artimus261
2017-02-17, 12:12 AM
Think the fixes below help the marshal stay active in combat and coordinate the fight without being too overpowering. Admittedly the ability to have 4 minor auras is pretty amazing but considering that they really dont get a lot to be an offensive class I feel like this is a safe thing, if they really wanna walk around giving the whole party a bonus on ALL of their saves equal to his Cha mod plus another then they should be able to, besides it happens slowly over time, really makes their growth worthwhile and going pure marshal actual feel rewarding. Also made the other traits Wisdom based on purpose. If they really wanna make use of it they need a good wisdom and can't just ignore their mental stats. It really just feels appropriate for someone who is supposed to be a battlefield coordinator.
Want to say for clarity that this fix is set in motion with the change to 3.5 that at 4th, 8th, 16th, and 20th the player gets 2 ability points that must go in different abilities and at 12th and 24th and so on they receive a point in all of their ability scores. In this way a character who cares about getting these effects should be able to without too much difficulty and still grow his physical stats to some extent. However this also rewards marshals who are truly there as coordinators, avoiding combat in earnest while still being able to deliver attacks when the need arises. For instance I think seeing a marshal with the following stats by level 20 would not be that outrageous: STR 14, Dex 16, Con 14, Int 18, Wis 16, Cha 18. This is of course ignoring magical gear and such. Now despite this marshal obviously lacking in true combat ability keep these stats in mind while reading the abilities and really think about what this guy would be capable of.
Marshals and Combat Focus: Marshals are combatants who specialize in their even and measured view of the battlefield. It is for this reason they are more adept at acquiring these feats than some. The Marshal's base attack bonus is treated as being equal to his Marshal class level for the purpose of selecting Combat Focus feats (listed in the Player's Handbook II).
Surmounting Splendor(Ex): As the marshal becomes more adept at spreading his presence in the heat of battle he is able to keep more and more auras active. Upon reaching 7th level the Marshal can begin keeping multiple minor auras active all at once. The Marshal is able to keep a number of minor auras active at all times equal to the bonus granted by his major aura(2 auras at 7th, 3 at 12th, and 4 at 20th). The number of minor auras the marshal has active cannot exceed his Intelligence modifier.
Rallying Cry(Ex): Beginning at 3rd level the marshal can give out a rallying cry to help his allies spring into action. As a full-round action the marshal bestows the benefits of his cry to all allies within 90ft that can hear and understand him and has an intelligence score of 3 or higher. All affected allies have all fear effects removed from them along with the dazed, dazzled, fascinated, and stunned status and gain an additional saving throw against any ongoing mind-affecting effects. Additionally they gain a morale bonus on attack rolls and weapon damage rolls against a single enemy designated by the marshal equal to his Charisma modifier for 1d10 rounds. The marshal can perform this ability a number of times each day equal to 1 + his Wisdom modifier.
Combat Movement: The marshal gains Mobility as a bonus feat at 6th level. They need not meet the prerequisites for this feat.
Warning Shout(Ex): The marshall gives a shout of warning to an ally, preparing her for an incoming assault. Beginning at 5th level the Marshal can cry out a warning to an ally within 60ft of him as an immediate action. The ally must be able to hear and understand the marshal and have an intelligence score of 3 or higher. The ally gains a bonus equal to the Marshal’s Wisdom modifier as a bonus to their AC or Reflex saves against the next attack or spell that is targeting them. The marshal must be aware of the attack to give an ally the benefit of warning shout. The marshal can do this a number of times during each encounter equal to his Intelligence modifier.
Improved Aid(Ex): The marshal has grown extremely adept at aiding his allies in combat. Starting at 8th level the bonus the marshal bestows with his Aid Another action now gains a bonus equal to his Intelligence modifier. Additionally at 13th level the marshal can use the aid another action as a swift action. He can of course still use it as a standard action as well. Finally at 19th level the Marshal can grant all adjacent allies his bonus with the Aid Another action as a full round action. The selected bonus is the same for all allies, though he can still grant another single ally the other bonus as a swift action. For instance at 20th level a Marshal could grant all allies adjacent to him the +2(plus the marshal's intelligence modifier) to their AC as a full round action. However he could then also grant a single ally the +2 bonus on his attack roll as a swift action.
Want to say for clarity that this fix is set in motion with the change to 3.5 that at 4th, 8th, 16th, and 20th the player gets 2 ability points that must go in different abilities and at 12th and 24th and so on they receive a point in all of their ability scores. In this way a character who cares about getting these effects should be able to without too much difficulty and still grow his physical stats to some extent. However this also rewards marshals who are truly there as coordinators, avoiding combat in earnest while still being able to deliver attacks when the need arises. For instance I think seeing a marshal with the following stats by level 20 would not be that outrageous: STR 14, Dex 16, Con 14, Int 18, Wis 16, Cha 18. This is of course ignoring magical gear and such. Now despite this marshal obviously lacking in true combat ability keep these stats in mind while reading the abilities and really think about what this guy would be capable of.
Marshals and Combat Focus: Marshals are combatants who specialize in their even and measured view of the battlefield. It is for this reason they are more adept at acquiring these feats than some. The Marshal's base attack bonus is treated as being equal to his Marshal class level for the purpose of selecting Combat Focus feats (listed in the Player's Handbook II).
Surmounting Splendor(Ex): As the marshal becomes more adept at spreading his presence in the heat of battle he is able to keep more and more auras active. Upon reaching 7th level the Marshal can begin keeping multiple minor auras active all at once. The Marshal is able to keep a number of minor auras active at all times equal to the bonus granted by his major aura(2 auras at 7th, 3 at 12th, and 4 at 20th). The number of minor auras the marshal has active cannot exceed his Intelligence modifier.
Rallying Cry(Ex): Beginning at 3rd level the marshal can give out a rallying cry to help his allies spring into action. As a full-round action the marshal bestows the benefits of his cry to all allies within 90ft that can hear and understand him and has an intelligence score of 3 or higher. All affected allies have all fear effects removed from them along with the dazed, dazzled, fascinated, and stunned status and gain an additional saving throw against any ongoing mind-affecting effects. Additionally they gain a morale bonus on attack rolls and weapon damage rolls against a single enemy designated by the marshal equal to his Charisma modifier for 1d10 rounds. The marshal can perform this ability a number of times each day equal to 1 + his Wisdom modifier.
Combat Movement: The marshal gains Mobility as a bonus feat at 6th level. They need not meet the prerequisites for this feat.
Warning Shout(Ex): The marshall gives a shout of warning to an ally, preparing her for an incoming assault. Beginning at 5th level the Marshal can cry out a warning to an ally within 60ft of him as an immediate action. The ally must be able to hear and understand the marshal and have an intelligence score of 3 or higher. The ally gains a bonus equal to the Marshal’s Wisdom modifier as a bonus to their AC or Reflex saves against the next attack or spell that is targeting them. The marshal must be aware of the attack to give an ally the benefit of warning shout. The marshal can do this a number of times during each encounter equal to his Intelligence modifier.
Improved Aid(Ex): The marshal has grown extremely adept at aiding his allies in combat. Starting at 8th level the bonus the marshal bestows with his Aid Another action now gains a bonus equal to his Intelligence modifier. Additionally at 13th level the marshal can use the aid another action as a swift action. He can of course still use it as a standard action as well. Finally at 19th level the Marshal can grant all adjacent allies his bonus with the Aid Another action as a full round action. The selected bonus is the same for all allies, though he can still grant another single ally the other bonus as a swift action. For instance at 20th level a Marshal could grant all allies adjacent to him the +2(plus the marshal's intelligence modifier) to their AC as a full round action. However he could then also grant a single ally the +2 bonus on his attack roll as a swift action.