Hit die: d8
Skill points: (4 + int modifier)
Value of starting equipment: 30gp
Starting gold: 2d6
Weapon and Armor Proficiency:
The marshal is proficient with all simple weapons, plus the longsword, flail and halberd. He is proficient with all armors and shields, except tower shields.
Level | BAB | Fort | Ref | Will | Class features | ||
---|---|---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Lead by example | ||
2nd | +1 | +3 | +0 | +3 | Bolstering Presence | ||
3rd | +2 | +3 | +1 | +3 | Hold the line | ||
4th | +3 | +4 | +1 | +4 | Aid others | ||
5th | +3 | +4 | +1 | +4 | Look out! | ||
6th | +4 | +5 | +2 | +5 | |||
7th | +5 | +5 | +2 | +5 | Coordinated Barrage | ||
8th | +6/+1 | +6 | +2 | +6 | |||
9th | +6/+1 | +6 | +3 | +6 | |||
10th | +7/+2 | +7 | +3 | +7 | |||
11th | +8/+3 | +7 | +3 | +7 | |||
12th | +9/+4 | +8 | +4 | +8 | |||
13th | +9/+4 | +8 | +4 | +8 | |||
14th | +10/+5 | +9 | +4 | +9 | |||
15th | +11/+6/+1 | +9 | +5 | +9 | |||
16th | +12/+7/+2 | +10 | +5 | +10 | |||
17th | +12/+7/+2 | +10 | +5 | +10 | |||
18th | +13/+8/+3 | +11 | +6 | +11 | |||
19th | +14/+9/+4 | +11 | +6 | +11 | |||
20th | +15/+10/+5 | +12 | +6 | +12 |
At 1st level, the marshal has learned how to coordinate a band of mediocre fighters, and turn them into a coherent fighting force.
As a standard action, make a normal attack. Your allies, but not yourself, gains a +2 bonus to hit that same target.
Allies gain the bonus no matter if the marshal hits or misses with this attack.
At 2nd level, the marshal's voice can carry above the roar of battle. As a standard action, you give a +2 class bonus to will saves, +4 against fear, to all your allies who can hear you.
This effect lasts for a number of rounds equal to your charisma modifier (minimum 1 round).
At 3rd level, the marshal offers protection for his allies, allowing them to retreat without repercussions.
As a standard action, make a single attack as normal agianst an enemy. If the attack hits, the enemy can't make attacks of opportunity for 1 round.
At 4th level, the marhsal can mold others into better shape by giving them aid. When using the Aid Another action, you don't have to be in melee, but must be within 30 ft. of your intended target.
The effect of your Aid Another attempt can be applied to a number of targets equal to your charisma modifier (minimum 1 target) within 30 ft of yourself.
At 5th level, the marshal has attained greater awareness of the battlefield, and can let his allies react to danger faster. As an immediate action, an ally may reroll a single save with a +2 class bonus.
This effect can only be used once per ally per encounter.
At 7th level, the marshal coordinated his comrades into a deadly strike team. As a full-round action, allies within 30 ft. of the marshal can make a single basic attack.
This effect can only affect players, and not NPCs. After using this feature, you must rest for at least 5 minutes before using it again.