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DeAnno
2017-05-05, 05:16 PM
So while discussing the Marshal in the 3.5e forum I was despairing at how frontloaded it is and how basically you could fit the whole thing in a five level PRC.

So I decided to streamline it a bit, and then messed around with it some, and so here we are.

REQUIREMENTS
To qualify to become a marshal, a character must fulfill all the following criteria.

Base Attack Bonus: +5
Skills: Diplomacy 8 ranks
Special: Charisma 15 or higher

The Marshal



Level
BAB
Fort
Ref
Will
Special
Auras Known


1st
+0
+2
+0
+2
Auras, Skill Focus (Diplomacy)
1


2nd
+1
+3
+0
+3
Grant Move Action (full-round)
2


3rd
+2
+3
+1
+3
First Aid
3


4th
+3
+4
+1
+4
Grant Move Action (standard)
4


5th
+3
+4
+1
+4
Immediate Aura
5



Hit Die: d8

Class Skills:
Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Forgery (Int), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armor Proficiency: Marshals gain no weapon or armor proficiencies.

Auras (Ex): The marshal can grant bonuses to all nearby allies by projecting auras. His auras affect himself and all allies within 60 feet of him who can understand the his commands, either through hearing or telepathy. A marshal can only project one aura at once. Activating an aura or changing to a different aura is a swift action, and once projected an aura remains active until the marshal changes auras or dismisses it as a free action.

A marshal need not be able to understand or even clearly perceive his allies for them to benefit from his aura as long as they can understand him. If a marshal is unable to communicate to his allies for any reason, his aura won't function for them. If giving orders through speech (as opposed to telepathy), any creature within the aura's range can notice with a DC 0 Listen check (creatures out of range take the standard -1 penalty per 10 feet.) All the marshal's allies in range automatically notice his aura.

A marshal learns one auras at first level, and learns an additional aura at each subsequent class level. All bonuses provided by his auras are circumstance bonuses that don't stack with each other. All bonuses provided by a marshal's aura are dependent on the marshal's class level. For the purposes of the below calculations, the marshal's class level is capped at a maximum of 5, regardless of any other effects.


Aid Defense: Bonus to AC equal to his class level.

Aid Fortitude: Bonus to Fortitude saves equal to his class level.

Aid Reflexes: Bonus to Reflex saves equal to his class level.

Aid Will: Bonus to Will saves equal to his class level.

Devastating Blows: Bonus to damage rolls equal to his class level.

Lead March: Bonus to all speeds of 5 feet times his class level.

Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks equal to twice his class level.

Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks equal to twice his class level.

Motivate Dexterity: Bonus on Dexterity checks and Dexterity-based skill checks equal to twice his class level.

Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks equal to twice his class level.

Motivate Strength: Bonus on Strength checks and Strength-based skill checks equal to twice his class level.

Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks equal to twice his class level.

Pierce Fortitude: Bonus on Fortitude save DCs equal to half his class level, rounded up.

Pierce Reflexes: Bonus on Reflex save DCs equal to half his class level, rounded up.

Pierce Will: Bonus on Will save DCs equal to half his class level, rounded up.

Shatter Resistance: Bonus on Spell Resistance checks equal to his class level.

Steady Eye: Bonus on ranged attack rolls equal to his class level.

Steady Hand: Bonus on melee attack rolls equal to his class level.



Skill Focus (Diplomacy): A marshal gains this feat as a bonus feat. If he has this feat already, he main gain a different one.

Grant Move Action (Ex): At 2nd level, a marshal can let his allies act immediately. As a full-round action, he may grant an extra move action to any or all of the creatures currently affected by his aura (including himself.) All of the affected characters take their move actions immediately, acting in their normal initiative order. This extra action does not affect their initiative count, and the round will continue normally after the marshal's turn.

At 4th level, this ability improves. Henceforth, a marshal can use it as a standard action, instead of a full-round action.

First Aid (Su): At 3rd level, a marshal can treat his allies' wounds. As a standard action, he may heal all of the creatures currently affected by his aura (including himself.) by 4d8 points of damage. This healing isn't positive or negative energy, so can heal undead or constructs as well as living creatures. A marshal can use this ability a number of times per day equal to his Charisma modifier.

Immediate Aura (Ex): At 5th level, a marshal is able to switch his aura reactively. Activating an aura or changing to a different one becomes an immediate action instead of a swift action.