I'm already playing several 4e and only two 3+/PF so PF for me.
Pathfinder has beta-prerelease Marshal and is currently in works with two subtly different versions:
[sblock=Version 1]
Marshal Redux
BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8
Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.
Skill Ranks Per Level: 4 + Int modifier.
Marshals are proficient in all Simple and Martial Weapons, all Armors (Light, Medium, and Heavy Armor), and Shields (but not Tower Shields).
LEVEL ABILITY
1. 1 Minor Aura, Skill Focus
2. 1 Major Aura, Major Aura +1
3. Rally 1/day
4. Improved Aid Another +3
5. Major Aura +2
6. Rally 2/day
7. 2 Minor Auras
8. Improved Aid Another +4
9. Rally 3/day
10. Major Aura +3
11. 2 Major Auras
12. Rally 4/day, Improved Aid Another +5
13. 3 Minor Auras
14. Widen Aura
15. Major Aura +4, Rally 5/day
16. Improved Aid Another +6
17. Free Aura
18. Rally 6/day
19. 4 Minor Auras
20. 3 Major Auras, Major Aura +5, Improved Aid Another +7
Minor Aura (Su). The Marshal projects an aura that affects all allies within 60 feet. Her allies add her Charisma bonus (if any) to the rolls influenced by the aura the Marshall is projecting. At 1st level, the Marshal knows 2 Minor Auras, and she learns 1 additional Minor Aura every time she gains a class level in Marshal. Projecting or changing an aura is a Swift Action.
At 1st level, a Marshal can only project 1 Minor Aura at a time. At 7th level, she can project 2 Minor Auras at the same time; at 13th level she can project 3 Minor Auras; and at 19th level, she can project 4 Minor Auras.
Skill Focus. At 1st level, the Marshal gains Skill Focus in any one class skill of her choice as a bonus feat.
Major Aura (Su). Beginning at 2nd level, the Marshal learns to project a Major Aura. The bonus from her Major Aura is +1 at 2nd level. It increases to +2 at 5th level, and by +1 for every 5 additional levels thereafter (+3 at 10th, +4 at 15th, +5 at 20th). She can project a Major Aura and a Minor Aura simultaneously. Activating or changing a Major Aura is a Swift Action. Marshals know a number of Major Auras equal to 1/2 their class level.
At 11th level, the Marshal can project 2 Major Auras at once. At 20th level, she can project 3 Major Auras at once.
Rally (Ex). Beginning at 3rd level, the Marshal can Rally her allies as an immediate action. She can Rally her allies once per day at 3rd level. At 6th level, and every 3 levels thereafter, she gains an additional daily use of her Rally ability. She can use her rally ability for one of the following effects.
She can allow her allies to re-roll a failed saving throw. She can spend an additional daily use of her Rally ability and grant a bonus on the re-roll equal to her Charisma bonus (if any).
She can spend 1 daily use of her Rally ability to heal her allies. They re-gain a number of hit points equal to the Marshal's Charisma bonus multiplied by the target's hit dice.
She can spend 1 daily use of her Rally ability and grant her allies the immediate use of a move action. She can spend 2 daily uses of her Rally ability and grant her allies the immediate use of a standard action. She can spend 3 daily uses of her Rally ability and grant her allies the immediate use of a full-round action.
She can spend 1 daily use of her Rally ability and grant her allies a bonus equal to her Charisma bonus (if any) on all Attack Rolls, Damage Rolls, Skill Checks, Ability Checks, Saving Throws, and Caster Level Checks for 1 round.
Improved Aid Another (Ex). At 4th level, the Marshal learns to improve the support she grants her allies in combat. Beginning at 4th level, when using the Aid Another action, the Marshal provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 8th level and by +1 every 4 levels thereafter (+5 at 12th, +6 at 16th, +7 at 20th).
Widen Aura (Su). Beginning at 14th level, the Marshal can double the range of one of her auras (major or Minor) by choosing to project it twice at the same time. She can triple the range of one of her auras by choosing to project it three times at the same time.
Free Auras (Su). Beginning at 17th level, The Marshal can change or initiate new auras as a free action instead of a swift action. This allows her to change or initiate more than one aura in a single round.
Minor Auras. Allies of the Marshal add her Charisma bonus to rolls of the following:
1. Confirm Critical Hits
2. Combat Manuver Bonus
3. Fortitude Saves
4. Reflex Saves
5. Will Saves
6. Caster Level checks
7. Strength checks and Strength-based skill checks
8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks
9. Constitution checks and Constitution-based skill checks
10. Intelligence checks and Intelligence-based skill checks
11. Wisdom checks and Wisdom-based skill checks
12. Charisma checks and Charisma-based skill checks
13. AC against Attacks of Opportunity
14. Attack Rolls for Attacks of Opportunity
15. Damage Rolls for Attacks of Opportunity
16. AC against a Charging opponent
17. Attack Rolls when Charging
18. Damage Rolls when Charging
19. Attack Rolls when Flanking
20. Damage Rolls when Flanking
21. added to the amount cured by Cure and Heal spells
22. applied as Damage Reduction vs. non-lethal damage
23. x5 in feet added to speed when withdrawing from combat
24. AC when adjacent to an ally
Major Auras
1. DR 1/- per plus
2. Damage rolls
3. Melee attack rolls
4. Ranged attack rolls
5. AC
6. All Saving Throws
7. Multiplied by 5 feet and added to Speed
8. Energy Resistance 5 (acid, cold, electricity, fire, or sonic)
9. Energy Shield 2 (acid, cold, electricity, fire, or sonic)
10. Fast Healing (upto a maximum of one half the ally's maximum hitpoints.
11. Spell Resistance 5 + 5 per plus of the Major Aura.
12. Spell DCs
[/sblock]
[sblock=Version 2]
Marshal
BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8
Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.
Skill Ranks Per Level: 4 + Int modifier.
Marshals are proficient in all Simple and Martial Weapons, all Armors (Light, Medium, and Heavy Armor), and Shields (but not Tower Shields).
LEVEL ABILITY
1. 1 Minor Aura, Skill Focus
2. 1 Major Aura, Major Aura +1
3. Improved Aid Another +3
4. Grant Move Action 1/day
5. Major Aura +2
6. Improved Aid Another +4
7. 2 Minor Auras
8. Grant Move Action 2/day
9. Improved Aid Another +5
10. Major Aura +3
11. 2 Major Auras
12. Grant Move Action 3/day, Improved Aid Another +6
13. 3 Minor Auras
14. Widen Aura
15. Major Aura +4, Improved Aid Another +7
16. Grant Move Action 4/day
17. Free Aura
18. Improved Aid Another +8
19. 4 Minor Auras
20. 3 Major Auras, Major Aura +5, Grant Move Action 5/day
Minor Aura (Su). The Marshal projects an aura that affects all allies within 60 feet. Her allies add her Charisma bonus (if any) to the rolls influenced by the aura the Marshall is projecting. At 1st level, the Marshal knows 2 Minor Auras, and she learns 1 additional Minor Aura every time she gains a class level in Marshal. Projecting or changing an aura is a Swift Action.
At 1st level, a Marshal can only project 1 Minor Aura at a time. At 7th level, she can project 2 Minor Auras at the same time; at 13th level she can project 3 Minor Auras; and at 19th level, she can project 4 Minor Auras.
Skill Focus. At 1st level, the Marshal gains Skill Focus in any one class skill of her choice as a bonus feat.
Major Aura (Su). Beginning at 2nd level, the Marshal learns to project a Major Aura. The bonus from her Major Aura is +1 at 2nd level. It increases to +2 at 5th level, and by +1 for every 5 additional levels thereafter (+3 at 10th, +4 at 15th, +5 at 20th). She can project a Major Aura and a Minor Aura simultaneously. Activating or changing a Major Aura is a Swift Action. Marshals know a number of Major Auras equal to 1/2 their class level.
At 11th level, the Marshal can project 2 Major Auras at once. At 20th level, she can project 3 Major Auras at once.
Improved Aid Another (Ex). At 3rd level, the Marshal learns to improve the support she grants her allies in combat. Beginning at 3rd level, when using the Aid Another action, the Marshal provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 6th level and by +1 every 3 levels thereafter (+5 at 9th, +6 at 12th, +7 at 15th, and +8 at 18th).
Grant Move Action (Ex). Beginning at 4th level, as a standard action, the Marshal can grant her allies within 30 feet a move action immediately on her turn once per day. She gains additional uses of this ability at levels 8, 12, 16, and 20.
Widen Aura (Su). Beginning at 14th level, the Marshal can double the range of one of her auras (major or Minor) by choosing to project it twice at the same time. She can triple the range of one of her auras by choosing to project it three times at the same time.
Free Auras (Su). Beginning at 17th level, The Marshal can change or initiate new auras as a free action instead of a swift action. This allows her to change or initiate more than one aura in a single round.
Minor Auras. Allies of the Marshal add her Charisma bonus to rolls of the following:
1. Confirm Critical Hits
2. Combat Manuver Bonus
3. Fortitude Saves
4. Reflex Saves
5. Will Saves
6. Caster Level checks
7. Strength checks and Strength-based skill checks
8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks
9. Constitution checks and Constitution-based skill checks
10. Intelligence checks and Intelligence-based skill checks
11. Wisdom checks and Wisdom-based skill checks
12. Charisma checks and Charisma-based skill checks
13. AC against Attacks of Opportunity
14. Attack Rolls for Attacks of Opportunity
15. Damage Rolls for Attacks of Opportunity
16. AC against a Charging opponent
17. Attack Rolls when Charging
18. Damage Rolls when Charging
19. Attack Rolls when Flanking
20. Damage Rolls when Flanking
21. added to the amount cured by Cure and Heal spells
22. applied as Damage Reduction vs. non-lethal damage
23. x5 in feet added to speed when withdrawing from combat
Major Auras
1. DR 1/- per plus
2. Damage rolls
3. Melee attack rolls
4. Ranged attack rolls
5. AC
6. All Saving Throws
7. Multiplied by 5 feet and added to Speed
8. Energy Resistance 5 (acid, cold, electricity, fire, or sonic)
9. Energy Shield 2 (acid, cold, electricity, fire, or sonic)
10. Fast Healing (upto a maximum of one half the ally's maximum hitpoints.
[/sblock]
Version 1 is last one, version 2 here is the original. They are mostly finished as evidenced by minor differences