Character Classes

MARSHAL

Sometimes it is not enough to be a conquering warrior, a champion of all that's right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a marshal.

Marshals inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A marshal has a tactician's mind, a cartographer's overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.

Whether leading troops or a company of adventurers, marshals accept commissions in return for their service. Once a commission is accepted, most marshals feel honorbound to see the contract through to its end. If the choice is between honoring the commission and the survival of his company, though, many a marshal will break the commission and lead his forces to a new patron in distant lands.

Trained in the basics of fighting, marshals possess a general knowledge of weapons and armor. Their real strength is their ability to lead those who follow them to success they might not otherwise reach in combat. Marshals make passable warriors themselves, when personal danger finds them.

Marshals may be of any alignment. Good-aligned marshals are often crusading leaders who seek out and fight evil. Lawful-aligned marshals accept commissions from people who face invasion by foreign aggressors. Chaotic-aligned marshals lead mercenaries to wherever the pay is best. Evil-aligned marshals tend to lead forces of foreign aggressors set on invasion and plunder.

Marshals often worship Heironeous (god of valor) or Kord (god of strength). Some worship St. Cuthbert (god of retribution), Hextor (god of tyranny), or Erythnul (god of slaughter).

Marshals come to their profession through study and desire. Most have had formal training in a noble's army, where they were given positions of authority. Others have trained in formal academies, preparing themselves for careers as a military officers. Marshals see others of their class as part of a special group, especially those they have studied with. Even enemy marshals can be afforded some respect, though the enemy's forces must be crushed all the same.

Human marshals often follow in the footsteps of their parents, who served as officers in earlier wars, conflicts, or mercenary companies. Dwarf marshals are trained to lead strike teams that protect the underground dwarven kingdoms. Elf marshals rarely enroll in military academies, though half-elves often do. Half-orc marshals fight an uphill battle in trying to garner respect in mixed-race units. Among the brutal humanoids, few manage to enroll in the academies where the elite skills of command are taught.

The marshal relies on the other classes in all ways - it is his job to support a team, magnifying the strengths of each member for success in battles or forays into dangerous cavern complexes.

In most adventuring parties, the marshal serves as the lead tactician, while his comrades support him with spells, ranged attacks, and other effects. However, once a plan is in motion, most marshals enter the melee to assure victory.

Alignment: Any.

Hit Die: d8.

Class Skills

The marshal's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge(all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) x 4.

Skill Points at Each Additional Level: 4 + Int modifier.


Table: The Marshal

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Minor Auras Known Major Auras Known
1st +0 +2 +0 +2 Skill Focus (Diplomacy), minor aura 1 0
2nd +1 +3 +0 +3 Major aura +1 1 1
3rd +2 +3 +1 +3 2 1
4th +3 +4 +1 +4 Grant move action 1/day 2 1
5th +3 +4 +1 +4 3 2
6th +4 +5 +2 +5 3 2
7th +5 +5 +2 +5 Major aura +2 4 2
8th +6/+1 +6 +2 +6 Grant move action 2/day 4 2
9th +6/+1 +6 +3 +6 5 3
10th +7/+2 +7 +3 +7 5 3
11th +8/+3 +7 +3 +7 5 3
12th +9/+4 +8 +4 +8 Grant move action 3/day 6 3
13th +9/+4 +8 +4 +8 6 3
14th +10/+5 +9 +4 +9 Major aura +3 6 4
15th +11/+6/+1 +9 +5 +9 7 4
16th +12/+7/+2 +10 +5 +10 Grant move action 4/day 7 4
17th +12/+7/+2 +10 +5 +10 7 4
18th +13/+8/+3 +11 +6 +11 7 4
19th +14/+9/+4 +11 +6 +11 8 4
20th +15/+10/+5 +12 +6 +12 Grant move action 5/day, major aura +4 8 5
Class Features

All of the following are class features of the marshal.

Weapon and Armor Proficiency: Marshals are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.

Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.

Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself ) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.

A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras, as indicated on Table: The Marshal.

All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.

Minor Aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls.

Accurate Strike: Bonus on rolls made to confirm critical hits.

Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.

Demand Fortitude: Bonus on Fortitude saves.

Determined Caster: Bonus on rolls to overcome spell resistance.

Force of Will: Bonus on Will saves.

Master of Opportunity: Bonus to Armor Class against attacks of opportunity.

Master of Tactics: Bonus on damage rolls when flanking.

Motivate Charisma: Bonus on Charisma checks and Charismabased skill checks.

Motivate Constitution: Bonus on Constitution checks and Constitution- based skill checks.

Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.

Motivate Intelligence: Bonus on Intelligence checks and Intelligence- based skill checks.

Motivate Strength: Bonus on Strength checks and Strength-based skill checks.

Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.

Over the Top: Bonus on damage rolls when charging.

Watchful Eye: Bonus on Reflex saves.

Major Aura: Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.

Hardy Soldiers: The marshal's allies gain damage reduction equal to the amount of bonus the aura provides. For example, if the marshal is 10th level, everyone affected gains DR 2/-.

Motivate Ardor: Bonus on damage rolls.

Motivate Attack: Bonus on melee attack rolls.

Motivate Care: Bonus to Armor Class.

Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 times the amount of bonus the aura provides. For example, the allies of a 10th-level marshal (+2 major aura) add 10 feet to their base land speed.

Resilient Troops: Bonus on all saves.

Steady Hand: Bonus on ranged attack rolls.

Skill Focus (Diplomacy): Because a marshal has a way with people, he gains this feat as a bonus feat. If the marshal already has the feat, he can choose a different one.

Grant Move Action (Ex): Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself ). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)

At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.

A character can take only one extra move action per round. (In other words, two marshals can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.

MARSHAL VARIANTS

Variant Classes
Marshal of Battle
Alternative Class Features
Adrenaline Boost
Substitution Levels

Adrenaline Boost

As a marshal, you make everyone on your team more effective at what they do. While the traditional marshal accomplishes some of that by improving his allies' mobility, by choosing adrenaline boost you instead to take on some of the cleric's ability to bolster the health of your allies. It's particularly effective in rallying injured comrades, making it a good ability to save until things start looking grim.

Level: 4th.

Replaces: If you select this class feature, you do not gain the grant move action class feature.

Benefit: Starting at 4th level, you can exhort your allies to discover a reservoir of energy they didn't think they had. Once per day, as a standard action, you can grant temporary hit points equal to your marshal level to any or all of your allies within 30 feet (but not to yourself). If the ally's current hit point total is no more than half his full normal hit points, the number of temporary hit points granted to that character is doubled (to twice your marshal level).

This ability only affects allies with an Intelligence score of 3 or higher who can hear you and understand your language. The temporary hit points last for up to 1 minute per marshal level.

At 8th level, you can use this ability twice per day. You can use it three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.

If you use this ability on a creature that is still under the effect of a previous use, the new temporary hit points overlap (do not stack with) the temporary hit points the creature had remaining.

Marshal of Battle

The marshal, is a fighting class that focuses on leading others in battle, granting benefits to those around him through the use of auras. Heroes of Battle, which guides players and DMs through large-scale battles in D&D, presents a new kind of aura to the game: commander auras. Commander auras do not take into account marshal auras, but Heroes of Battle encourages DMs to evaluate the marshal's auras and update them accordingly. The following optional adjustments to the marshal class make it compatible with Heroes of Battle.

Class Skills

Add Profession (siege engineer) to the marshal's class skill list. Marshals often lead siege engine crews.

Class Features

All of the following are class features of the marshal of battle.

Auras (Ex): The marshal's main class feature is his arsenal of auras, and a marshal has a significant advantage over nonmarshals when using battlefield auras. A nonmarshal commander can only have one aura at a time, and his range is limited to 30 feet. A marshal's auras affect all allies with an Intelligence score of 3 or higher within 60 feet, and the marshal knows a number of auras equal to half his level (although he may only project one aura at a time, activating it as a swift action).

Beginning at 7th level, a marshal may project two auras simultaneously. Beginning at 14th level, the marshal may project his auras up to 90 feet. At 20th level, the marshal may project auras 120 feet and may have up to three auras active.

A marshal must meet all the prerequisites of the aura he wishes to learn. Allies must be able to hear and see a marshal to gain the effects of his auras, even if within range. In addition, except where otherwise noted herein, all the rules for auras presented in Heroes of Battle apply.

The following additional auras represent an integration of the auras from the Miniatures Handbook into the Heroes of Battle aura system. Any character wishing to use these auras, whether marshal or commander, must meet all of the aura's prerequisites to gain it.

Note: The specification of minor aura or major aura from the marshal's original class description do not apply to this variant.

ARTFUL COMMANDER

Your troops are skilled at using unusual combat maneuvers.

Prerequisites: Commander rating 2, chaotic alignment.

Benefit: Allies within your aura range gain a +1 morale bonus on bull rush, disarm, sunder, and trip attempts.

BRAWLING COMMANDER

The troops under your command are especially effective at unarmed combat.

Prerequisites: Commander rating 1, Improved Unarmed Combat.

Benefit: Allies within your aura range gain a +1 morale bonus on unarmed attack rolls and a +1 morale bonus on damage rolls when dealing nonlethal damage.

CAVALRY COMMANDER

You are especially adept at leading mounted troops in battle.

Prerequisites: Commander rating 1, Ride 5 ranks, Mounted Combat.

Benefit: Allies within your aura range gain a +1 morale bonus on attack rolls and on Ride checks when mounted.

CHARIOTTEER COMMANDER

You are especially skilled at leading war vehicles into battle.

Prerequisites: Commander rating 2, Handle Animal 5 ranks, Profession (teamster) 5 ranks.

Benefit: Allies within your aura range gain a +1 morale bonus on Profession (teamster) skill checks and a +1 morale bonus on attack rolls made while crewing a chariot or wheeled war vehicle.

GUARD COMMANDER

You have learned to effectively lead troops assigned to guard details.

Prerequisites: Commander rating 3., Listen 5 ranks or Spot 5 ranks.

Benefit: Allies within your aura range gain a +1 morale bonus on Listen and Spot checks.

GUERILLA COMMANDER

You are an effective leader of formations of unconventional troops, striking in the darkness and with total silence.

Prerequisites: Commander rating 3, chaotic alignment, and +1d6 sneak attack or Blind-Fight.

Benefit: You can communicate your orders and commands to your allies within your aura range undetectably, using projected whispers, body language, and hand signals.

HARDY COMMANDER

You inspire your troops to ignore wounds from enemies.

Prerequisites: Commander rating 3, barbarian class or Toughness.

Benefit: Allies within your aura range gain DR 1/-.

INSPIRING COMMANDER

You bring out the best in your troops.

Prerequisites: Commander rating 3, Diplomacy 5 ranks or Intimidate 5 ranks.

Benefit: Allies within your aura range gain a +1 morale bonus on all ability checks and initiative rolls.

NAVAL COMMANDER

You are especially skilled at commanding ships in battle.

Prerequisites: Commander rating 3, Profession (sailor) 5 ranks.

Benefit: Allies within your aura range gain a +3 morale bonus on Profession (sailor) and Survival checks made to navigate when at sea.

PICKET COMMANDER

You are an effective commander of soldiers assigned to picket lines.

Prerequisites: Commander rating 3, Hide 5 ranks, Move Silently 5 ranks.

Benefit: Allies within your aura range gain a +2 morale bonus on Move Silently and Hide checks.

RAMPART COMMANDER

You are especially effective at leading men in defending and besieging walls.

Prerequisites: Commander rating 3, Climb 5 ranks.

Benefit: Allies within your aura range gain a +1 morale bonus on Climb checks and a +1 morale bonus on attack rolls made while fighting against opponents on higher ground or lower ground.

SIEGE COMMANDER

You are a capable commander of siege engines and their crews.

Prerequisites: Commander rating 1, Profession (siege engineer) 5 ranks.

Benefit: Allies within your aura range gain a +1 morale bonus on Profession (siege engineer) checks.

VOLLEY COMMANDER

Your archers are particularly effective at volley firing.

Prerequisites: Commander rating 2, lawful alignment, Far Shot, Point-Blank Shot.

Benefit: Allies within your aura range who make volley of arrow attacks increase the DC of their attacks by +1 and the attacks deal +1 extra point of damage per archer firing the volley.