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==MarshallMarshal, Tome==
{{quote|The Jarls of Niefelheim think to banish our summers to a land of darkness. If they succeed there will be no second chances, no future generations. We will stop them here. For if our children's children are to even exist, they must remember our bravery on this day!}}
The Marshall Marshal is a leader of men. Whether a member of a squad of Halfling special forces or the head of a rampaging horde of Bugbears, the MarshallMarshal's true home is the battlefield.
===Making a MarshallMarshal===
'''Abilities:''' Charisma is of prime importance to a MarshallMarshal. Other than that, a Marshall Marshal spends a lot of time yelling in plain view of enemies, so Constitution is of perhaps greater importance for them than it is to many other classes.
'''Races:''' Almost all Marshalls Marshals are humanoids. There are few races of Giants or Magical Beasts that form warbands sufficient to warrant military leadership.
'''Alignment:''' Leaders arise on every aspect of the wheel. From the hordes of the Orcs to the formations of the Dwarves, there is almost always a charismatic leader at the head of any serious army. Serious armies are often employed by the forces of Law, as the forces of Chaos are often wont to be embodied by individuals pillaging without reference one to another. But the forces of Chaos have their share of tyrants as well.
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<div>{{Anchor|Table: The MarshallMarshal}}</div>
Hit Die: d12
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====Class Features====
All of the following are class features of the MarshallMarshal.
'''Weapon and Armor Proficiency:''' Marshalls Marshals are proficient with all simple and Marshall Marshal weapons, as well as any Exotic Weapons appropriate to their race, religion, or culture. Marshalls Marshals are proficient with Light, Medium, and Heavy armor as well as Shields and Tower Shields.
'''{{Anchor|Battle Shout}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' With a Swift Action, a Marshall Marshal may scream super loud and work up his allies for battle. All allies within short range gain a Morale Bonus to attack and damage rolls for 10 rounds. This bonus is half the MarshallMarshal's class level (rounded up) or the MarshallMarshal's Charisma modifier, whichever is less. Allies must be able to see and hear the Marshall Marshal for this bonus to take effect.
'''''{{Anchor|Heal Injuries}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The blood of an army is the life of its men, and soldiers who cannot fight are less than worthless. With a one minute ritual, a Marshall Marshal can heal a number of characters equal to his class level of a number of hit points of damage equal to his ranks in the Heal skill. This action may be taken a number of times per day equal to 3 + the MarshallMarshal's Charisma Modifier (if any), and all affected characters must be within close range of the Marshall Marshal or the entire period.
'''{{Anchor|Inspire Bravery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A MarshallMarshal's mere presence is a boon to the morale of his compatriots. All allies within short range of a Marshall Marshal may add the MarshallMarshal's Charisma modifier to their saves against [Fear] effects.
'''{{Anchor|Untiring}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 2nd level Marshall Marshal need not ever sleep and is immune to any effects which cause ''[[SRD:Fatigued|fatigue]]'', ''[[SRD:Exhausted|exhaustion]]'', or ''sleep''.
'''{{Anchor|Magic Circle}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 2nd level Marshall Marshal radiates a ''[[SRD:Magic Circle against Evil|magic circle]]'' against an alignment of his choice at all times. He can end, resume, or change the alignment of his circle as a Swift action.
'''{{Anchor|Dispelling Glare}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 3rd level Marshall Marshal can attempt to destroy a magical effect by staring at it really hard. As a Swift Action, the Marshall Marshal may attempt to dispel a single magical effect or suppress a single magical item within medium range and line of sight. The dispelling effect and DC is as per ''[[SRD:Dispel Magic|dispel magic]]'', and the MarshallMarshal's check is a d20 + Marshall Marshal Level.
'''{{Anchor|War Shout}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a MarshallMarshal's Battle Shout effects all allies within Long Range. The allies must still be able to hear and see the Marshall Marshal as normal.
'''{{Anchor|Bolster Allies}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' With a Swift action, a 4th level Marshall Marshal may assist all allies within short range of himself. These allies may each reroll one die roll made before the MarshallMarshal's next turn. They must be able to see and hear the Marshall Marshal when the reroll is called for.
'''{{Anchor|Inspire Heroism}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The allies of a 4th level Marshall Marshal are capable of heroic, even improbable feats so long as they can see and hear the MarshallMarshal. All allies within Short Range of the Marshall Marshal gain a +1 Luck bonus on attack rolls, skill and ability checks, and saves.
'''{{Anchor|Aura of Healing}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 5th level Marshall Marshal can activate an Aura of Healing as a Swift Action. This aura lasts for 10 rounds and may be activated a number of times per day equal to the MarshallMarshal's Charisma modifier. All allies within short range heal a number of hit points equal to the MarshallMarshal's ranks in Heal during the MarshallMarshal's turn while the aura is in effect.
'''{{Anchor|Project Voice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The voice of a 5th level Marshall Marshal carries super far. In anything approaching normal conditions, the Marshall Marshal can project his voice out for a mile. The Marshall Marshal can automatically dispel a ''[[SRD:Silence|silence]]'' or similar effect as a [[SRD:Swift Actions|Swift action]].
'''{{Anchor|Leadership}}:''' At 6th level, a Marshall Marshal gains a [[Tome Leadership Feats|Leadership]] feat that he qualifies for as an additional feat.
'''''{{Anchor|Restoration}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 6th level Marshall Marshal can cast ''[[SRD:Restoration|restoration]]'' as a spell-like ability at will.
'''''{{Anchor|Heal}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 7th level Marshall Marshal may use ''[[SRD:Heal|heal]]'' as a spell-like ability with a caster level equal to his Character Level. This may be used a number of times per day equal to his Charisma modifier.
'''{{Anchor|Terrible Shout}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 7th level Marshall Marshal can spook all enemies within Medium range with a terrible war howl. Enemies who can see and hear the Marshall Marshal within range must make a Will save (DC 10 + ½ Level + Charisma Modifier) or become ''[[SRD:Frightened|frightened]]'' for 10 rounds. This is a [Fear] effect and only affects creatures with an Intelligence score. Creatures who succeed in their save are unaffected for the next 24 hours.
'''{{Anchor|Inspire Foolishness}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' People do dumb stuff for an 8th level MarshallMarshal. All allies within Short Range of a Marshall Marshal are immune to Fear so long as they can see and hear the MarshallMarshal.
'''{{Anchor|Delaying Glare}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An 8th level Marshall Marshal can trip up and delay enemies with a steady Glare and an intimidating stance. With a Swift Action, the Marshall Marshal may force all enemies within Medium Range to make a Will save (DC 10 + ½ Level + Charisma Modifier) or become ''[[SRD:Slow|slowed]]'' for 10 rounds. Enemies must be able to see the MarshallMarshal, but they need not hear him.
'''{{Anchor|Inspire the Masses}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Inspiration abilities of a 9th level Marshall Marshal extend to Long range, provided that the allies can still see and hear the MarshallMarshal.
'''''{{Anchor|Revive the Dead}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 9th level Marshall Marshal can refill the ranks of his army by returning the fallen to life. With a 10 minute ritual, the Marshall Marshal can return a [[SRD:Dead|dead]] creature back to life so long as it dies within a number of days equal to the MarshallMarshal's ranks in the Heal skill. The newly alive awaken with a number of hit points as if they had had zero and then rested for 1 day (usually 2 hit points per hit die). The Marshall Marshal may do this a number of times per day equal to his Charisma modifier. This ability does not affect a character's level, nor does it restore removed body parts.
'''''{{Anchor|Mass Heal}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 10th level Marshall Marshal can cast ''[[SRD:Mass Heal|mass heal]]'' as a spell-like ability a number of times per day equal to his Charisma modifier.
'''{{Anchor|Command Enemies}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' With a standard action, a Marshall Marshal can issue commands to opponents as the spell ''[[SRD:Greater Command|greater command]]''. Unless enemies make a Will Save (DC 10 + ½ Level + Charisma Modifier), these commands are obeyed. This is a [Mind Affecting] [Language Dependent] ability.
'''{{Anchor|Massive Presence}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' An 11th level Marshall Marshal can grow one size category and emit light as a bonfire at will. In addition to making the Marshall Marshal stronger and more powerful as normal, the Marshall Marshal is of course much easier to see. This effect may be begun or ended as a [[SRD:Swift Actions|Swift Action]].
'''{{Anchor|Inspire Greater Heroism}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, the Luck bonus provided by [[#Inspire Heroism|Inspire Heroism]] increases to +2. It still affects all allies who can see and hear him within Long Range (because of the [[#Inspire the Masses|Inspire the Masses]] ability).
'''{{Anchor|Convert Opponents}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 12th level Marshall Marshal can make an opponent within Medium Range Friendly to himself and his cause with a [[SRD:Standard Action|Standard Action]] unless the creature makes a Will Save (DC 10 + ½ Level + Charisma Modifier). This is a [Mind Affecting] [Compulsion] effect, but any changes in attitude caused by subsequent Diplomacy or actions are not. In all other respects, this functions as ''[[SRD:Charm Monster|charm monster]]''. This ability may be used at will.
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