Marshal, Retooled (3.5 Class)

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Author: T.G. Oskar (talk)
Date Created: December 6, 2011
Status: Complete
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"Auras" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.


The Marshal

<-general description->.

Making a Marshal

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Any.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: Moderate.

Table: The Marshal

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Auras
Fort Ref Will Minor Major Greater
1st +1 +2 +0 +2 Aura (minor and major), rally (1d6, move action) 2 1 0
2nd +2 +3 +0 +3 Fearless, grant move action 1/day 2 1 0
3rd +3 +3 +1 +3 Bonus feat, commanding talent (attack rolls) 2 1 0
4th +4 +4 +1 +4 Rally (1d6, +1 AC, fear effects) 3 1 0
5th +5 +4 +1 +4 Aura (greater), commander’s uncanny dodge, grant move action 2/day 3 2 1
6th +6/+1 +5 +2 +5 Bonus feat, commanding talent (score bonus to Armor Class) 3 2 1
7th +7/+2 +5 +2 +5 Rally (2d6, +1 AC, demoralize) 4 2 1
8th +8/+3 +6 +2 +6 Commander’s improved uncanny dodge, grant move action 3/day 4 2 1
9th +9/+4 +6 +3 +6 Bonus feat, commanding talent (add to damage rolls) 4 3 1
10th +10/+5 +7 +3 +7 Grant standard action, rally (2d6, +2 AC, swift action) 5 3 2
11th +11/+6/+1 +7 +3 +7 Commander skill mastery, grant move action 4/day 5 3 2
12th +12/+7/+2 +8 +4 +8 Bonus feat, commanding talent (saving throws) 5 3 2
13th +13/+8/+3 +8 +4 +8 Rally (3d6, +2, saving throw) 6 4 2
14th +14/+9/+4 +9 +4 +9 Command the commander, grant move action 5/day 6 4 2
15th +15/+10/+5 +9 +5 +9 Bonus feat 6 4 3
16th +16/+11/+6/+1 +10 +5 +10 Rally (3d6, +3, movement boost) 7 4 3
17th +17/+12/+7/+2 +10 +5 +10 Grant move action 6/day 7 5 3
18th +18/+13/+8/+3 +11 +6 +11 Bonus feat, commanding talent (addition) 7 5 3
19th +19/+14/+9/+4 +11 +6 +11 Rally (4d6, +3, extra attack) 8 5 3
20th +20/+15/+10/+5 +12 +6 +12 Grant move action 7/day, grant full round action 8 6 4

Class Skills (4 + Int modifier per level.)
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (architecture & engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nobility & royalty) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str).

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 (plus one exotic weapon of their choice), with all kinds of armor (heavy, medium and light), and with all 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, one major aura and, starting at 5th level, one greater 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 (greater, 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 and major aura of his choice. As his marshal level increases, he gains access to new auras, as indicated on the table above.
All bonuses granted by a marshal's auras are either morale or circumstance bonuses that do not stack with each other.

Rally (Ex): At 1st level, a marshal pushes his troops to impressive efforts. Be it by fooling his troops that victory is underway, inspiring his troops with bolstering words, seizing the advantage through careful tactics, or even promising a fate worse than death, his troops hit harder, survive longer, and even shake off harmful effects through sheer force of will.
As a full-round action, a marshal may whip a rally that stirs the heart of the most desperate trooper. Each ally within range that can hear the marshal adds an extra 1d6 points of damage in any successful melee or ranged attack dealt during the round. This benefit lasts for as long as the Marshal concentrates (as a move action) and one round thereafter. At 7th level, and every six levels afterwards, the amount of extra damage dealt increases by 1d6. Unlike similar abilities, creatures immune to critical hits or sneak attacks are not immune to this damage. A marshal may not use this ability if under any fear effect (although the marshal is immune to fear effects, the marshal may not use this ability if for some reason this immunity was bypassed) or demoralized, and allies that suffer any fear effect do not gain the benefit of this ability.
At 4th level, a marshal grants himself and all allies that hear the rally a +1 competence bonus to Armor Class. This bonus increases by 1 for every six class levels, and lasts for as long as the marshal rallies. Furthermore, any ally that hears the marshal and currently suffers a fear effect may make a new saving throw to remove said effect. An ally can attempt a new saving throw every round in which it suffers a fear effect and hears the marshal rally, but can only attempt a new saving throw once per round.
At 7th level, a marshal can demoralize an enemy with his rally. He may use the demoralize ability (see the Intimidate skill) as a free action, but only when he begins the rally (as part of the full round action to activate it) or by ending the rally as an immediate action. Unlike the normal demoralize ability, the marshal may affect all enemies that can hear his rally, and the effects of demoralization lasts for as long as the marshal rallies (if he uses it as part of the full round action to activate the ability) or for a number of rounds equal to his Intelligence or Charisma modifier (if he uses it as an immediate action to end the rally).
At 10th level, a marshal may keep the rally as a swift action instead of a move action.
At 13th level, any ally that hears the marshal and suffers any of the following effects may attempt a saving throw to remove the condition: confused, dazed, entangled, exhausted, fascinated, fatigued, feebleminded, nauseated, paralyzed, sickened, slowed, or stunned. An ally can attempt a new saving throw every round in which it suffers any of the above effects and hears the marshal rally, but can only attempt a new saving throw once per round.
At 16th level, a marshal increases the speed of his troops. All allies that can hear a marshal rally gain a +10 bonus to all of their speeds.
At 19th level, any ally that hears the marshal rally may make an extra melee or ranged attack at its highest attack bonus as part of a full attack. The extra attack gained by means of this ability stacks with other forms of extra attacks gained (such as that from the haste spell, or the speed weapon enhancement) even if the ability says otherwise.
A rally is an extraordinary, fear (in the case of the demoralize ability), language-dependent, mind-affecting ability.

Fearless (Ex): At 2nd level, a marshal is immune to fear, magical or otherwise.

Grant Move Action (Ex): Starting at 2nd 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 5th level, and every three class level afterwards, a marshal gains the ability to grant an extra move action to his allies one more time per day.
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.

Bonus Feat: At 3rd level, and every three levels after that, a marshal gains a bonus feat in addition to those he obtains by means of improving levels. These bonus feats must be drawn from the feats noted as fighter bonus feats, or from the list of feats below. A marshal must still meet the prerequisites for a bonus feat, as usual. For purposes of fighter level prerequisites, a marshal is considered to have a fighter level equal to his marshal level -2.
Marshal Bonus Feats: Alertness, Deceitful, Diehard, Endurance, Great Fortitude, Improved Initiative, Investigator, Iron Will, Leadership*, Negotiator, Persuasive, Run, Self-Sufficient, Skill Focus (any), Toughness
*: Subject to DM’s approval. A DM is not recommended to provide Leadership to a PC unless the group is composed of a few people, or if the DM is comfortable with allowing the marshal player character a suitable cohort. NPC marshals may not take Leadership by means of this bonus feat, nor cohorts with marshal levels or hirelings. A marshal is automatically granted the bonus of “great renown” to his Leadership score.

Commanding Talent (Ex): A marshal is a skilled leader, blessed with incredible knowledge of the battlefield and the power to inspire his troops into victory. A marshal can be one of many: a warrior that leads by strength, an undefeatable warrior that fights in the forefront and uses his resistance to pain as a push, a warrior with knowledge of several tactics, or a warrior that inspires people to fight to their last drop of blood. This talent reflects in one of many ways, enhancing the marshal’s combat capabilities outside of the usual parameters that measure a warrior. The marshal must make the choice at the moment it gains the ability, and once the choice is made (whether to replace the ability score or neglect it), it cannot be replaced.
At 3rd level, a marshal may use the largest between his Strength, Dexterity, Intelligence, or Charisma modifier when making an attack with a melee or ranged weapon. If an aura or ability grants a bonus to the character’s Intelligence or Charisma-based checks (such as that from the marshal himself, or from items such as a circlet of persuasion), the bonus does not apply in this case; however, direct bonuses to Intelligence or Charisma (such as that from the eagle’s splendor spell or the headband of intellect) do.
At 6th level, a marshal may use the largest between his Dexterity and his Constitution or Intelligence modifiers to his Armor Class. In case the marshal’s Constitution or Intelligence score is the largest (and thus, replaces Dexterity for purposes of his Armor Class bonus), treat the score as if it were a Dexterity bonus to Armor Class for other purposes (such as whether it applies when flat-footed, held, paralyzed or otherwise denied). If an aura or ability grants a bonus to the character’s Constitution or Intelligence-based checks (such as that from the marshal himself, or from items), the bonus does not apply in this case; however, direct bonuses to Constitution (such as that from the bear’s endurance spell or the amulet of health) do apply.
At 9th level, a marshal may add the largest between his Strength modifier and his Dexterity, Intelligence or Charisma modifiers to the damage dealt with all attacks. Unlike other similar abilities (until 18th level), the marshal adds the damage to the roll, instead of replacing the damage. If an aura or ability grants a bonus to the character's Dexterity, Intelligence or Charisma modifiers (such as that from the marshal himself, or from items), the bonus does not apply in this case; however, direct bonuses to Dexterity, Intelligence or Charisma do.
At 12th level, a marshal may replace the scores he uses for his saving throw bonus. A marshal may add the largest between his Strength and his Constitution scores for purposes of Fortitude saving throws, the largest between his Dexterity and Intelligence bonuses for purposes of Reflex saving throws, and the largest between his Wisdom and his Charisma scores for purposes of Will saving throws. As above, if an aura or ability grants a bonus to the indicated score’s checks, the bonus does not apply for purposes of this ability; however, direct bonuses to the indicated scores do.
At 18th level, a marshal may re-add the ability score replaced in any of the above-mentioned abilities, or add an ability score on those abilities whose scores were not replaced. Thus, a marshal may add his Strength (or Dexterity if using a ranged weapon or Weapon Finesse) and either his Intelligence or Charisma modifier to attack rolls and damage rolls, his Constitution and Dexterity modifiers to Armor Class, Strength and Constitution for Fortitude, Dexterity and Intelligence for Reflex saves, and Wisdom and Charisma for Will saves. In the case of adding both Constitution (or Intelligence) and Dexterity to Armor Class, the penalty on Dexterity imposed by armor only applies to the Dexterity modifier (not to the Constitution or Intelligence modifiers, which receive the entire benefit). In the case of multiple ability scores, the marshal must choose the ability score chosen on earlier levels (in case of replacement) or choose one of the scores (in case of no replacement); once made, the choice is permanent.

Commander's Uncanny Dodge (Ex): A marshal senses the urgency of his scouts, and gains preternatural awareness of his surroundings. Not only is he rarely, if ever, caught unaware; his troops are also never caught unaware, although only those closest to him.
At 5th level, a marshal and all allies within 60 feet retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, the marshal or any of his allies still lose their Dexterity bonus to AC if immobilized. If the marshal is immobilized (held or paralyzed), this ability temporarily ceases functioning for all allies.
If a marshal already has uncanny dodge from a different class, he gains improved uncanny dodge for himself. His allies are treated as if having uncanny dodge, unless the marshal and the ally both have uncanny dodge (in which case both the marshal and the ally are treated as if having improved uncanny dodge).
For purposes of qualification, if a marshal cannot affect an ally with his aura (even if it does not have any of his auras active), the ally does not gain the benefit of the marshal’s commander’s uncanny dodge.

Commander's Improved Uncanny Dodge (Ex): At 8th level, a marshal leads the course of battle by means of keen and precise leadership. Neither the marshal nor any of his allies within 60 feet may be flanked. This defense denies the rogue the ability to sneak attack the marshal or any of his allies by means of flanking, unless the rogue has four more levels than the marshal (if the marshal has four levels less than the rogue but any of his allies has more levels than the marshal, they may still be flanked; see below for the exception).
If the marshal already has uncanny dodge from a second class, he automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. If the marshal and an ally both have improved uncanny dodge, all allies use the highest between the marshal’s and the ally’s level in order to determine whether an enemy rogue may flank.
For purposes of qualification, if a marshal cannot affect an ally with his aura (even if it does not have any of his auras active), the ally does not gain the benefit of the marshal’s commander’s Improved uncanny dodge.

Grant Standard Action (Ex): At 10th level, a marshal may grant an ally a standard action instead of a move action when using his grant move action ability.
A character may take only one extra move and one extra standard action per round. If a character already has gained an extra move or standard action (by means of another marshal’s grant move action or grant standard action, a wizard’s celerity line of spells, or a White Raven martial adept’s maneuvers), it may not take another move action.

Commander's Skill Mastery (Ex): At 11th level, a marshal is so sure of his leadership skills that he can use them even in the most heated of battles. A marshal may take 10 with any Bluff, Diplomacy, Intimidate, Gather Information or Sense Motive check even if stress and distractions prevent him.

Command the Commander (Ex): At 14th level, a marshal has gained great experience in leadership, and learns whenever a fellow (or enemy) commander seeks to wrest control from it. Thus, a marshal gains the unusual ability to wrest control from any attempt to override his leadership, even by magical means. This ability, of course, requires the marshal to be aware of the situation; if caught unaware, he may be taken aback.
If a marshal or an ally within 60 feet are affected by a mind-affecting spell or effect and fail their saving throws, they can attempt them again 1 round later at the same DC. The marshal and each of his allies get only this one extra chance to succeed on his saving throw (unless the ally has slippery mind, in which case it may use the ability whenever both apply).
If the marshal (and only the marshal) succeeds on any of the saving throws against a mind-affecting spell or ability, the marshal may force the user to roll a saving throw, with the same DC (except the marshal uses his own Strength, Intelligence or Charisma score, whichever is higher, instead of the user’s ability score). If the user fails the saving throw, the marshal wrests control of the ability and the user is affected for the remainder of the round. If the spell or ability cannot affect the caster, the secondary benefit of this ability has no effect. A marshal that gains the benefit of mind blank may not use this spell unless it voluntarily lowers his resistance, and a caster or user benefiting from mind blank or similar immunities does not gain the benefit of this immunity if the spell or ability’s control is wrested.
For example, a marshal with 22 Int that succeeds on a Will saving throw against the dominate monster spell may force the caster to roll a saving throw against the same effect (assuming the caster had 18 Charisma, the DC of the effect would be 2 points higher because the marshal’s Intelligence is 4 points higher). If the caster fails his Will saving throw, it is dominated instead as if the marshal had cast the spell himself, for the same amount of time the marshal would have been dominated.

Grant Full-Round Action (Ex): At 20th level, a marshal’s command allows his allies to act even after they have already exhausted his actions. Time neither stops nor slows; rather, the marshal has pushed his troops in such a scale that they move at extraordinary speed. By expending two daily uses of his grant move action ability as an immediate action, a marshal may provide himself and any of his troops a full-round action. Each of the affected allies takes this extra full-round 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. Regardless of how many daily uses of grant move action the marshal possesses, he may use this ability only once per day.

The Marshal's Auras

The following is a collection of all auras a marshal may learn as he progresses in levels. As mentioned above, all auras have a maximum range of 60 feet, and all auras (unless mentioned below) are extraordinary abilities. A marshal can have one minor aura, one major aura, and one greater aura active at the same time, as well as any other auras he may get by means of multiclassing, feats or otherwise. Auras, unless otherwise indicated, are either morale bonuses or circumstance bonuses.

Minor Aura: A minor aura llets allies add the marshal's Strength, Intelligence or Charisma bonus (if any) to certain rolls, up to one point per class level: • Accurate Strike: Circumstance bonus on rolls made to confirm critical hits.
Art of War: Morale bonus on disarm, trip, bull rush, and sunder attempts.
Commander’s Call: Circumstance bonus on Bluff, Diplomacy, and Intimidate checks.
Commander’s Loyalty: Morale bonus on saves versus spells from the enchantment school, powers from the telepathy discipline, fear, and mind-affecting spells and effects.
Determined Caster: Morale bonus on rolls to overcome spell resistance.
Enduring March: Morale bonus on Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, Fortitude saves made to resist damage from suffocation, Fortitude saves made to resist fatigue or exhaustion, and Swim checks made to resist nonlethal damage.
Enduring Physique: Morale bonus on saves to resist daze, nausea, sickness or stun.
Maiming Strike: Morale bonus on damage rolls on a successful critical hit.
Master of Opportunity: Dodge bonus to Armor Class against attacks of opportunity.
Master of Scouting: Circumstance bonus on Listen, Search, and Spot checks.
Master of Tactics: Circumstance bonus on attack rolls and damage rolls when flanking.
Over the Top: Morale bonus on attack rolls and damage rolls when charging.
Resist Bluntness: The marshal’s allies gain damage reduction equal to the amount of bonus the aura provides against bludgeoning attacks. For example, if the marshal is 10th level and has a Charisma of 24, everyone affected gains DR 7/slashing or piercing.
Resist Piercing: The marshal’s allies gain damage reduction equal to the amount of bonus the aura provides against slashing attacks. For example, if the marshal is 10th leveland has a Charisma of 24, everyone affected gains DR 7/bludgeoning or slashing.
Resist Slashing: The marshal’s allies gain damage reduction equal to the amount of bonus the aura provides against slashing attacks. For example, if the marshal is 10th level and has a Charisma of 24, everyone affected gains DR 7/bludgeoning or piercing.
Toughened Soldiers: The marshal and his allies gain an increase in hit points equal to the amount of bonus the aura provides for as long as they remain in the aura. These hit points are treated as if gained from an increased Constitution score, and are not lost first as temporary hit points are.

Major Aura: A major aura lets allies add half the marshal’s class level to certain rolls:
Demand Fortitude: Morale bonus on Fortitude saves.
Force of Will: Morale bonus on Will saves.
Healer’s Resolve: The marshal and his allies gain a bonus equal to the amount of bonus the aura provides on any ability that heals hit point damage. This includes any kind of rest and any use of heal, but not fast healing or regeneration.
Motivate Ardor: Morale bonus on all damage rolls.
Motivate Attack: Circumstance bonus on melee attack rolls.
Motivate Care: Dodge bonus to Armor Class.
Motivate Charisma: Circumstance bonus on Charisma ability checks and Charisma-based skill checks (except Use Magic Device). Unlike other major auras, a marshal may only apply his Strength or Intelligence modifier with this aura.
Motivate Constitution: Circumstance bonus on Constitution ability checks and Constitution-based skill checks.
Motivate Dexterity: Circumstance bonus on Dexterity ability checks, Dexterity-based skill checks, and initiative checks.
Motivate Intelligence: Circumstance bonus on Intelligence ability checks and Intelligence-based skill checks. Unlike other major auras, a marshal may only apply his Strength or Charisma modifier with this aura.
Motivate Strength: Circumstance bonus on Strength ability checks and Strength-based skill checks. A character’s maximum loads also increase as if the marshal and his allies had an increase in the Strength score equal to the bonus provided by the aura. Unlike other major auras, a marshal may only apply his Intelligence or Charisma modifier with this aura.
Motivate Wisdom: Circumstance bonus on Wisdom ability checks and Wisdom-based skill checks.
Steady Hand: Circumstance bonus on ranged attack rolls.
Watchful Eye: Dodge bonus on Reflex saves.

'br> • Motivate Dexterity: Circumstance bonus on Dexterity ability checks, Dexterity-based skill checks, and initiative checks.'Greater Aura: Starting at 5th level, a marshal may project a greater aura along his minor and major auras. A greater aura lets allies add a +2 to certain rolls. At 8th level, and every 3 class levels afterwards, the bonus increases by 1.
Aura of Courage: Morale bonus on attack rolls, damage rolls and saving throws vs. fear. This bonus overlaps with similar abilities (such as inspire courage)
Deceive Item: Competence bonus on Use Magic Device checks. This ability does not grant a character the ability to make Use Magic Device checks untrained.
Grant Constitution: Morale bonus to Constitution
Grant Charisma: Morale bonus to Charisma
Grant Dexterity: Morale bonus to Dexterity
Grant Intelligence: Morale bonus to Intelligence
Grant Strength: Morale bonus to Strength
Grant Wisdom: Morale bonus to Wisdom
Hardy Soldiers: The marshal's allies gain damage reduction equal to the amount of bonus the aura provides. For example, if the marshal is 11th level, everyone affected gains DR 3/-.
Healer’s Determination: The marshal and his allies gain a bonus equal to the amount of bonus the aura provides on any ability that heals ability damage, ability drain or energy drain.
Irresistible Caster: Circumstance bonus on all spells’ and spell-like abilitiesDifficulty Class.
Resilient Troops: Morale bonus to Armor Class and all saves.

Epic Marshal

Note: the author offers this progression in accordance to the Epic Levels rules as presented in the Epic Level Handbook. The author does not endorse a great deal of the things in the book, and may offer a different progression in the future.

Table: The Epic Marshal

Hit Die: d10

Level Special
21st Bonus feat
22nd Rally (4d6, +4)
23rd Grant move action 8/day
24th Bonus feat
25th Grant full-round action 2/day, rally (5d6, +4)
26th Grant move action 9/day
27th Bonus feat
28th Rally (5d6, +5)
29th Grant move action 10/day
30th Bonus feat, grant full-round action 3/day

4 + Int modifier skill points per level.

Rally: The epic marshal grants an extra +1 competence bonus to AC to all allies at 22nd level and every six levels afterwards, and an extra 1d6 points of damage at 25th level and every six levels afterwards.

Grant Move Action: The epic marshal may grant a move action an extra time per day at 23rd level and every three levels afterwards.

Grant Full-Round Action: The epic marshal may grant a full-round action an extra time per day at 25th level and every five levels afterwards. The epic marshal must expend two daily uses of grant move action, as usual.

Bonus Feats : The epic marshal gains a bonus feat (selected from the list of epic marshal bonus feats) every three levels after 21st.

Epic Marshal Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Improved Combat Reflexes, Improved Manyshot, Improved Whirlwind Attack, Instant Reload, Legendary Commander, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the marshal may treat any feat designated as a Fighter or Marshal bonus feat, but not listed here, as being on his or her bonus feat list.

Dwarven Marshal Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.




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Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorT.G. Oskar +
Base Attack Bonus ProgressionGood +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5 Class +
Length20 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillBluff +, Concentration +, Diplomacy +, Disguise +, Gather Information +, Handle Animal +, Intimidate +, Knowledge +, Listen +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Speak Language +, Spot +, Survival + and Swim +
Skill Points4 +
TitleMarshal, Retooled +
Will Save ProgressionGood +