Marshal



Game Rule Information

Marshals have the following game statistics:

Abilities: As before.
Alignment: Any.
Starting Gold: 5d4 x 10 (125 gp)
Hit Die: d8
Class Skills: As before.

{table=head]Level|
Bab
|
Fort
|
Ref
|
Will
|
Special
|
Minor Auras
|
Major Auras
|
Maneuvers Known
|
Stances Known

1st |
+0
|
2
|
0
|
2
|
Minor Aura, Bolstering Voice
|
1
|
0
|
1
|
1

2nd |
+1
|
3
|
0
|
3
|
Skill Focus (Diplomacy), Leader’s Courage
|
1
|
0
|
1
|
1

3rd |
+2
|
3
|
1
|
3
|
Battlefield Tactics 1/encounter
|
2
|
0
|
1
|
1

4th |
+3
|
4
|
1
|
4
|
Major Aura +1
|
2
|
1
|
1
|
1

5th |
+3
|
4
|
1
|
4
|
Guiding Voice
|
2
|
1
|
2
|
2

6th |
+4
|
5
|
2
|
5
|
1st Legionnaire
|
2
|
1
|
2
|
2

7th |
+5
|
5
|
2
|
5
|
Battlefield Tactics 2/encounter, Leader’s Will
|
3
|
1
|
2
|
2

8th |
+6
|
6
|
2
|
6
|
Major Aura +2
|
3
|
2
|
2
|
2

9th |
+6
|
6
|
3
|
6
|
Reinforcing Voice
|
3
|
2
|
3
|
3

10th |
+7
|
7
|
3
|
7
|
2nd Legionnaire
|
3
|
2
|
3
|
3

11th |
+8
|
7
|
3
|
7
|
Battlefield Tactics 3/encounter
|
4
|
2
|
3
|
3

12th |
+9
|
8
|
4
|
8
|
Major Aura +3
|
4
|
3
|
3
|
3

13th |
+9
|
8
|
4
|
8
|
Daunting Voice, Leader’s Endurance
|
4
|
3
|
4
|
4

14th |
+10
|
9
|
4
|
9
|
3rd Legionnaire
|
4
|
3
|
4
|
4

15th |
+11
|
9
|
5
|
9
|
Battlefield Tactics 4/encounter
|
5
|
3
|
4
|
4

16th |
+12
|
10
|
5
|
10
|
Major Aura +4
|
5
|
4
|
4
|
4

17th |
+12
|
10
|
5
|
10
|
Rousing Voice
|
5
|
4
|
5
|
5

18th |
+13
|
11
|
6
|
11
|
4th Legionnaire
|
5
|
4
|
5
|
5

19th |
+14
|
11
|
6
|
11
|
Battlefield Tactics at will, Leader’s Determination
|
6
|
4
|
5
|
5

20th|
+15
|
12
|
6
|
12
|
Major Aura +5, Legion of Steel, Supreme Leadership
|
6
|
5
|
5
|
5

[/table]

Class Features

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Weapon and Armor Proficiencies: As before.

Maneuvers: You begin your career with knowledge of a single maneuver from the White Raven discipline. As you grow in levels, you learn additional White Raven maneuvers, as seen on the table above, up to the maximum of 5 at level 17. You must meet a maneuver’s prerequisites to learn it. You do not need to ready your maneuvers; all maneuvers you know are considered readied for you, and you may access all of them every encounter.

Upon reaching 4th level, and at every even marshal level after that (6th, 8th, 10th, and so on), you can choose to learn a new White Raven maneuver in place of one you already know. In effect, you lose the old maneuver in place of the new one. You can choose a maneuver of any level you like, as long as you observe your restriction on the highest-level maneuver you know. You can swap only a single maneuver at any given level.

You begin an encounter with all of your known maneuvers unexpended, regardless of how often you’ve used them before. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can only be used once per encounter unless you recover them.

You can recover all expended maneuvers with a single swift action to catch your breath. You cannot initiate a maneuver, change your stance, or change your auras while you are recovering your maneuvers, but you can remain in the same stance and auras in which you began your turn.

Stances Known: You begin play with knowledge of one stance from the White Raven discipline. At each level in which you gain a maneuver, you also gain knowledge of one additional White Raven stance. Unlike maneuvers, stances are not expended, and you cannot learn a new stance at higher levels in place of an old one you already know. All stances you know are available to you at all times, and you can change the stance you are currently using as a swift action, along with your Minor and Major Auras if you so choose. It takes only a single swift action to change your stance, Minor Aura, and/or Major Aura all at once.

Auras (Ex): As before. You may take a single swift action to change your stance, Minor Aura, and/or Major Aura all at once. Your auras affect all allies within a range of 20 ft + 10 ft per class level.

Minor Auras - As before, but the bonus granted by these auras is capped by your class level. So a level 3 marshal with 18 Charisma can only grant a bonus of +3 using Minor Auras. If he later gains a level, he can then grant a bonus of +4 instead, fully utilizing his +4 Charisma modifier.

Available Minor Auras are:

Accurate Strike: As before.
Art of War: As before. Also, add in this bonus to Aid Another checks in combat.
Battlefield Resolve: Act as if under the effects of the Diehard feat. While under the effects of this aura, you don’t die until your HP is less than -9 − 5 * bonus. So under a marshal with a +4 bonus aura, you can have HP down to -29 without death.
Demand Fortitude: As before.
Determined Caster: As before.
Endure Heat: Gain 5 * bonus fire resistance. If the bonus is 6 or higher, gain fire immunity instead.
Endure Cold: Gain 5 * bonus cold resistance. If the bonus is 6 or higher, gain cold immunity instead.
Endure Shock: Gain 5 * bonus electricity resistance. If the bonus is 6 or higher, gain electricity immunity instead.
Force of Will: As before.
Master of Opportunity: As before.
Master of Tactics: As before.
Motivate Endurance: Gain bonus to Strength and Constitution ability checks and Concentration checks.
Over the Top: As before.
Watchful Eye: As before.

Major Auras - As before, but you gain your first Major Aura at level 4.

Available Major Auras are:

Battle Vigor: Each time you hit an opponent for melee damage, you regain 5 * bonus HP per hit.
Diligent Watchmen: Gain bonus to Spot, Listen, and initiative checks.
Dominating Presence: Gain bonus to Bluff, Diplomacy, and Intimidate, as well as the DC of Frightful Presence and Daunting Voice abilities if applicable. You also add this bonus to HD or class levels to determine whether enemies can be affected by the Frightful Presence.
Hardy Soldiers: As before, but gain DR/- equal to double the bonus. So, with a level 10 marshal you would gain DR 4/- under this aura.
Motivate Ardor: As before.
Motivate Attack: As before.
Motivate Care: As before.
Motivate Insight: Gain bonus to Decipher Script, Knowledge, and Spellcraft skill checks as well as Intelligence ability checks.
Motivate Urgency: As before, but gain 10 * bonus rather than 5 * bonus to speed, applied to all speeds, not just land. Also, add the bonus to Climb, Jump, Ride, and Swim checks.
Resilient Troops: As before.
Steady Hand: As before.

Bolstering Voice (Ex): You gain the ability to rally your allies in battle. As a standard action once per encounter, you call out to your allies to bring their courage to the surface. Any ally within range of your auras (20 ft + 10 ft per class level) that can hear you gain ½ your class level (at least 1) as morale bonus to save against fear effects for 1 minute. In addition, any ally currently suffering from fear effects immediately gain a chance to reroll their saves with the granted bonus. This ability can be and is often used when recovering maneuvers.

This ability improves as you progress in the class:

Guiding Voice (5th): When you use Bolstering Voice, your allies also gain the morale bonus to saves against charm and compulsion effects. In addition, allies already suffering from those effects are able to immediately reroll their saves against them.

Reinforcing Voice (9th): When you use Bolstering Voice, your allies become stronger and more enduring, gaining the morale bonus to saves against death effects. In addition, allies also gain temporary hit points equal to 2 * (class level + Cha modifier). The bonus and temporary hit points last for 1 minute.

Daunting Voice (13th): When your use Bolstering Voice, your voice draws fear in enemies even as it strengthens your allies. Enemies within the area that can hear you must make a Will save (DC 5 + ranks in Intimidate) or become shaken. Enemies that fail the save by at least 5 become frightened instead of shaken, and those that fail by 10 or more become panicked. Creatures that cannot understand your language gain a +2 bonus to their save, while creatures with an Intelligence score of 3 or less gain an additional +2 to the save.

Rousing Voice (17th): When using your Bolstering Voice, your allies take heart at your leadership and will allow themselves to be even more motivated by your stirring orations. For 1 minute, you may project two Minor Auras instead of just one. You immediately choose one additional Minor Aura to project when using this ability and it takes only a single swift action to switch all of your auras and stance at once.

Skill Focus (Diplomacy): As before, but comes at level 2.

Leader’s Courage (Ex): A true leader must be brave and calm in battle, lest his troops be disheartened by his cowardice. At 2nd level, you learn to see fear as an abstract, operating calmly even when events would have you do otherwise. You are immune to the effects of fear.

Battlefield Tactics (Ex): As Grant Move Action, but comes at level 3 and is per encounter rather than per day. Every 4 levels after that, gain another use of this per encounter, until 19th level when you can use this at will. This ability can be and is often used on a turn when recovering expended maneuvers.

Legionnaire (Ex): Starting at 6th level, you gain a cohort. This cohort can be of a particular common race and must have an alignment that doesn’t oppose your own on any axis. The cohort has levels in warrior equal to your class level and uses the Elite Array to determine abilities. Any equipment costs for the cohort must come from you. This cohort does not count when determining the party’s XP, and does not gain XP normally. Instead, the cohort’s level is automatically raised when you increase your class level. You attract an additional cohort at 10th, 14th, and 18th levels.

If a cohort is killed or otherwise retired, you may gain a replacement by spending 3 days in a town or populated area to recruit a new one. You still must supply this new cohort with equipment.

Leader’s Will (Ex): A true leader must avoid undue influences in order to judge impartially and gain his followers’ trust. At 7th level, you become immune to charm and compulsion effects.

Leader’s Endurance (Ex): A true leader must not fall even in the deadliest of battles, lest his troops be left without a leader to guide them. At 13th level, you become immune to death effects.

Leader’s Determination (Ex): A true leader must be persistent until the end. He must never lose heart, never give up, and never let others unduly affect his judgment. At 19th level, you become immune to all mind-affecting effects caused by enemies.

Legion of Steel (Ex): At 20th level, your renown spreads wide and far and you’re hailed as a great and mighty general all over. You gain followers (but not cohort) as if you have the Leadership and Epic Leadership feats. If you already have those feats, you instead gain a +4 leadership bonus for attracting followers.

Supreme Leadership (Ex): At level 20, your leadership skills have reached new heights. You can now maintain two different Major Auras at the same time. It takes only a single swift action to switch every aura and/or stance all at once.