Bonus Feats = Clerics get damain powers which are equivalent to feats while Marshals get Skill Focus (Diplomacy) (Cleric Wins)
As mentioned by someone else, the Marshal gets Martial Weapon Proficiency. So while a Cleric can potentially gain a Proficiency with 1 weapon and Weapon Focus with one weapon if he has the War Domain available to him, the Marshal has proficiency with ALL Martial Weapons.
Also, the Marshal has Tower Shield Proficiency, and is the only class aside from the Fighter to have it as a class ability. With those two on top of the Skill Focus (Diplomacy), I'd say the Marshal wins on that score.
Spells = Marshall limited list of Auras and Move Bonuses to allies 1-5/day on while Clerics get a huge list and plenty of spell slots. (Advantage Cleric)
I don't know. The fact that he can have two auras going at the same time all day long is a pretty big deal. The Cleric will run out of spells, eventually (Or at least useful spells), but the Marshal will be able to switch over from one aura to another all the ling long day.
Also, a lot of these auras have similar affects to Cleric spells. Difference being, A) They last as long as the Marshal wants them to, rather than running out in a couple of minutes, and B) They affect everyone within 60 feet. So while a Cleric can cast something like Bear's Endurance on someone, which'll only last a minute or so, the Marshal can give anywhere from 1 person to 30 or more the equivalent for as long as he's able to.
Also, remember that these Auras give him the same bonuses they give others. So a Marshal who has "Accurate Strike" and a Scimitar, will Threaten a crit on an 18-20, and add his Cha bonus to his roll to score a Crit, as will all his allies within 60 feet.
I can't wait to give this a try. Imagine how DEVASTATING it'd be to have a Marshal PC who's taken a level in Barbarian, and who's taken the Leadership Feat, with all his Followers being Barbarians as well. Then imagine the Marshal has the "Motivate Urgency" ability. At 10th-level, you'll have a character who can move 50 feet a round, with a score of Followers who can move just as fast. Talk about your fast moving hordes!
But even on his own, the Marshal's pretty damned impressive. Grant Move Action is the only class ability that the Marshal can't use on himself. Everything else, the Marshal can use on himself. Which makes the Marshal supremely adaptable to most any situation. And of course, the guy's also the ultimate team player. If a group of monsters catches your party unprepared, then the Marshal can use
Hardy Soldiers to help the party survive the initial onslaught in the surprise round. Once that's done, the Marshal uses
Master of Opportunity to help the party get into position without suffering Attacks of Opportunity. Once they're in place, the Marshal can then use
Master of Tactics to grant his allies attack bonuses for flanking. When the monsters are defeated and the survivors flee, the Marshal can use
Steady Hand to grant the ranged weapon users bonuses so they can shoot the retreating monsters dead and thus prevent them from alerting their superiors.
Anyway, as I said, I like it.
