Bab: 3/4
HD: d8
Good saves: Fortitude, Will
Poor saves: Reflex
Skill points per level: 4 + intelligence Modifier
Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (history, engineering, geography, local, nobility), Linguistics, Perception, Profession, Ride, Sense Motive
Level Special
1 Auras Known 2, Aura Bonus +1, Adept Tactician
2 Solo Tactics, Maneuvering
3 Bonus Teamwork Feat,
4 Aura Bonus +2, Squad Tactics
5 Auras Known 3
6 Squad Tactics
7 Bonus Teamwork Feat
8 Aura Bonus +3, Squad Tactics
9 Auras Known 4
10 Double Aura, Squad Tactics
11 Bonus Teamwork Feat
12 Aura Bonus +4, Squad Tactics
13 Auras Known 5
14 Squad Tactics
15 Bonus Teamwork Feat,
16 Aura Bonus +5, Squad Tactics
17 Auras Known 6
18 Squad Tactics
19 Bonus Teamwork Feat
20 Aura Bonus +6, Triple Aura, Squad Tactics
Weapon and Armor Proficiency: A marshal is proficient with all simple and martial weapons, light, medium, and heavy armor, as well as light, heavy, and tower shields.
Adept Tactician (Ex): At 1st level, a Marshal receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the Marshal can grant any teamwork feat he has to all allies within his aura radius who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every level the Marshal possesses. Allies do not need to meet the prerequisites of these bonus feats. The Marshal can use this ability once per day at 1st level, plus one additional time per day at 4th level and for every 4 levels thereafter.
Auras (Ex): At first level The Marshal begins projecting such power and competence that he and his allies actually become more powerful. The Marshal and all allies within 30 ft. of the Marshal gain the benefits of the aura the Marshal is currently projecting. The Marshal may project any one Aura he knows. The Marshal can begin projecting an aura, or change which Aura he projects, as a Swift Action. This Aura remains in effect until the Marshal changes it, falls unconscious, or dies.
A marshal begins play knowing how to project one of two different Auras, as he gains levels he increases the number of Auras he can project.
Hardiness: Grants Damage Reduction x/--, where x is equal to the Marshal's Aura Bonus. This damage reduction stacks with other Damage reduction that is /--, such as from the barbarian ability.
Speed: Grants a speed bonus equal to 5 times the Marshal's Aura Bonus.
Might: Grants a damage bonus equal to the Marshall's Aura Bonus.
Accuracy: Grant's an attack bonus equal to the Marshall's Aura Bonus on melee attack rolls.
Precision: Grant's an attack bonus equal to the Marshall's Aura Bonus on ranged attack rolls.
Caution: Grant's an AC equal to the Marshall's Aura Bonus.
Resilience: Grants a bonus to saving throws equal to the Marshall's Aura Bonus.
At level 1 a Marshal can project one of two Auras. At level 5 and every four levels afterwards the Marshal gains an additional aura he may project.
Solo Tactics (Ex): At 2nd level, all of the Marshal’s allies are treated as if they possessed the same teamwork feats as the Marshal for the purpose of determining whether the Marshal receives a bonus from her teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the Marshal to receive the listed bonus.
Maneuvering (Ex): At second level the Marshal gains the ability to push his allies farther than they could ever go on their own. He gains a number of Maneuver Points equal to his Charisma modifier + 1/2 his Marshal level. As a swift action he can spend a Maneuver point to grant an ally a move action. This action takes place on the Marshal's turn, but is otherwise the same as a character's normal move action on their turn.
Squad Tactics (Ex): At 4th level and every even level thereafter the Marshal chooses one of the following abilities.
Arcane Commander: Knowledge arcana and spellcraft become class skills for you. You gain the Allied Spell caster feat even if you do not meat the prerequisites, and when an ally adjacent to you casts a spell you can make a spellcraft check (DC = 15 + twice the spell's level) to act as if you have the spell prepared for purposes of the Allied spellcaster feat.
Requires: 1 rank in knowledge arcana.
Spell Resistance: You learn a special aura that grants spell resistance equal to 7 + 4 times the Marshall's Aura Bonus.
Requires: Arcane commander, 5 ranks arcana
Cavalry commander: You and all allies within your aura gain a morale bonus equal to you Charisma modifier to ride, handle animal, wild empathy checks, and concentration checks to cast a spell while mounted.
Requires: 1 rank in handle animal
Superior assist:Whenever you use the aid another action the bonus you grant increases by your aura bonus.
Reactive assist: Whenever an adjacent ally attacks, makes a skill check, or is attacked you may spend a maneuver point to use the aid another action as an immediate action before the roll resolves.
Ranged assist: You may use the aid another action on any ally within your aura, instead of just those adjacent to you.
Troupe leader: Perform becomes a class skill for you. All allies within your aura gain a bonus to perform checks equal to your charisma modifier.
Requires: 1 rank in perform
Weave a web of lies: Allies within your aura gain a bonus to bluff equal to your charisma modifier.
Requires: 1 rank in bluff
Inspire: Spend a maneuver point as a minor action, allies in your aura gain 3+your level+your charisma modifier temporary hp.
Form ranks: You may spend a maneuver point as a move action to move any number of allies up to their speed, this movement must end with each moved ally closer to you, and adjacent to you or another ally within your aura.
Scatter: You may spend 3 maneuver points as an immediate action to move any number of allies within your aura up to their speed this movement must be away from you. In addition you take a -2 to AC and reflex saves until the end of your next turn.
Group Glare: You and all allies within your aura can assist with any intimidate check made by an ally within your aura without being adjacent.
Requires: 1 rank in intimidate
Adept Maneuver: You may spend two Maneuver Points to grant an ally a standard action with your Maneuvering ability.
Requires: level 12+
Leadership: You gain the leadership Feat as a bonus feat.
Shadow Commander: Stealth becomes a class skill for you, and all allies within your aura gain a morale bonus to stealth checks equal to your charisma modifier.
Requirements: 1 rank of stealth
Aura Focus: Choose one aura you know you treat your aura bonus as 2 higher for the purposes of that aura.
Extend Aura: Your aura radius increases by 10 feet. You may select this ability multiple times, its effects stack.
Combat leader: All allies within your aura gain a competence bonus to Initiative equal to your Charisma modifier.
Bonus Teamwork Feat (Ex): At 3rd level, and every four levels thereafter, he Marshal gains an additional teamwork feat for which he meets the prerequisites.
Double Aura (Ex): At level 10 the marshal may project two known auras simultaneously. When changing the aura he is currently projecting he may only change one aura at a time.
Triple Aura (Ex): At level 20 the marshal may project three known auras simultaneously. When changing the aura he is currently projecting he may only change one aura at a time.
Ok I wanna put together a decent Marshal class for pathfinder, and this is what I have so far. I know it needs filling in. However I think we also need to break down the auras a bit, not down to the level of a minor aura necessarily but somewhere between major and minor. Moderate auras? I'd like some suggestions on how to break it down a bit.
Any help would be appreciated.
HD: d8
Good saves: Fortitude, Will
Poor saves: Reflex
Skill points per level: 4 + intelligence Modifier
Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (history, engineering, geography, local, nobility), Linguistics, Perception, Profession, Ride, Sense Motive
Level Special
1 Auras Known 2, Aura Bonus +1, Adept Tactician
2 Solo Tactics, Maneuvering
3 Bonus Teamwork Feat,
4 Aura Bonus +2, Squad Tactics
5 Auras Known 3
6 Squad Tactics
7 Bonus Teamwork Feat
8 Aura Bonus +3, Squad Tactics
9 Auras Known 4
10 Double Aura, Squad Tactics
11 Bonus Teamwork Feat
12 Aura Bonus +4, Squad Tactics
13 Auras Known 5
14 Squad Tactics
15 Bonus Teamwork Feat,
16 Aura Bonus +5, Squad Tactics
17 Auras Known 6
18 Squad Tactics
19 Bonus Teamwork Feat
20 Aura Bonus +6, Triple Aura, Squad Tactics
Weapon and Armor Proficiency: A marshal is proficient with all simple and martial weapons, light, medium, and heavy armor, as well as light, heavy, and tower shields.
Adept Tactician (Ex): At 1st level, a Marshal receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the Marshal can grant any teamwork feat he has to all allies within his aura radius who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every level the Marshal possesses. Allies do not need to meet the prerequisites of these bonus feats. The Marshal can use this ability once per day at 1st level, plus one additional time per day at 4th level and for every 4 levels thereafter.
Auras (Ex): At first level The Marshal begins projecting such power and competence that he and his allies actually become more powerful. The Marshal and all allies within 30 ft. of the Marshal gain the benefits of the aura the Marshal is currently projecting. The Marshal may project any one Aura he knows. The Marshal can begin projecting an aura, or change which Aura he projects, as a Swift Action. This Aura remains in effect until the Marshal changes it, falls unconscious, or dies.
A marshal begins play knowing how to project one of two different Auras, as he gains levels he increases the number of Auras he can project.
Hardiness: Grants Damage Reduction x/--, where x is equal to the Marshal's Aura Bonus. This damage reduction stacks with other Damage reduction that is /--, such as from the barbarian ability.
Speed: Grants a speed bonus equal to 5 times the Marshal's Aura Bonus.
Might: Grants a damage bonus equal to the Marshall's Aura Bonus.
Accuracy: Grant's an attack bonus equal to the Marshall's Aura Bonus on melee attack rolls.
Precision: Grant's an attack bonus equal to the Marshall's Aura Bonus on ranged attack rolls.
Caution: Grant's an AC equal to the Marshall's Aura Bonus.
Resilience: Grants a bonus to saving throws equal to the Marshall's Aura Bonus.
At level 1 a Marshal can project one of two Auras. At level 5 and every four levels afterwards the Marshal gains an additional aura he may project.
Solo Tactics (Ex): At 2nd level, all of the Marshal’s allies are treated as if they possessed the same teamwork feats as the Marshal for the purpose of determining whether the Marshal receives a bonus from her teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the Marshal to receive the listed bonus.
Maneuvering (Ex): At second level the Marshal gains the ability to push his allies farther than they could ever go on their own. He gains a number of Maneuver Points equal to his Charisma modifier + 1/2 his Marshal level. As a swift action he can spend a Maneuver point to grant an ally a move action. This action takes place on the Marshal's turn, but is otherwise the same as a character's normal move action on their turn.
Squad Tactics (Ex): At 4th level and every even level thereafter the Marshal chooses one of the following abilities.
Arcane Commander: Knowledge arcana and spellcraft become class skills for you. You gain the Allied Spell caster feat even if you do not meat the prerequisites, and when an ally adjacent to you casts a spell you can make a spellcraft check (DC = 15 + twice the spell's level) to act as if you have the spell prepared for purposes of the Allied spellcaster feat.
Requires: 1 rank in knowledge arcana.
Spell Resistance: You learn a special aura that grants spell resistance equal to 7 + 4 times the Marshall's Aura Bonus.
Requires: Arcane commander, 5 ranks arcana
Cavalry commander: You and all allies within your aura gain a morale bonus equal to you Charisma modifier to ride, handle animal, wild empathy checks, and concentration checks to cast a spell while mounted.
Requires: 1 rank in handle animal
Superior assist:Whenever you use the aid another action the bonus you grant increases by your aura bonus.
Reactive assist: Whenever an adjacent ally attacks, makes a skill check, or is attacked you may spend a maneuver point to use the aid another action as an immediate action before the roll resolves.
Ranged assist: You may use the aid another action on any ally within your aura, instead of just those adjacent to you.
Troupe leader: Perform becomes a class skill for you. All allies within your aura gain a bonus to perform checks equal to your charisma modifier.
Requires: 1 rank in perform
Weave a web of lies: Allies within your aura gain a bonus to bluff equal to your charisma modifier.
Requires: 1 rank in bluff
Inspire: Spend a maneuver point as a minor action, allies in your aura gain 3+your level+your charisma modifier temporary hp.
Form ranks: You may spend a maneuver point as a move action to move any number of allies up to their speed, this movement must end with each moved ally closer to you, and adjacent to you or another ally within your aura.
Scatter: You may spend 3 maneuver points as an immediate action to move any number of allies within your aura up to their speed this movement must be away from you. In addition you take a -2 to AC and reflex saves until the end of your next turn.
Group Glare: You and all allies within your aura can assist with any intimidate check made by an ally within your aura without being adjacent.
Requires: 1 rank in intimidate
Adept Maneuver: You may spend two Maneuver Points to grant an ally a standard action with your Maneuvering ability.
Requires: level 12+
Leadership: You gain the leadership Feat as a bonus feat.
Shadow Commander: Stealth becomes a class skill for you, and all allies within your aura gain a morale bonus to stealth checks equal to your charisma modifier.
Requirements: 1 rank of stealth
Aura Focus: Choose one aura you know you treat your aura bonus as 2 higher for the purposes of that aura.
Extend Aura: Your aura radius increases by 10 feet. You may select this ability multiple times, its effects stack.
Combat leader: All allies within your aura gain a competence bonus to Initiative equal to your Charisma modifier.
Bonus Teamwork Feat (Ex): At 3rd level, and every four levels thereafter, he Marshal gains an additional teamwork feat for which he meets the prerequisites.
Double Aura (Ex): At level 10 the marshal may project two known auras simultaneously. When changing the aura he is currently projecting he may only change one aura at a time.
Triple Aura (Ex): At level 20 the marshal may project three known auras simultaneously. When changing the aura he is currently projecting he may only change one aura at a time.
Ok I wanna put together a decent Marshal class for pathfinder, and this is what I have so far. I know it needs filling in. However I think we also need to break down the auras a bit, not down to the level of a minor aura necessarily but somewhere between major and minor. Moderate auras? I'd like some suggestions on how to break it down a bit.
Any help would be appreciated.
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