roll, the attack misses. The marshal must be aware of the attack to use this ability and the.marshal or the ally must not be helpless for this ability to have any effect.

Warning: When a marshal’s ally within line of sight would be hit by a melee or ranged attack, he may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The marshal must be aware of the attack to use this ability and the ally must not be helpless for this ability to have any effect.

Banner (Ex): At 5th level, a marshal’s banner (or, more technically, their heraldric standard) becomes a symbol of inspiration to his allies and companions. As long as the marshal’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and, once per combat, may choose to gain a +1 morale bonus on an attack roll (this decision must be made before the roll is made). At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Medium or larger and must be carried aloft (requiring at least one hand) by the marshal to function.

A marshal may instead choose to use a cloak or tabard, or a heavy or tower shield, to display their heraldry. This method is certainly more convenient, but limits the ability. Only an ally being effected by the marshal’s aura ability may benefit from it in a combat while the banner is worn as such.

Directed Assault (Ex): At 7th level, the marshal gains the ability to quickly spot and point out the weak points in an enemy’s defenses. As a swift action, the marshal can use Sense Motive to assess the defenses of an opponent within 60 feet defenses (as-per Assess Opponent). The DC of this check is equal to that opponents Armor Class. If successful, the marshal and all allies benefiting from his aura gain the sneak attack ability against that target, and thus deal additional precision damage when flanking that opponent or when the opponent is otherwise denied its Dexterity bonus to AC. The marshal gains 3d6 sneak dice and his allies gain 1d6 sneak dice. This sneak attack damage stacks with sneak attack damage from other sources. This ability lasts for a number of rounds per day equal to the marshal’s level. These rounds do not need to be consecutive. The marshal can only have one directed assault active at a time.

At 17th level, the marshal’s directed assault ability now grants the marshal 5d6 sneak dice and grants his allies 2d6 sneak dice.

Great Command (Ex): Starting at 11th level, the marshal becomes more adept with his auras. The marshal gains an additional +1 bonus from his own auras and he may now establish and/or change both a major and minor aura with a single swift action. Additionally, allies need now only be able to see or hear the marshal for them to gain the bonuses of his aura. Allies who can both see and hear the marshal are now be effected by his auras up to 120 feet away.

Deadly Guidance (Ex): Starting at 13th level, whenever the marshal makes a decisive blow he can allow his allies to take advantage of his discovery. Whenever the marshal threatens a critical hit with a melee or ranged weapon against an opponent, he may expend an immediate action to grant one ally benefiting from his aura a free attack against that opponent at their highest base attack bonus. Both the marshal and the ally are considered to be flanking the opponent for these attacks. Using this ability costs the marshal two rounds of his Directed Assault ability.

Advanced Orders (Ex): At 14th level, the marshal gains additional options for his Field Orders abilities.

Focused Aggression: The marshal may, as an immediate action, let an ally reroll an attack roll that they just made before the results of the roll are revealed (a marshal cannot help an ally reroll a natural 1). The ally must take the result of the reroll, even if it’s worse than the original roll. The ally must be able to hear the marshal for this ability to have any effect.

Greater Defense: When the marshal or an ally would be hit by a melee or ranged attack, as an immediate action he may add a +8 insight bonus to his or his ally’s Armor Class against that attack, and if this makes the their AC higher than the opponent’s attack roll, the attack misses. The marshal must be aware of the attack to use this ability and the.marshal or the ally must not be helpless for this ability to have any effect.

Mystic Warning: The marshal may, as an immediate action, let an ally reroll a saving throw against a supernatural, spell, or spell-like ability that they just made before the results of the roll are revealed (a marshal cannot help an ally reroll a natural 1). The ally must take the result of the reroll, even if it’s worse than the original roll. The marshal must be aware that the saving throw is being made and the ally must not be helpless for this ability to have any effect.

War Banner (Ex): At 19th level, the marshal’s banner becomes a unifying focus for his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and receive a +2 moral bonus on damage rolls. In addition, while his banner is displayed, the marshal can spend a move action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one mind-effecting spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.

A marshal may instead choose to use a cloak or tabard, or a heavy or tower shield, to display their heraldry. This method is certainly more convenient, but limits the ability. Only an ally being effected by the marshal’s aura ability may benefit from it in a combat while the banner is worn as such.

High Command: At 20th level, a marshal becomes a master commander. The marshal gains an additional +1 bonus from his own auras (stacking with the increase granted from Great Command) and all bonuses from his major and minor auras increase by 1. Additionally, the marshal’s auras affect himself and a number of allies up double to his chosen mental modifier. Finally, once per combat, the marshal can spend a standard action to move up to his speed and make a physical ranged or melee attack. All allies benefiting from his auras can also move up to their speed and make a melee or ranged attack as an immediate action. This movement and attack can count as a charge if the movement qualifies and the character is making a melee attack. All attacks are made at a +2 bonus (this stacks with any bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round.

Marshal

Skies of Glass Planeswalker Planeswalker