Admiral Squish
2010-08-15, 06:42 PM
Hit Die
d10
Class Skills
The class skills (and key ability modifier for each) of the Marshal are Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points per Level
At 1st level: (4 + Int modifier) ×4.
Each level thereafter: 4 + Int modifier.
{table=head]Level | BAB| Fort | Ref | Will | Special | Minor Auras | Major Auras
1st | +1 | +2 | +0 | +2 | Minor Aura, Touch of Vitality (Minor)| 1 | 0
2nd | +2 | +3 | +0 | +3 | Major Aura +1 | 1 | 1
3rd | +3 | +3 | +1 | +3 | Silvertongue| 2 | 1
4th | +4 | +4 | +1 | +4 | Hustle 1/day | 2 | 2
5th | +5 | +4 | +1 | +4 | Major Aura +2 | 3 | 2
6th | +6 | +5 | +2 | +5 | Touch of Vitality (Major) | 3 | 3
7th | +7 | +5 | +2 | +5 | | 4 | 3
8th | +8 | +6 | +2 | +6 | Hustle 2/day, Major Aura +2 | 4 | 4
9th | +9 | +6 | +3 | +6 | Double Aura (Minor) | 5 | 4
10th | +10 | +7 | +3 | +7 | Touch of Vitality (Restore) | 5 | 5
11th | +11 | +7 | +3 | +7 | Major Aura +3 | 6 | 5
12th | +12 | +8 | +4 | +8 | Hustle 3/day | 6 | 6
13th | +13 | +8 | +4 | +8 | Double Aura (Major)| 7 | 6
14th | +14 | +9 | +4 | +9 | Major Aura +4 | 7 | 7
15th | +15 | +9 | +5 | +9 | Touch of Vitality (Revivify) | 8 | 7
16th | +16 | +10 | +5 | +10 | Hustle 4/day | 8 | 8
17th | +17 | +10 | +5 | +10 | Major Aura +5 | 9 | 8
18th | +18 | +11 | +6 | +11 | | 9 | 9
19th | +19 | +11 | +6 | +11 | | 10 | 9
20th | +20 | +12 | +6 | +12 | Hustle 5/day, Major Aura +6 | 10 | 9
[/table]
Auras (Ex): 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 2nd 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.
Minor Aura: A minor aura lets allies add the marshal’s Charisma bonus (if any) to certain rolls.
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.
Watchful Eye: Bonus on Reflex saves.
Major Aura: Beginning at 2nd 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, 14th, and 20th level.
Hardy Soldiers: DR /- equal to his aura bonus.
Motivate Attack: Bonus to attack rolls
Motivate Power: Bonus to damage rolls.
Motivate Care: Bonus to Armor Class.
Motivate Speed: Bonus to land speed equal to 5 ft.x aura bonus.
Resilient Troops: Bonus on all saves.
Motivate Vigor: Fast healing equal to aura bonus, but only affects allies at or below one-half their full normal hit points.
Motivate Preparation: Energy resistance (Fire, cold, acid, or electricity, chosen when the aura is activated) equal to 5 x aura bonus
Motivate Potency: Bonus on save DCs of ally’s spells and abilities.
Touch of Vitality (Su): A marshal can heal the wounds of living creatures (his own or those of others) with a touch. Each day he can heal a number of points of damage equal to his class level x his charisma modifier. He can choose to divide his healing among multiple recipients and you don’t have to use it all at once. Using this healing is a standard action, but he may use it on himself as a swift action.
At 6th level, the number of points he can heal each day becomes equal to twice his class level x his charisma modifier.
At 10th level, he may begin using his touch of vitality to heal harmful conditions.
For 5 points of healing, you can cure one point of ability damage or remove a dazed fatigued, or sickened condition for one individual.
For 10 points of healing, you may remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For 20 points of healing, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, as long as you spend the required amount of healing.
At 15th level, you can bring a creature back from the dead by expending 10 points of healing, plus 10 points for every round they have been dead. Creatures brought back in this way are at -1 HP and stable, and do not take any of the usual penalties for returning from the dead.
Silvertongue: A marshal gains a bonus equal to half his class level to Bluff, Diplomacy, Gather Information, and Intimidate checks.
Hustle (Ex): 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 including himself. Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies’ initiative count; the round continues normally after the marshal’s turn is over. 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. If an ally chooses not to take the extra move action, it is lost.
Double Aura: A marshal can project two minor auras at once, starting at 9th level. At 13th level, he can project two major auras at once as well.
-----------------------------
So, I'm trying to fix the marshal now. I have a thing for aura-based classes, it seems. I really think support-themed classes should get more support. I'm trying to fill in the dead levels and such, but I think I'm gonna need more major auras. Anyone have suggestions for major auras/things to fill in 7, 18, and 19?
d10
Class Skills
The class skills (and key ability modifier for each) of the Marshal are Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points per Level
At 1st level: (4 + Int modifier) ×4.
Each level thereafter: 4 + Int modifier.
{table=head]Level | BAB| Fort | Ref | Will | Special | Minor Auras | Major Auras
1st | +1 | +2 | +0 | +2 | Minor Aura, Touch of Vitality (Minor)| 1 | 0
2nd | +2 | +3 | +0 | +3 | Major Aura +1 | 1 | 1
3rd | +3 | +3 | +1 | +3 | Silvertongue| 2 | 1
4th | +4 | +4 | +1 | +4 | Hustle 1/day | 2 | 2
5th | +5 | +4 | +1 | +4 | Major Aura +2 | 3 | 2
6th | +6 | +5 | +2 | +5 | Touch of Vitality (Major) | 3 | 3
7th | +7 | +5 | +2 | +5 | | 4 | 3
8th | +8 | +6 | +2 | +6 | Hustle 2/day, Major Aura +2 | 4 | 4
9th | +9 | +6 | +3 | +6 | Double Aura (Minor) | 5 | 4
10th | +10 | +7 | +3 | +7 | Touch of Vitality (Restore) | 5 | 5
11th | +11 | +7 | +3 | +7 | Major Aura +3 | 6 | 5
12th | +12 | +8 | +4 | +8 | Hustle 3/day | 6 | 6
13th | +13 | +8 | +4 | +8 | Double Aura (Major)| 7 | 6
14th | +14 | +9 | +4 | +9 | Major Aura +4 | 7 | 7
15th | +15 | +9 | +5 | +9 | Touch of Vitality (Revivify) | 8 | 7
16th | +16 | +10 | +5 | +10 | Hustle 4/day | 8 | 8
17th | +17 | +10 | +5 | +10 | Major Aura +5 | 9 | 8
18th | +18 | +11 | +6 | +11 | | 9 | 9
19th | +19 | +11 | +6 | +11 | | 10 | 9
20th | +20 | +12 | +6 | +12 | Hustle 5/day, Major Aura +6 | 10 | 9
[/table]
Auras (Ex): 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 2nd 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.
Minor Aura: A minor aura lets allies add the marshal’s Charisma bonus (if any) to certain rolls.
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.
Watchful Eye: Bonus on Reflex saves.
Major Aura: Beginning at 2nd 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, 14th, and 20th level.
Hardy Soldiers: DR /- equal to his aura bonus.
Motivate Attack: Bonus to attack rolls
Motivate Power: Bonus to damage rolls.
Motivate Care: Bonus to Armor Class.
Motivate Speed: Bonus to land speed equal to 5 ft.x aura bonus.
Resilient Troops: Bonus on all saves.
Motivate Vigor: Fast healing equal to aura bonus, but only affects allies at or below one-half their full normal hit points.
Motivate Preparation: Energy resistance (Fire, cold, acid, or electricity, chosen when the aura is activated) equal to 5 x aura bonus
Motivate Potency: Bonus on save DCs of ally’s spells and abilities.
Touch of Vitality (Su): A marshal can heal the wounds of living creatures (his own or those of others) with a touch. Each day he can heal a number of points of damage equal to his class level x his charisma modifier. He can choose to divide his healing among multiple recipients and you don’t have to use it all at once. Using this healing is a standard action, but he may use it on himself as a swift action.
At 6th level, the number of points he can heal each day becomes equal to twice his class level x his charisma modifier.
At 10th level, he may begin using his touch of vitality to heal harmful conditions.
For 5 points of healing, you can cure one point of ability damage or remove a dazed fatigued, or sickened condition for one individual.
For 10 points of healing, you may remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For 20 points of healing, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, as long as you spend the required amount of healing.
At 15th level, you can bring a creature back from the dead by expending 10 points of healing, plus 10 points for every round they have been dead. Creatures brought back in this way are at -1 HP and stable, and do not take any of the usual penalties for returning from the dead.
Silvertongue: A marshal gains a bonus equal to half his class level to Bluff, Diplomacy, Gather Information, and Intimidate checks.
Hustle (Ex): 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 including himself. Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies’ initiative count; the round continues normally after the marshal’s turn is over. 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. If an ally chooses not to take the extra move action, it is lost.
Double Aura: A marshal can project two minor auras at once, starting at 9th level. At 13th level, he can project two major auras at once as well.
-----------------------------
So, I'm trying to fix the marshal now. I have a thing for aura-based classes, it seems. I really think support-themed classes should get more support. I'm trying to fill in the dead levels and such, but I think I'm gonna need more major auras. Anyone have suggestions for major auras/things to fill in 7, 18, and 19?