View Full Version : Pathfinder Field Marshal Variant Class - based on cavalier

2014-05-02, 08:18 PM
I forgot to add: Please feel free to comment and offer feedback.

Field Marshal


The field marshal is a student of command. They control the battlefield, directing and inspiring allies to new heights, all while holding their own in the fight. They are masters of discipline and order, and are frequent companions to cavaliers. They make uses of their intellect to augment their combat, granting them an edge in the fight.

Good Fort, bad Reflex, Good will. Full BAB, HD: d10.

Skills: Bluff (cha), Climb(str), Craft(int), diplomacy(cha), intimidate(cha), Knowledge (all)(int), profession(int), ride(dex), sense motive(wis), spellcraft(int), survival(wis), swim(str), use magic device(int)
skills per lvl 4+int

Weapons and armor: A Field Marshal is proficient with light armor. He is also proficient with all simple and light martial weapons. Additionally, field marshals are proficient with either one handed or two handed martial weapons, but not both.

Order: At 1st level, a Field Marshal must pledge himself
to a specific order. The order grants the Field Marshal a number
of bonuses, class skills, and special abilities. In
addition, each order includes a number of edicts
that the Field Marshal must follow. If he violates any of
these edicts, he loses the benefits from his order for 24hrs. The violation of an
edict is subject to GM interpretation.
A Field 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. Note that
the names of these orders might vary depending
upon the campaign setting or GMís preference.

A field marshal does not gain her orderís challenge ability, since she does not possess the base challenge ability. If she gains the base challenge ability for any reason, she may utilize her orderís challenge ability for the duration. If she has levels in another class that utilizes the Cavalier orders, her levels stack to determine when she gains her order abilities and how powerful they are. Her levels also stack with those of any class that grant the challenge ability to determine how powerful her challenge is and how often she can use it. She must be the same order in both classes.

If a Field Marshalís order would grant her class skills she already possesses, she instead gains a +1 bonus to the skill. This applies only to class skills gained from levels in Field Marshal.

Canny Defense: When wearing light or no armor and not using a shield, a Field Marshal adds 1 point of Intelligence bonus (if any) per Field Marshal class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a Field Marshal is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Tactician (Ex): At 1st level, a field marshal receives
a teamwork feat as a bonus feat. She must
meet the prerequisites for this feat. As a
standard action, the field marshal can grant
this feat to all allies within 30 feet who
can see and hear her. Allies retain the
use of this bonus feat for 3 rounds plus 1 round
for every two levels the field marshal possesses. Allies do not
need to meet the prerequisites of these bonus feats.
The field marshal can use this ability once per day at
1st level, plus one additional time per day at 5th
level and for every 5 levels thereafter.

Order Ability: A Field Marshall gains his first order ability at lvl 2.

Superior Knowledge: at 2nd level, the field marshal selects a knowledge skill. She gains a permanent +2 bonus in this knowledge check. At 6th level, she improves this bonus by +2, and gains a +2 bonus in another knowledge skill. At 10th level, she improves her previous selections by +2 each, and gains +2 in a third skill. At 14th level, she improves her previous selections by +2, and gains a +2 in a fourth knowledge skill. At 18th level, she improves her previous bonuses by a further +2, and gains a +2 in a fifth knowledge skill.

Uncanny Dodge
At 2nd level, a Field Marshal gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A Field Marshal with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.
If a Field Marshal already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Studied strike
At 3rd level, the Field Martial learns how to study his opponents to deal the most damage to them possible. As a move action once per turn, she may make a knowledge check of a type appropriate to her target with a DC=15+Ĺ opponents HD. She cannot make this check untrained. If she succeeds, on her next successful attack before the end of her next turn, she adds her weaponís base dmg die as a bonus to the weapon dmg roll. This bonus damage is multiplied on a successful critical hit. (Example: A longsword deals 1d8, so on a successful studied strike she deals 1d8 + normal static damage + an additional 1d8. If she used a Great Sword he would add 2d6. A Large sized great sword would add 3d6.)

At 7th lvl, whenever she beats the DC of the check by 5 or more, she adds this bonus damage twice. At 11th lvl, if she beats the DC by 10 or more, she adds it three times. At 15th lvl, if she beats the DC by 15 or more, she adds it four times. At 19th lvl, if she beats the DC of this check by 20 or more, she adds the bonus dmg die five times.

At 15th lvl Studied Strike becomes a free action that is still usable only once per turn. At 19th lvl, it is useable twice per turn, but the second time it is used the DC is equal to 15 + the targets HD.

Battlefield Command
At 5th lvl the field marshal gains a deeper understanding of the battlefield and a greater ability to assist her allies in combat. She selects Health, Defense, Mobility, offense, spells, or skills. Once selected, this ability cannot be changed. Once Per day as a standard action, she can grant all of her allies within 30ft (but not herself) an additional action or benefit.

If she selects health, all allies gain temporary hit points equal to her HD. If an ally has less than half her maximum health at the time this ability it used, she gains double the Field Marshalís HD in temporary hp instead.

If the field marshal selected defense, her allies gain an insight bonus to AC equal to 1/4th her class level for 1 round/level.

If the field marshal selects mobility, she grants all allies (or one) the ability to move up to their speed. This is performed in initiative order on the field marshalís turn. This does not actually change initiative, and after the field marshalís turn ends, turn order continues as normal.

If the field marshal selects offense, she grants her allies within 30ft a single attack at their highest base attack bonus.

If she selects spells, she grants all allies within 30ft the ability to cast a single touch or personal range spell that must target themself or their familiar/mount. It must have a casting time of a standard action or less. If an ally cannot cast spells, they cannot benefit from this ability.

If she selects skills, she grants her allies within 30ft a competence bonus on skills equal to half her class level for 1 round/level.

At 9th lvl, she selects a new command and can use this ability an additional time per day. At 13th level, she selects a third command and can use this ability three times per day. At 17th level, she gains a fourth command and can use this ability four times per day.

Order Ability: At 8th level, the Field Marshal receives his second order ability.

Greater tactician
At 9th level, the Field Marshal receives an
additional teamwork feat as a bonus feat. She must meet the
prerequisites for this feat. The Field Marshal can grant this feat
to her allies using the tactician ability. Using the tactician
ability is a swift action.

Improved Uncanny Dodge
At 12th level and higher, a field Marshal can no longer be flanked. This defense denies a rogue the ability to sneak attack the Field Marshal by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Order ability: At 15th level, the Field Marshal gains his 3rd order ability.

Insightful Strike
At 16th level, whenever the field marshal uses their Studied Strike ability, they add their intelligence modifier as a bonus on the first atk roll that round subsequent to activating studied strike and any critical confirmation rolls associated with that atk roll. If she fails to pass the DC of studied strike, she also does not add her intelligence modifier to the following attack roll.

Master Tactician
At 17th level, the Field Marshal receives
an additional teamwork feat as a bonus feat. She must meet
the prerequisites for this feat. The Field Marshal can grant this
feat to her allies using the tactician ability. Whenever
the Field Marshal uses the tactician ability, she grants any two
teamwork feats that she knows. She can select from any of
her teamwork feats, not just her bonus feats.

Battlefield Mastery
At 20th level, The field marshal gains true mastery of the battlefield. Whenever she uses battlefield command, her range is 60ft, and she may use it five times per day. Finally, she may grant all of her order abilities in place of a battlefield command, with a duration of 1 minute/level.

Credits to Phelan for Studied strike and Superior Knowledge base ideas. Credit to Ross for final ability: Battlefield Mastery base idea.