Seerow
2015-01-13, 02:18 AM
Yep, I'm back again with another revitalized class! This time I took my shot at revitalizing the Marshal Class. Unlike many of my other Revitalization efforts, this one took fairly significant overhauls, simply due to lack of features in the class to start with. You should still see everything you liked about the original marshal, but now with extra features to fill in the blanks and give the class a more active commanding feel. The goal here was to make the Marshal more formiddable both on the tactical small group scale and on the strategic General of Armies scale.
This class is a first draft being worked on at 2 in the morning, so there may be some inconsistencies in formatting, bad typos, or strange design decisions. You have been warned! Any and all feedback is appreciated.
The Marshal
Level BAB Fort Ref Will SpecialMinor AurasMajor Auras
1 +0 +2 +0 +2 Major Aura+1, Command, War Leader's Insight21
2 +1 +3 +0 +3 Master Diplomat31
3 +2 +3 +1 +3 Measured Strike41
4 +3 +4 +1 +4 Major Aura +242
5 +3 +4 +1 +4 Command42
6 +4 +5 +2 +5 Leadership52
7 +5 +5 +2 +5 Focus Aura62
8 +6 +6 +2 +6 Defender's Insight, Major Aura +363
9 +6 +6 +3 +6 Command63
10 +7 +7 +3 +7 Commander's Aura73
11 +8 +7 +3 +7 Demoralize Enemy83
12 +9 +8 +4 +8 Major Aura +484
13 +9 +8 +4 +8 Command84
14 +10 +9 +4 +9 Improved Leadership94
15 +11 +9 +5 +9 Disruptive Aura104
16 +12 +10 +5 +10 Major Aura +5105
17 +12 +10 +5 +10 Command105
18 +13 +11 +6 +11 Grand General115
19 +14 +11 +6 +11 Strategic Adjustment125
20 +15 +12 +6 +12 Command, Legendary Commander, Major Aura+6126
Hit Die: d8
Class Skills: The Marshal's class skills (and the key ability for each skill) are Balance(Dex), Bluff(Cha), Concentration(Con), Craft(Int), Diplomacy(Cha), Forgery(Int), Gather Information(Cha), Handle Animal(Cha), Heal(Wis), Intimidate(Cha), Jump(Str), Knowledge[History](Int), Knowledge[Geography](Int), Knowledge[Nobility and Royalty] (Int), Knowledge[Local] (Int), Listen(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spot(Wis), Survival(Wis), Swim(Str), and Tumble(Dex)
Skill Points per level: 6+Int Modifier
Weapon and Armor Proficiency: Marshals are proficient with all simple weapons, and also with the Shortsword, Handaxe, Longsword, Warhammer, Glaive, Guisearm, Halberd, and Ranseur. Marshals are proficient with Light and Medium Armor, and all shields except tower shields.
Class Features
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. If the situation calls for it, the Marshal may use hand signals instead of verbal orders to provide direction to allies.
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 two minor auras and one major aura of his choice. As his marshal level increases, he gains access to new auras as noted in the table above.
Minor Aura
A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. This bonus is capped by the Marshal's level. The bonus provided by a minor aura is a Competence bonus that will not stack with any other competence bonuses.
Accurate Strike- Bonus on rolls made to confirm critical hits
Demand Fortitude- Bonus on Fortitude saves
Determined Caster- Bonus on rolls to overcome spell resistance
Force of Will- Bonus on Will saves
Healers Resolve- Bonus to healing recieved. This includes any kind of rest and any use of heal, but not fast healing or regeneration.
Master of Mobility- Bonus to Armor Class against attacks of opportunity
Master of Opportunity- Bonus to hit on 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
Stalwart- Bonus to armor class against critical hit confirmations.
Watchful Eye- Bonus on Reflex saves
Major Aura
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 4th level, and every 4 levels thereafter, as noted on the table above. The bonus provided by a major aura is a Morale bonus and will not stack with any other morale bonuses.
Grant Strength- Bonus to Strength.
Grant Dexterity- Bonus to Dexterity
Grant Constitution- Bonus to Constitution
Grant Intelligence- Bonus to Intelligence
Grant Wisdom- Bonus to Wisdom
Grant Charisma- Bonus to Charisma
Hardy Soldiers- The marshal's allies gain DR/- equal to 2x the major aura bonus
Inspire Courage- Bonus on Attack Rolls, Damage Rolls, and saves vs Fear.
Inspire Arcana-Bonus to caster level equal to 1/2 the major aura bonus.
Motivate Care- Bonus to Armor Class
Motivate Resistance- Energy resistance (Fire, cold, acid, or electricity, chosen when the aura is activated) equal to 5 x major aura bonus.
Motivate Urgency- Allies' base land speed is increased by a number of feet equal to 5 x the major aura bonus
Motivate Potency- Bonus on save DCs of allys spells and abilities equal to 1/2 the major aura bonus.
Motivate Vigor- Fast healing equal to twice the major aura bonus, but only affects allies at or below one-half their full normal hit points.
Resilient Troops- Bonus on all saves
Command(Ex)
A Marshal can issue Commands that provide a short term tactical advantage for himself or his allies. A Marshal may issue a command once per day per point of intelligence modifier plus Marshal level. A Marshal begins with Hustle, Commander's Strike, and one additional command from the list below available. At 5th level, every 4 levels thereafter, and at level 20, the Marshal learns one additional command of the highest level available, and one command of a lower level.
Hustle- A Marshal can motivate his allies to act immediately, granting his team an immediate tactical advantage. When the Marshal issues a Hustle command as a Standard Action, he grants one ally within range of his Auras a Move Action. The Ally may take this action immediately without affecting their place is the initiative order. The affected ally gains a bonus to AC equal to the Marshal's Charisma modifier until the start of their next turn.
5th level- The Marshal can use hustle as a Move action.
9th level- The Marshal can use hustle as a Swift action, or affect all allies within range as a Standard.
13th level-The Marshal's hustle can affect all allies as a Move Action
17th level-The Marshal's hustle always affects all allies as a Swift action
Commander's Strike- A Marshal can motivate his allies to take an attack immediately, granting his team a powerful offensive advantage. When the Marshal issues a Commander's Strike command as a Standard Action, he grants one ally within range of his Auras an Attack Action. The Ally may take this action immediately without affecting their place is the initiative order. The affected ally gains a bonus to their to-hit roll equal to the Marshal's Charisma modifier on the granted attack.
5th level- The Marshal can use commander's strike as a Move action, and also adds charisma modifier to damage rolls.
9th level- The Marshal can use commander's strike as a swift action, or affect all allies within range as a Full Round Action.
13th level- The Marshal's commander's strike can affect all allies as a Standard Action.
17th level- The Marshal's commander's strike can affect all allies as a Move Action.
Level 1:
Enhance Aura- As a swift action you can increase the bonus granted by any minor aura you have active by 2, or any Major aura you have active by 1, for a number of rounds equal to 3+ your charisma modifier. In the case of a Major aura, this counts as improving your Major Aura bonus, so any Major Auras that are a multiple of that bonus are increased normally.
Flanking Maneuver- As a swift action you may select one enemy within range of your auras. The enemy makes a Will Save DC10+1/2 Marshal Level+Cha Mod, if they fail all allies treat that enemy as if they were flanking until the end of your next turn.
Shift Opportunity- As an immediate action when an enemy provokes an attack of opportunity from an ally, you may allow any other ally who is capable of attacking the provoking enemy to take the attack of opportunity instead.
Shifting Tactics- You can change all auras as a free action once per round for a number of rounds equal to 3 + your charisma modifier.
Stand- As an immediate action you can allow one prone ally within range of your auras to stand as a free action that does not provoking attacks of opportunity.
Level 5:
Create Opening-As a part of an attack, before rolling to hit, you may issue a command as a free action. If you successfully hit, all other allies who threaten the target may take an attack of opportunity against that target, with a bonus to hit and damage equal to your charisma modifier.
Cover Fire- Use a swift action and select one ally with a ranged weapon within range of your aura. Any time an enemy provokes an attack of opportunity from you, you may allow that ally to take an attack against the provoking enemy instead. The ranged character may take a number of attacks in this way equal to your charisma modifier.
Double Minor Aura- As a swift action you can project one minor aura for a number of rounds equal to your 3+ your charisma modifier. This extra aura may be changed to another aura of the same type as a swift action, as normal.
Insightful Defense- You can spend a swift action when you make a War Leader's Insight check to identify an enemy. If successful, you grant all allies within range of your auras a +1 insight bonus to AC and Saving Throws against the enemy identified for a number of rounds equal to 3 + your charisma modifier. For every 5 points your Insight check beat the DC necessary to identify the creature, this damage is increased by 1d6.
Insightful Offense- You may Spend a swift action when you make a War Leader's Insight check to identify an enemy. If successful, you grant all allies within range of your auras a 1d6 bonus to damage against the enemy identified for a number of rounds equal to 3 + your charisma modifier. For every 5 points your Insight check beat the DC necessary to identify the creature, this damage is increased by 1d6.
Level 9:
Double Major Aura- As a swift action you can project one extra major aura for a number of rounds equal to your 3+ your charisma modifier. This extra aura may be changed to another aura of the same type as a swift action, as normal.
Grant Feat- As a standard action you may grant a fighter bonus feat to one ally within range for a number of rounds equal to 3 + your charisma modifier. The ally must meet all prerequisites for this feat, and no individual ally may be granted more than a single feat.
Hardiness- Requires: Motivate Vigor. As a standard action you can inspire a single ally currently affected by your Motivate Vigor aura to gain temporary hit points equal to the DR granted by the aura times your charisma modifier.
Haste- As a standard action you may provide the effects of a Haste Spell to allies within range of your auras for a number of rounds equal to 3 + your charisma modifier.
Shake it Off- As an immediate action when an ally fails a saving throw against an ability that inflicts a status effect, you may grant that ally a second save against the effect, with a bonus equal to your charisma modifier.
Vigorous Command-Requires: Motivate Vigor. As a standard action you can inspire all allies who are currently affected by your Motivate Vigor Aura to regain hit points equal to the fast healing granted by the Aura times half your Charisma Modifier (minimum: 2). Unlike the aura, hit points gained from this command are not capped at 1/2 max hp.
Level 13:
Celerity- As a swift action you can grant a single ally within range of your auras an extra swift action, that lasts until the end of their next turn.
Ignore Energy- Requires Motivate Resistance. As a standard action you can make all allies currently affected by your Motivate Resistance aura immune to energy damage of the same type as your aura for 3 + charisma modifier rounds, or until the Aura is changed, whichever occurs first.
Mental Fortitude- As a standard action you can provide the benefits of a Mind Blank spell to all allies within range of your auras for a number of rounds equal to 3 + your charisma modifier.
Moment of Freedom- As an immediate action you can provide an ally affected by your Motivate Urgency aura the benefits of the Freedom of Movement until the end of their next round.
Undying Resolve- As a standard action you can provide the benefits of a Death Ward spell to allies within range of your auras for a number of rounds equal to 3 + your charisma modifier.
Level 17:
Arcane Empowerment-Requires Inspire Arcana. As an immediate action when an ally within range of your aura casts a spell, you can allow the caster to spontaneously apply one metamagic feat with a +2 or lower base adjustment that they know to the spell for free. The spell's effective spell level (including the free metamagic added by this ability) can not exceed your Charisma Modifier.
Lockdown- As a standard action you can cause your allies to lock the battlefield into position. For 1 round per point of charisma mod, all forms of movement (including 5ft step and withdraw actions) provoke attacks of opportunity from your allies, and an enemy successfully hit by an opportunity attack provoked this way has their movement canceled, as though affected by the Standstill feat.
Steel Soul- Requires: Hardy Soldiers. As a standard action you can inspire a single ally currently affected by your Hardy Soldiers aura to gain the benefits of the Iron Body spell, with the exception that the DR granted by the effect stacks with the DR granted by your Aura. This benefit lasts for 3 + your charisma modifier in rounds, or until the Hardy Soldiers aura is changed, whichever occurs first.
Tactical Superiority Select an ally within range of your auras. As a swift action, you can cause her initiative count to immediately change to your initiative count 1. She then acts on her new initiative count as normal. If she has already acted in the current round, she can act again. If this maneuver would not change your allys initiative count, it has no effect. If she has not yet acted during this round, her initiative count changes, and she acts on that count as normal. She does not act again on her original initiative count.
War Leader's Insight(Ex)
The Marshal can make a special knowledge check with a bonus equal to his Marshal class level in place of any knowledge check involving battle on a small or large scale. This may be used to identify creatures, gain information about battle formations, draw out a siege plan, and so on. 5 ranks of Knowledge(History) provides a +2 synergy bonus with War Leader's Insight.
Master Diplomat(Ex)
At second level a Marshal gains a bonus equal to half their class level to Sense Motive, Diplomacy, Bluff, and Intimidate.
Measured Strike(Ex)
A third level Marshal gains his intelligence modifier as a bonus to hit with all melee and ranged attack rolls in place of his strength modifier, if it is greater.
Leadership(Ex)
A 6th level Marshal gains a number of loyal followers as though they had the leadership feat. The Marshal does not gain a cohort from this ability. If the Marshal takes the Leadership feat at a later time they gain a cohort and a +2 increase to Leadership score. The Marshal gains a bonus to leadership score equal to 1/4th class level. Followers gained from Leadership may not exceed half your character level, and all followers must have at least half of their character levels (round up) in NPC classes. Additionally, no follower may have Leadership, Thralls, or any other similar ability that grants them followers.
You gain a commander rating based on the number of followers you gain from Leadership if you do not already have one.
Commander Rating is a concept introduced in Heroes of Battle. A character who is put in charge of a group gains a commander rating. The rating spans between 1 and 7, with 1 being a squad leader in charge of 3-5 men, and 7 being a general in charge of 5000+.
Characters with a Commander Rating gain a Commander Aura. This aura provides bonuses to all allies within 30ft of the character. Thus a Marshal at 6th level gains a Commander Rating depending on how many followers he gets from Leadership, and then gains a new aura he can project, in addition to his normal Marshal Auras.
Focus Aura(Ex)
Starting at 7th level, the Marshal can choose to provide special attention to an individual, making one of their auras have a greater effect on that individual. As a swift action the Marshal may focus their aura on a single creature within the aura's range, that creature gains a 50% increase to the effects of the aura (round down). All other creatures within range of the aura lose the benefits of that aura. This remains in effect until the Marshal spends a swift action to revert the aura to normal. The Marshal may choose the change the recipient of the focused aura as a swift action. The Marshal may not focus an aura upon himself.
Defender's Insight(Ex)
A Marshal of 8th level uses his insight into enemy movements and tactics to defend himself from attacks. While wearing medium or lighter armor, the Marshal can choose to forego his dexterity bonus to armor class and gain his dexterity modifier as an insight bonus to AC.
Commander's Aura(Ex)
Starting at 10th level, all of your followers gain benefits of a commander aura you qualify for, even when you are not within 30ft of them. Followers above first level may grant this commander aura to any creatures within 30ft of them placed under their command, as if they had that commander's aura themselves.
Demoralize Enemy(Ex)
As a standard action, an 11th level Marshal may make an intimidate check that affects all enemies within 30ft. If the Marshal's War Leader's Insight bonus is higher than their intimidate bonus, they may choose to use that instead.
Improved Leadership(Ex)
A 14th level Marshal is no longer capped at 25 for leadership score, as if he had Epic Leadership. The number of followers gained from Leaderhship is doubled.
Disruptive Aura(Ex)
Starting at 15th level, a Marshal may project an extra Major or Minor Aura as a Disruptive Aura. The aura projected may not be an aura already being projected normally. A Disruptive Aura has its effects reversed. Rather than providing a benefit to your allies, the Disruptive Aura applies its normal bonus as a penalty to enemies within range. An enemy that comes within range of your Disruptive Aura for the first time may make a Will Save with a DC equal to 10+1/2 Marshal Level+Your Charisma Modifier, if the save is successful that enemy is unaffected by your Disruptive Aura and is not subject to another saving throw from the aura for 24 hours.
Grand General(Ex)
An 18th level Marshal may choose to use an additional Minor Aura in place of his usual Commander Aura. Switching from a Commander Aura to a minor aura (or back to a Commander Aura) takes a swift action. This minor aura may be shared with followers as per the Commander's Aura ability.
Strategic Adjustment(Ex)-The 19th level Marshal can spend a full round action analyzing his opponent's actions, and develop a strategy to beat it. After taking the full round action, the Marshal spends a command point to make a War Leader's Insight check, with a DC equal to the enemy's CR+10. If the Marshal is successful, they choose one ability, feat, or spell the target possesses. The ability chosen is rendered useless for the 3+your charisma modifier rounds. An enemy that has been affected by this ability once may not be affected again for 24 hours. (Note for the purpose of this feature, "Spellcasting" is not a valid ability selection, but a specific spell, such as "Haste" or "Fireball" is).
Legendary Commander-A 20th level Marshal gains the Legendary Commander feat as a bonus feat, multiplying her followers by 10.
New Feats
Improved Aid Another
Prerequisite: Int 13
Benefit: The bonus from your Aid Another action is doubled. You may make Aid Another attempts as an attack action or swift action. Any ally that you aid gains the benefit of your aid until the start of your next turn against all enemies.
Unit Leader
Prerequisite: Improved Aid Another, BAB+6
Benefit: When aiding allies, they gain the Aid Another bonus to both Attack Rolls and Armor Class. When you use the Aid Another action you may provide the bonus to one additional ally within your reach for every 3 points of BAB possessed.
[i]Improved Commander Aura[/b]
Prerequisite: Commander Rating 2
Benefit: You may add 1/2 your Charisma Modifier to any flat numerical bonuses granted by a Commander Aura. Additionally, if you have any levels in a class that grants auras, the radius of your commander aura expands to match your other Auras, if they are better.
The Lazy Lord
Prerequisite: Marshal 5, Intelligence 13
Benefit: You may use your Commander's Strike command as though you were a 1st level Marshal without expending a daily use of your command ability.
The Laziest Lord
Prerequisite: Marshal 13, Intelligence 15, The Lazy Lord
Benefit: You may use your Commander's Strike command as though you were a 9th level Marshal without expending a daily use of your command ability.
Expert Tactician
Prerequisite: Marshal 5, Intelligence 13
Benefit: You may use your Hustle command as though you were a 1st level Marshal without expending a daily use of your command ability.
Tactical Genius
Prerequisite: Marshal 13, Intelligence 15, Expert Tactician
Benefit: You may use your Hustle command as though you were a 9th level Marshal without expending a daily use of your command ability.
Enduring Commands
Prerequisite:: Command special ability
Benefit: Any command you issue with a duration of 3+cha modifier rounds lasts instead 6+cha modifier rounds.
Concentrated Command
Prerequisite: Command special ability
Benefit: If you issue a command with a duration measured in rounds, on subsequent rounds you may spend an action (of the same type used to activate the command) to reissue the command, without expending a daily use of your Command ability. Once you stop reissuing the Command, the Command's duration begins as normal.
Expanded Repertoire
Prerequisite: Marshal level 4
Benefit: You learn one additional command per 4 marshal levels you possess. Every time you level up you may choose to trade out one command gained from this feat for another command available to you.
Extra Commands
Prerequisite: Command special ability
Benefit: You gain 4 extra daily uses of your Command ability.
Special: This feat may be taken multiple times. Each time you take the feat, you gain 4 more uses of your Command special ability.
Master Commander
Prerequisite: Extra Commands, Marshal level 9
Benefit: At the end of an encounter, you regain 1/2 your intelligence modifier in daily uses of your Command ability.
Double Minor Aura
Prerequisite: Double Minor Aura command
Benefit: You may always project an extra minor aura, without having to expend a daily use of your Command ability.
Double Major Aura
Prerequisite: Double Major Aura command
Benefit: You may always project an extra major aura, without having to expend a daily use of your Command ability.
Demotivator
Prerequisite: Disruptive Aura
Benefit: You may choose to turn one additional aura into a disruptive aura.
Extended Auras
Prerequisite: Major Aura bonus +2
Benefit: The radius of your Auras is doubled.
Empowered Aura
Prerequisite: Major Aura bonus +3
Benefit: Your Major Aura bonus is increased by +1
Extra Auras
Prerequisite: Major Aura Bonus +1
Benefit: You gain an additional aura known.
Selfish Commander
Prerequisite: Focused Aura
Benefit: You may target yourself with a focused aura.
Tactical Leader
Prerequisite: Focus Aura special ability
Benefit: You can target one additional ally with a focused aura.
Special: When changing the target of a focused aura you may change all allies currently affected by the Focused Aura. You may take this feat multiple times. Each time you may affect one more ally with focused auras.
Final Push
Prerequisite: Major Aura Bonus +3
Benefit: As a swift action, you may choose one aura you have active. That auras benefits are doubled until the start of your next turn. At the start of the next turn, that Aura is deactivated, and you may not activate a new aura in its place until the end of the encounter.
This class is a first draft being worked on at 2 in the morning, so there may be some inconsistencies in formatting, bad typos, or strange design decisions. You have been warned! Any and all feedback is appreciated.
The Marshal
Level BAB Fort Ref Will SpecialMinor AurasMajor Auras
1 +0 +2 +0 +2 Major Aura+1, Command, War Leader's Insight21
2 +1 +3 +0 +3 Master Diplomat31
3 +2 +3 +1 +3 Measured Strike41
4 +3 +4 +1 +4 Major Aura +242
5 +3 +4 +1 +4 Command42
6 +4 +5 +2 +5 Leadership52
7 +5 +5 +2 +5 Focus Aura62
8 +6 +6 +2 +6 Defender's Insight, Major Aura +363
9 +6 +6 +3 +6 Command63
10 +7 +7 +3 +7 Commander's Aura73
11 +8 +7 +3 +7 Demoralize Enemy83
12 +9 +8 +4 +8 Major Aura +484
13 +9 +8 +4 +8 Command84
14 +10 +9 +4 +9 Improved Leadership94
15 +11 +9 +5 +9 Disruptive Aura104
16 +12 +10 +5 +10 Major Aura +5105
17 +12 +10 +5 +10 Command105
18 +13 +11 +6 +11 Grand General115
19 +14 +11 +6 +11 Strategic Adjustment125
20 +15 +12 +6 +12 Command, Legendary Commander, Major Aura+6126
Hit Die: d8
Class Skills: The Marshal's class skills (and the key ability for each skill) are Balance(Dex), Bluff(Cha), Concentration(Con), Craft(Int), Diplomacy(Cha), Forgery(Int), Gather Information(Cha), Handle Animal(Cha), Heal(Wis), Intimidate(Cha), Jump(Str), Knowledge[History](Int), Knowledge[Geography](Int), Knowledge[Nobility and Royalty] (Int), Knowledge[Local] (Int), Listen(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spot(Wis), Survival(Wis), Swim(Str), and Tumble(Dex)
Skill Points per level: 6+Int Modifier
Weapon and Armor Proficiency: Marshals are proficient with all simple weapons, and also with the Shortsword, Handaxe, Longsword, Warhammer, Glaive, Guisearm, Halberd, and Ranseur. Marshals are proficient with Light and Medium Armor, and all shields except tower shields.
Class Features
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. If the situation calls for it, the Marshal may use hand signals instead of verbal orders to provide direction to allies.
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 two minor auras and one major aura of his choice. As his marshal level increases, he gains access to new auras as noted in the table above.
Minor Aura
A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. This bonus is capped by the Marshal's level. The bonus provided by a minor aura is a Competence bonus that will not stack with any other competence bonuses.
Accurate Strike- Bonus on rolls made to confirm critical hits
Demand Fortitude- Bonus on Fortitude saves
Determined Caster- Bonus on rolls to overcome spell resistance
Force of Will- Bonus on Will saves
Healers Resolve- Bonus to healing recieved. This includes any kind of rest and any use of heal, but not fast healing or regeneration.
Master of Mobility- Bonus to Armor Class against attacks of opportunity
Master of Opportunity- Bonus to hit on 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
Stalwart- Bonus to armor class against critical hit confirmations.
Watchful Eye- Bonus on Reflex saves
Major Aura
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 4th level, and every 4 levels thereafter, as noted on the table above. The bonus provided by a major aura is a Morale bonus and will not stack with any other morale bonuses.
Grant Strength- Bonus to Strength.
Grant Dexterity- Bonus to Dexterity
Grant Constitution- Bonus to Constitution
Grant Intelligence- Bonus to Intelligence
Grant Wisdom- Bonus to Wisdom
Grant Charisma- Bonus to Charisma
Hardy Soldiers- The marshal's allies gain DR/- equal to 2x the major aura bonus
Inspire Courage- Bonus on Attack Rolls, Damage Rolls, and saves vs Fear.
Inspire Arcana-Bonus to caster level equal to 1/2 the major aura bonus.
Motivate Care- Bonus to Armor Class
Motivate Resistance- Energy resistance (Fire, cold, acid, or electricity, chosen when the aura is activated) equal to 5 x major aura bonus.
Motivate Urgency- Allies' base land speed is increased by a number of feet equal to 5 x the major aura bonus
Motivate Potency- Bonus on save DCs of allys spells and abilities equal to 1/2 the major aura bonus.
Motivate Vigor- Fast healing equal to twice the major aura bonus, but only affects allies at or below one-half their full normal hit points.
Resilient Troops- Bonus on all saves
Command(Ex)
A Marshal can issue Commands that provide a short term tactical advantage for himself or his allies. A Marshal may issue a command once per day per point of intelligence modifier plus Marshal level. A Marshal begins with Hustle, Commander's Strike, and one additional command from the list below available. At 5th level, every 4 levels thereafter, and at level 20, the Marshal learns one additional command of the highest level available, and one command of a lower level.
Hustle- A Marshal can motivate his allies to act immediately, granting his team an immediate tactical advantage. When the Marshal issues a Hustle command as a Standard Action, he grants one ally within range of his Auras a Move Action. The Ally may take this action immediately without affecting their place is the initiative order. The affected ally gains a bonus to AC equal to the Marshal's Charisma modifier until the start of their next turn.
5th level- The Marshal can use hustle as a Move action.
9th level- The Marshal can use hustle as a Swift action, or affect all allies within range as a Standard.
13th level-The Marshal's hustle can affect all allies as a Move Action
17th level-The Marshal's hustle always affects all allies as a Swift action
Commander's Strike- A Marshal can motivate his allies to take an attack immediately, granting his team a powerful offensive advantage. When the Marshal issues a Commander's Strike command as a Standard Action, he grants one ally within range of his Auras an Attack Action. The Ally may take this action immediately without affecting their place is the initiative order. The affected ally gains a bonus to their to-hit roll equal to the Marshal's Charisma modifier on the granted attack.
5th level- The Marshal can use commander's strike as a Move action, and also adds charisma modifier to damage rolls.
9th level- The Marshal can use commander's strike as a swift action, or affect all allies within range as a Full Round Action.
13th level- The Marshal's commander's strike can affect all allies as a Standard Action.
17th level- The Marshal's commander's strike can affect all allies as a Move Action.
Level 1:
Enhance Aura- As a swift action you can increase the bonus granted by any minor aura you have active by 2, or any Major aura you have active by 1, for a number of rounds equal to 3+ your charisma modifier. In the case of a Major aura, this counts as improving your Major Aura bonus, so any Major Auras that are a multiple of that bonus are increased normally.
Flanking Maneuver- As a swift action you may select one enemy within range of your auras. The enemy makes a Will Save DC10+1/2 Marshal Level+Cha Mod, if they fail all allies treat that enemy as if they were flanking until the end of your next turn.
Shift Opportunity- As an immediate action when an enemy provokes an attack of opportunity from an ally, you may allow any other ally who is capable of attacking the provoking enemy to take the attack of opportunity instead.
Shifting Tactics- You can change all auras as a free action once per round for a number of rounds equal to 3 + your charisma modifier.
Stand- As an immediate action you can allow one prone ally within range of your auras to stand as a free action that does not provoking attacks of opportunity.
Level 5:
Create Opening-As a part of an attack, before rolling to hit, you may issue a command as a free action. If you successfully hit, all other allies who threaten the target may take an attack of opportunity against that target, with a bonus to hit and damage equal to your charisma modifier.
Cover Fire- Use a swift action and select one ally with a ranged weapon within range of your aura. Any time an enemy provokes an attack of opportunity from you, you may allow that ally to take an attack against the provoking enemy instead. The ranged character may take a number of attacks in this way equal to your charisma modifier.
Double Minor Aura- As a swift action you can project one minor aura for a number of rounds equal to your 3+ your charisma modifier. This extra aura may be changed to another aura of the same type as a swift action, as normal.
Insightful Defense- You can spend a swift action when you make a War Leader's Insight check to identify an enemy. If successful, you grant all allies within range of your auras a +1 insight bonus to AC and Saving Throws against the enemy identified for a number of rounds equal to 3 + your charisma modifier. For every 5 points your Insight check beat the DC necessary to identify the creature, this damage is increased by 1d6.
Insightful Offense- You may Spend a swift action when you make a War Leader's Insight check to identify an enemy. If successful, you grant all allies within range of your auras a 1d6 bonus to damage against the enemy identified for a number of rounds equal to 3 + your charisma modifier. For every 5 points your Insight check beat the DC necessary to identify the creature, this damage is increased by 1d6.
Level 9:
Double Major Aura- As a swift action you can project one extra major aura for a number of rounds equal to your 3+ your charisma modifier. This extra aura may be changed to another aura of the same type as a swift action, as normal.
Grant Feat- As a standard action you may grant a fighter bonus feat to one ally within range for a number of rounds equal to 3 + your charisma modifier. The ally must meet all prerequisites for this feat, and no individual ally may be granted more than a single feat.
Hardiness- Requires: Motivate Vigor. As a standard action you can inspire a single ally currently affected by your Motivate Vigor aura to gain temporary hit points equal to the DR granted by the aura times your charisma modifier.
Haste- As a standard action you may provide the effects of a Haste Spell to allies within range of your auras for a number of rounds equal to 3 + your charisma modifier.
Shake it Off- As an immediate action when an ally fails a saving throw against an ability that inflicts a status effect, you may grant that ally a second save against the effect, with a bonus equal to your charisma modifier.
Vigorous Command-Requires: Motivate Vigor. As a standard action you can inspire all allies who are currently affected by your Motivate Vigor Aura to regain hit points equal to the fast healing granted by the Aura times half your Charisma Modifier (minimum: 2). Unlike the aura, hit points gained from this command are not capped at 1/2 max hp.
Level 13:
Celerity- As a swift action you can grant a single ally within range of your auras an extra swift action, that lasts until the end of their next turn.
Ignore Energy- Requires Motivate Resistance. As a standard action you can make all allies currently affected by your Motivate Resistance aura immune to energy damage of the same type as your aura for 3 + charisma modifier rounds, or until the Aura is changed, whichever occurs first.
Mental Fortitude- As a standard action you can provide the benefits of a Mind Blank spell to all allies within range of your auras for a number of rounds equal to 3 + your charisma modifier.
Moment of Freedom- As an immediate action you can provide an ally affected by your Motivate Urgency aura the benefits of the Freedom of Movement until the end of their next round.
Undying Resolve- As a standard action you can provide the benefits of a Death Ward spell to allies within range of your auras for a number of rounds equal to 3 + your charisma modifier.
Level 17:
Arcane Empowerment-Requires Inspire Arcana. As an immediate action when an ally within range of your aura casts a spell, you can allow the caster to spontaneously apply one metamagic feat with a +2 or lower base adjustment that they know to the spell for free. The spell's effective spell level (including the free metamagic added by this ability) can not exceed your Charisma Modifier.
Lockdown- As a standard action you can cause your allies to lock the battlefield into position. For 1 round per point of charisma mod, all forms of movement (including 5ft step and withdraw actions) provoke attacks of opportunity from your allies, and an enemy successfully hit by an opportunity attack provoked this way has their movement canceled, as though affected by the Standstill feat.
Steel Soul- Requires: Hardy Soldiers. As a standard action you can inspire a single ally currently affected by your Hardy Soldiers aura to gain the benefits of the Iron Body spell, with the exception that the DR granted by the effect stacks with the DR granted by your Aura. This benefit lasts for 3 + your charisma modifier in rounds, or until the Hardy Soldiers aura is changed, whichever occurs first.
Tactical Superiority Select an ally within range of your auras. As a swift action, you can cause her initiative count to immediately change to your initiative count 1. She then acts on her new initiative count as normal. If she has already acted in the current round, she can act again. If this maneuver would not change your allys initiative count, it has no effect. If she has not yet acted during this round, her initiative count changes, and she acts on that count as normal. She does not act again on her original initiative count.
War Leader's Insight(Ex)
The Marshal can make a special knowledge check with a bonus equal to his Marshal class level in place of any knowledge check involving battle on a small or large scale. This may be used to identify creatures, gain information about battle formations, draw out a siege plan, and so on. 5 ranks of Knowledge(History) provides a +2 synergy bonus with War Leader's Insight.
Master Diplomat(Ex)
At second level a Marshal gains a bonus equal to half their class level to Sense Motive, Diplomacy, Bluff, and Intimidate.
Measured Strike(Ex)
A third level Marshal gains his intelligence modifier as a bonus to hit with all melee and ranged attack rolls in place of his strength modifier, if it is greater.
Leadership(Ex)
A 6th level Marshal gains a number of loyal followers as though they had the leadership feat. The Marshal does not gain a cohort from this ability. If the Marshal takes the Leadership feat at a later time they gain a cohort and a +2 increase to Leadership score. The Marshal gains a bonus to leadership score equal to 1/4th class level. Followers gained from Leadership may not exceed half your character level, and all followers must have at least half of their character levels (round up) in NPC classes. Additionally, no follower may have Leadership, Thralls, or any other similar ability that grants them followers.
You gain a commander rating based on the number of followers you gain from Leadership if you do not already have one.
Commander Rating is a concept introduced in Heroes of Battle. A character who is put in charge of a group gains a commander rating. The rating spans between 1 and 7, with 1 being a squad leader in charge of 3-5 men, and 7 being a general in charge of 5000+.
Characters with a Commander Rating gain a Commander Aura. This aura provides bonuses to all allies within 30ft of the character. Thus a Marshal at 6th level gains a Commander Rating depending on how many followers he gets from Leadership, and then gains a new aura he can project, in addition to his normal Marshal Auras.
Focus Aura(Ex)
Starting at 7th level, the Marshal can choose to provide special attention to an individual, making one of their auras have a greater effect on that individual. As a swift action the Marshal may focus their aura on a single creature within the aura's range, that creature gains a 50% increase to the effects of the aura (round down). All other creatures within range of the aura lose the benefits of that aura. This remains in effect until the Marshal spends a swift action to revert the aura to normal. The Marshal may choose the change the recipient of the focused aura as a swift action. The Marshal may not focus an aura upon himself.
Defender's Insight(Ex)
A Marshal of 8th level uses his insight into enemy movements and tactics to defend himself from attacks. While wearing medium or lighter armor, the Marshal can choose to forego his dexterity bonus to armor class and gain his dexterity modifier as an insight bonus to AC.
Commander's Aura(Ex)
Starting at 10th level, all of your followers gain benefits of a commander aura you qualify for, even when you are not within 30ft of them. Followers above first level may grant this commander aura to any creatures within 30ft of them placed under their command, as if they had that commander's aura themselves.
Demoralize Enemy(Ex)
As a standard action, an 11th level Marshal may make an intimidate check that affects all enemies within 30ft. If the Marshal's War Leader's Insight bonus is higher than their intimidate bonus, they may choose to use that instead.
Improved Leadership(Ex)
A 14th level Marshal is no longer capped at 25 for leadership score, as if he had Epic Leadership. The number of followers gained from Leaderhship is doubled.
Disruptive Aura(Ex)
Starting at 15th level, a Marshal may project an extra Major or Minor Aura as a Disruptive Aura. The aura projected may not be an aura already being projected normally. A Disruptive Aura has its effects reversed. Rather than providing a benefit to your allies, the Disruptive Aura applies its normal bonus as a penalty to enemies within range. An enemy that comes within range of your Disruptive Aura for the first time may make a Will Save with a DC equal to 10+1/2 Marshal Level+Your Charisma Modifier, if the save is successful that enemy is unaffected by your Disruptive Aura and is not subject to another saving throw from the aura for 24 hours.
Grand General(Ex)
An 18th level Marshal may choose to use an additional Minor Aura in place of his usual Commander Aura. Switching from a Commander Aura to a minor aura (or back to a Commander Aura) takes a swift action. This minor aura may be shared with followers as per the Commander's Aura ability.
Strategic Adjustment(Ex)-The 19th level Marshal can spend a full round action analyzing his opponent's actions, and develop a strategy to beat it. After taking the full round action, the Marshal spends a command point to make a War Leader's Insight check, with a DC equal to the enemy's CR+10. If the Marshal is successful, they choose one ability, feat, or spell the target possesses. The ability chosen is rendered useless for the 3+your charisma modifier rounds. An enemy that has been affected by this ability once may not be affected again for 24 hours. (Note for the purpose of this feature, "Spellcasting" is not a valid ability selection, but a specific spell, such as "Haste" or "Fireball" is).
Legendary Commander-A 20th level Marshal gains the Legendary Commander feat as a bonus feat, multiplying her followers by 10.
New Feats
Improved Aid Another
Prerequisite: Int 13
Benefit: The bonus from your Aid Another action is doubled. You may make Aid Another attempts as an attack action or swift action. Any ally that you aid gains the benefit of your aid until the start of your next turn against all enemies.
Unit Leader
Prerequisite: Improved Aid Another, BAB+6
Benefit: When aiding allies, they gain the Aid Another bonus to both Attack Rolls and Armor Class. When you use the Aid Another action you may provide the bonus to one additional ally within your reach for every 3 points of BAB possessed.
[i]Improved Commander Aura[/b]
Prerequisite: Commander Rating 2
Benefit: You may add 1/2 your Charisma Modifier to any flat numerical bonuses granted by a Commander Aura. Additionally, if you have any levels in a class that grants auras, the radius of your commander aura expands to match your other Auras, if they are better.
The Lazy Lord
Prerequisite: Marshal 5, Intelligence 13
Benefit: You may use your Commander's Strike command as though you were a 1st level Marshal without expending a daily use of your command ability.
The Laziest Lord
Prerequisite: Marshal 13, Intelligence 15, The Lazy Lord
Benefit: You may use your Commander's Strike command as though you were a 9th level Marshal without expending a daily use of your command ability.
Expert Tactician
Prerequisite: Marshal 5, Intelligence 13
Benefit: You may use your Hustle command as though you were a 1st level Marshal without expending a daily use of your command ability.
Tactical Genius
Prerequisite: Marshal 13, Intelligence 15, Expert Tactician
Benefit: You may use your Hustle command as though you were a 9th level Marshal without expending a daily use of your command ability.
Enduring Commands
Prerequisite:: Command special ability
Benefit: Any command you issue with a duration of 3+cha modifier rounds lasts instead 6+cha modifier rounds.
Concentrated Command
Prerequisite: Command special ability
Benefit: If you issue a command with a duration measured in rounds, on subsequent rounds you may spend an action (of the same type used to activate the command) to reissue the command, without expending a daily use of your Command ability. Once you stop reissuing the Command, the Command's duration begins as normal.
Expanded Repertoire
Prerequisite: Marshal level 4
Benefit: You learn one additional command per 4 marshal levels you possess. Every time you level up you may choose to trade out one command gained from this feat for another command available to you.
Extra Commands
Prerequisite: Command special ability
Benefit: You gain 4 extra daily uses of your Command ability.
Special: This feat may be taken multiple times. Each time you take the feat, you gain 4 more uses of your Command special ability.
Master Commander
Prerequisite: Extra Commands, Marshal level 9
Benefit: At the end of an encounter, you regain 1/2 your intelligence modifier in daily uses of your Command ability.
Double Minor Aura
Prerequisite: Double Minor Aura command
Benefit: You may always project an extra minor aura, without having to expend a daily use of your Command ability.
Double Major Aura
Prerequisite: Double Major Aura command
Benefit: You may always project an extra major aura, without having to expend a daily use of your Command ability.
Demotivator
Prerequisite: Disruptive Aura
Benefit: You may choose to turn one additional aura into a disruptive aura.
Extended Auras
Prerequisite: Major Aura bonus +2
Benefit: The radius of your Auras is doubled.
Empowered Aura
Prerequisite: Major Aura bonus +3
Benefit: Your Major Aura bonus is increased by +1
Extra Auras
Prerequisite: Major Aura Bonus +1
Benefit: You gain an additional aura known.
Selfish Commander
Prerequisite: Focused Aura
Benefit: You may target yourself with a focused aura.
Tactical Leader
Prerequisite: Focus Aura special ability
Benefit: You can target one additional ally with a focused aura.
Special: When changing the target of a focused aura you may change all allies currently affected by the Focused Aura. You may take this feat multiple times. Each time you may affect one more ally with focused auras.
Final Push
Prerequisite: Major Aura Bonus +3
Benefit: As a swift action, you may choose one aura you have active. That auras benefits are doubled until the start of your next turn. At the start of the next turn, that Aura is deactivated, and you may not activate a new aura in its place until the end of the encounter.