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Pathfinder 1E Pathfinder Marshall

I think the original auras were better than the current ones - SotS is right, they're too conditional after the edit for not a lot of reason. Compare to the bonuses that the bard can grant. They should be better than that to some degree, because the bard also gets a number of spells. That's if you're going with 3/4 BAB and d8 hit die - you could also bump this class up to full BAB and d10 HD, and build the marshal as a combat type with tactical buffs.

I would Leadership to the class's bonus feat list, so they can take Leadership if they want to.

When I was making a marshal-type class, I decided I wanted to have two different types of things he could do - auras that could be turned on and left on for most of the fight, and single-use powers, like the old "grant a move action to allies" ability that the old Marshal had. I think that allows the character to contribute to the fight and have something interesting to do themselves, which I fear your current build doesn't really have - they turn on their auras and sit around as a low-tier combatant without any spellcasting or fighting stuff to be good at.

You said you thought about having more abilities that they can choose from - I'd go that way. I like Pathfinder's approach to options built into the character class.
 

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Here are some options for auras instead of the current set up (all are untyped bonuses):

- Bonus to AC. Including flatfooted, touch, etc..., but not CMD
- Bonus to melee and ranged attack rolls, but not CMB
- Bonus to CMB and CMD
- Boost to speed equal to "5 x bonus" ft. Any speed the creature has, not just land speed.
- Fast Healing per round equal to the bonus, up to half the character's maximum hp total.
- DR X/--, with X being the bonus
- Bonus to damage rolls and str checks, and allies' attacks overcome damage reduction of the Marshal's alignment (ie, a LG Marshal's allies attacks would count as lawful and good)
- Bonus to all saves against spells, Sp, and Su abilities/attacks
- Aura to give allies an extra save each round at the start of their turns to shake off the effects of any mind-affecting ability, with a save bonus equal to the bonus. IIRC, all fear and emotion affecting spells would fall under mind affecting, but explicitly include them if not.
- Bonus to effective CL for all CL checks and concentration checks
- Bonus to skill checks
- Spell Resistance, as you have it now, 10 + 4*bonus. That might actually be a little too high, maybe 10 +3*bonus instead.
- Allies are treated as knowing up to one language per point of bonus that the Marshal knows, which must be the same selection for all allies. He can reset the aura to change which language(s) are known by allies.
- Gain the ability to create Mirror Images of self, up to a limit equal to the bonus. Creating a Mirror Image requires a standard action, and they persist until destroyed, at which point the Marshal can create a replacement. Any or all images can be dismissed as a standard action.
Maybe allow the Marshal to create mirror images for any single ally in range, but providing them to a different ally requires dismissing the rest first?


Possibly too strong, maybe as options with a high class level requirement:

- Aura that allows each ally to reroll any d20 roll once per round as an immediate action if he fails by (bonus amount) or less
- Aura to grant up to one ally per point of bonus any one combat feat as a bonus feat. It must be the same feat for all, though the Marshal can change what feat it is be resetting this aura. The Marshal need not know the feat himself.
- Aura to allow the Marshal to expend a standard action to immediately grant one ally within range per point of bonus a move action or single ranged or melee attack (option can be different for each ally). Alternatively, he can immediately grant an extra standard action to one ally within range per 2 points of bonus.
- Aura that automatically attempts to counterspell any spell cast by a foe within or affecting any part of its area of a spell level equal to (bonus) or less, using a dispel check w/ Marshal's class level as the CL.


Just some ideas for the power level that I think they should be for a guy based around buffing with no spellcasting at all.
 
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Tweaked the auras again, take a look.

Instituted a maneuver pool, will expand on that later.

Is there any love for the companion idea? I don't wanna just give them leadership as a free feat because I'm worried about 1.) the complexity, and 2.) some games/DMs don't allow leadership.
 

I like it a lot better now. Look at my ideas, too. The maneuver pool looks good, perhaps add other options. Possibly put them at higher levels costing more points to use but being significantly more powerful to fill the few remaining dead levels. Not that I mind a few dead levels.

Skill points and/or BAB still needs a boost.

And I don't see much need for a companion, there's already the leadership feat if you want one. I wouldn't care if you added one either, though.
 



Added more optional abilities to the list would like some feed back, especially an idea for what to call them.

Should I increase Aura focus to +2 or allow it to be taken multiple times?

I'm worried the skill based ones might be too potent.

Should I try to give them int based options?
 




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