Marshal "Quote of Some Kind by a member of the class!"-name of quote origin, race and class name optional
You are a warrior who tells people what to do.
MAKING A Marshal Short description of play style.
Abilities: The important abilities and why they are important.
Races: Basically how common is the class in the various core races (and other races if you wish to put information in here about them).
Alignment: Alignment restrictions (if any).
Starting Gold: Xd4x10(average gp)
Starting Age: As (core class name).
Class SkillsThe Marshal's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (Int), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + int)x4
Skill Points at Each Additional Level: 4 + int
Hit Dice: d8
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +2 | +0 | +2 | Auras, Skill Focus (diplomacy) |
2nd | +1 | +3 | +0 | +3 | Major aura +1 |
3rd | +2 | +3 | +1 | +3 | Skill Focus (intimidate) |
4th | +3 | +4 | +1 | +4 | Grant move action 1/day |
5th | +3 | +4 | +1 | +4 | Extended intimidation |
6th | +4 | +5 | +2 | +5 | Tactical strike (aid another), Skill Focus (bluff) |
7th | +5 | +5 | +2 | +5 | Improved demoralization, Major aura +2 |
8th | +6/+1 | +6 | +2 | +6 | Grant move action 2/day |
9th | +6/+1 | +6 | +3 | +6 | Swift demoralization |
10th | +7/+2 | +7 | +3 | +7 | Tactical strike (double aid) |
11th | +8/+3 | +7 | +3 | +7 | Mass demoralization |
12th | +9/+4 | +8 | +4 | +8 | Grant move action 3/day |
13th | +9/+4 | +8 | +4 | +8 | Tactical strike (point blank) |
14th | +10/+5 | +9 | +4 | +9 | Major aura +3, Tactical strike (flanked) |
15th | +11/+6/+1 | +9 | +5 | +9 | Rally |
16th | +12/+7/+2 | +10 | +5 | +10 | Grant move action 4/day |
17th | +12/+7/+2 | +10 | +5 | +10 | Tactical strike (short range) |
18th | +13/+8/+3 | +11 | +6 | +11 | Tactical strike (flat-footed) |
19th | +14/+9/+4 | +11 | +6 | +11 | Command Presence |
20th | +15/+10/+5 | +12 | +6 | +12 | Grant move action 5/day, major aura +4 |
Weapon and Armor Proficiencies: You are proficient with all simple and martial weapons, and with all armor and shields (except tower shields).
Auras, Skill Focus (Diplomacy), and Grant Move Action are as per normal, including the options for Draconic Auras and Adrenaline Boost.
Skill Focus (Intimidate): A marshal commands in many ways. He gains Skill Focus (Intimidate) as a bonus feat at 3rd level. If the marshal already has the feat, he can choose a different one.
Extended Intimidation (Ex): A target successfully intimidated by a 5th-level marshal suffers lasting effects. Instead of ending when the marshal leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after his departure. Thereafter, the target’s attitude toward the marshal shifts to unfriendly, but a lingering fear remains. Whenever the marshal returns to someone he has previously intimidated, he gains a +4 bonus on his Intimidate check to re-establish the effect.
Skill Focus: A marshal is skilled in deception in personal combat as well as tactical and strategic warfare. He gains Skill Focus (Bluff) as a bonus feat at 3rd level. If the marshal already has the feat, he can choose a different one.
Tactical Strike (Ex): A 6th level marshal is capable of directing the course of a battle while participating. When he attacks an opponent, he may Aid Another as a free action as part of that attack. He may succeed at aiding even if he fails to hit his opponent.
At 10th level, he aids both offense and defense at the same time.
At 13th level, he can use tactical strike with a ranged weapon within 30 ft.
At 14th level, he is treated as occupying all squares surrounding the opponent for purposes of determining if the opponent is flanked.
At 17th level, he can use tactical strike with a ranged weapon within 60 ft.
At 18th level, his attack causes the opponent to be treated as flat-footed until the start of the marshal's next turn.
Improved Demoralization (Ex): A 7th level marshal who uses Intimidate to demoralize an opponent causes the opponent to cower for 1 round then be shaken in the next round.
Swift Demoralization (Ex): A 9th-level marshal can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.
Mass Demoralization (Ex): At 11th level, a marshal has sufficient presence that he can cow multiple foes. Using a Intimidate check, the marshal can demoralize all opponents within 30 feet.
Rally (Ex): At 15th level, a marshal can stop a rout before it begins. As an immediate action, he may use a Bluff, Diplomacy, or Intimidate check as the saving throw or opposed check for anyone within 30 ft. who has been subjected to a mind-affecting effect.
Command Presence (Ex): At 19th level, the marshal becomes so adept at influencing people that he can do so reliably even under adverse conditions. When making a Bluff, Diplomacy, or Intimidate check to change behavior or feint, the marshal may take 10 even if stress and distractions would normally prevent the character from doing so.
PLAYING A MARSHAL Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on.
MARSHAL IN THE WORLD"A quote of somebody else talking about your class!"-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
MARSHAL IN THE GAME This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
EPIC MARSHALHit Die: dx
Skills Points at Each Level : x + int
Class Ability: The Epic Marshal's Class Ability continues to advance at 21st level and every x levels higher than 20th.
Class Ability: The Epic Marshal's Class Ability continues to advance at 21st level and every x levels higher than 20th.
Bonus Feats: The Epic Marshal gains a Bonus Feat every x levels higher than 20th