SCIONS of the New World <Jeremy,Velenne,Ferretguy,Argent Silvermage,Sparky>

Sparky said:
Right... but what is it?

It is a Homebrew signifying a deeper connecion with the forces that spawned all of your Gifts.
In other words, you have some lingering connection with the long Powers/Gods/Whatever that is stronger than other Scions.

A Guardian Spirit,if you like, although not a Sentient one.
 

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Sparky said:
I don't really need a class... ;)

Except that we are merely adding the Template ability mods/powers on top of your 1st level grey Elf Marshall.Thus, you have Marshall Skills.
DO you not have access to this Class description, btw?
I can post them up today (I'm off of work and all), if you need.
They really rock quite nicely, and they are set up to be great party coordinators, if not Leaders.

Oh, sure you can have non-functioning wings.
 

Cool, thanks Uriel, I do need you to post the Marshall abilities. My race and class choices may change based on what the Marshall class entails. If no one objects.
 

Sparky said:
Cool, thanks Uriel, I do need you to post the Marshall abilities. My race and class choices may change based on what the Marshall class entails. If no one objects.

Actually, 1/2 Celestial Grey Elf is exactly what I would go with if i ever had the chance to play a Marshall.

Stats coming up in a bit, take him or leave him.

I will leave out the fluff.
 

Ok, I only typed them up through Level 10. I will edit in 11-20 very soon.

MARSHALL


Fluff Overview: Marshalls are leaders, cmmanders of troops and coordinators amongst their adventuring groups.
their Aura Powers grant various bonuses to those around them (and themselves), based upon their Charisma.
In the Scions World, marshalls also represent The Law. Yes, you get a Badge if you like.
A starting PC has attended one of the Marshall Academies and is sort of a roving Lawman, although they can easily be evil and despicable. Marshalls are usually in charge of the local Mundane Policing Force in the towns and various burgs of the Land, as well as commanding the armies (for those areas that have them, that is). Many Marshalls leave their name behind and hire out as Mercinaries. searching for Shards or other Artifacts in the ruins as well as fighting for whoever has the best pay.

GAME INFO

MARSHALL
Level BaB Fort Ref Will Special Minor / Major

1 0 2 0 2 Skill Focus(Diplomacy),Minor Aura 1/0
2 1 3 0 3 Major Aura +1 1/1
3 2 3 1 3 .................................. 2/1
4 3 4 1 4 Grant Move Action 1/day 2/1
5 3 4 1 4 ................................ 3/2
6 4 5 2 5 ................................. 3/2
7 5 5 2 5 Major Aura +2 4/2
8 6/1 6 2 6 Grant Move Action 2/Day 4/2
9 6/1 6 3 6 ........................................ 5/3
10 7/2 7 3 7 ......................................... 5/3


Abilities:Cha determines how good your abilities are.Con is important, as always.Marshalls focus on Knowledges as well, so a high int is a very good thing.

Align:Any, although beginning marshalls should be Lawful or Neutral something. Chaotic is really something that enters their mindset later in their carreers, as the World around them affects their outlook.Their studious and focused nature is why they were acdepted into the Academy in the first place.

HD: D8

Class Skills
Bluff,Diplomacy,Handle Animal,Intimidate,Knowledge (all),Listen,Perform,Ride,Sense Motive,Speak Language,Spot,Survival,Swim.
Skills Points: 4+Int X4 at 1st level.
4+Int Mod per level thereafter.

Class Features
Prof with all simple and martial weapons,with all types of armor,and with all shield (except for Tower Shields)

AURAS:The Marshall exerts an effect on his allies in the vicinity.He can learn to produce different effects over the course of his carreer.The Marshall may project one minor Aura (and 1 Major Aura starting at level 2) at a time.
Projection an Aura is a Swift Action.The Aura remains in effect until the marshall switches it off or switches another Aura in it's place (Free Action).AN Aura may be assumed to be in effect continuously. Activating an Aura involves directing,cajoling,inspiring,encoraging,calming or otherwise verbally engaing with his allies.

An Aura is in effect for a 60 foot radius around the Marshall.Any ally with an nt score of 3 or higher may benefit from the Aura.
An ally must be able to understand the language in which the marshall speaks for the Aura to aid them.
A Marshall's Aura is dismissed if he is dazed,unconcious,stunned,paralyzed or otherwise unable to be heard or understood by his allies.
A Marshall begins play knowing one Minor Aura of his choice.
All bonuses from aMarshall's aura are circumstance bonuses that do not stack with each other.


Minor Auras: These let the allies add the Marshall's Cha Mod to various rolls and checks.

1-Accurate Strike:Bonus to rolls made to Confirm Critical Hits.
2-Art of War: Bonus to Disarm,Trip,Bull Rush and Sunder attempts.
3-Demaind Fortitude: Bonus on Fort saves.
4-Determined caster:Bonus to overcome Spell Resistance.
5-Force of Will:Bonus on Will Saves.
6-Master of Opportunity: Bonus to Ac vs. Attacks of Opportunity.
7-Master of tactics:Bonus to damage rolls when Flanking.
8-Motivate Charisma: Bonus on CHA checks and Cha based skills.
9-Motivate Constitution:As above, but CON.
10-Motivate Dexterity:As above, but DEX.
11-Motivate Intelligence:As above, but INT.
12-Motivate Strength:As above, but STR.
13-Motivate Wisdom: As above, but WIS.
14-Over the Top:Bonus on damage rolls when Charging.
15-Watchful Eye: Bonus on Ref Saves.

Major Auras:A Major Aura stacks with Minor Auras. A Major Aura adds +1 (increases with Level) to certain rolls.

1-Hardy Soldiers:The Marshall's allies gain DR equal to the amount that the Major Aura is listed at (DR-/1 at Lvl2,DR -/2 at 7th Level etc...).
2-Motivate Ardor:Bonus to damage rolls (all).
3-Motivate Attack: Bonus to Melee attack rolls.
4-Motivate Care: Bonus to AC.
5-Motivate Urgency:Allies base land speed increases by 5 feet/Major Aura bonus point.
6-Resilient Troops: Bonus on all Saves.
7-Steady Hand:Bonus on all Ranged Attack rolls.

Grant Move Action:As a standard action, the Marshall may immediately grant a Move Action to all allies within 30', regardless of their initiative score or whether they have acted yet in the current round.The Marshall himself is not affected by the Grant Move Action.
 


Heck ya, every party should have a marshall or a bard. :)

I like all the Motivate auras but I think CON would be most useful. Few of us are going to have good Will saves so Force of Will, maybe.

Ardor and Attack are must-haves, imo, for Major auras but that's down the road. We actually have to START the game to level. ;)
 

Velenne said:
Heck ya, every party should have a marshall or a bard. :)
In the Remnants game, when Durgo actualy got slammed with real damage on that hill (from the Elves with the greatswords), that Marshall was augmenting their charge dame and a second was augmenting their crit confirmation. Marshalls rule...)
 

Votes? When templated foes do 10-12 damage to our 6-10 hp characters, I'm hard pressed to find anything more useful than Motivate Constitution. But maybe I've just got bad memories about surviving first level. :D
 

Sure there Mr. Jeremy.....Insects that stick together don't get squished...Oh and Sparky just pick what feels right to you...thats what its all about...
 

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