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Marshal, Tome (3.5e Class)

359 bytes added, 19:59, 17 September 2010
Restoring author capitalization, adding further linkage
====Class Features====
All of the following are class features of the <-class name->Marshall.
'''Weapon and Armor Proficiency:''' Marshalls are proficient with all simple and Marshall weapons, as well as any Exotic Weapons appropriate to their race, religion, or culture. Marshalls are proficient with Light, Medium, and Heavy armor as well as Shields and Tower Shields.
'''{{Anchor|Inspire Bravery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Marshall's mere presence is a boon to the morale of his compatriots. All allies within short range of a Marshall may add the Marshall's Charisma modifier to their saves against [Fear] effects.
'''{{Anchor|Untiring}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 2nd level Marshall 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 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 can attempt to destroy a magical effect by staring at it really hard. As a Swift Action, the Marshall 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 Marshall's check is a d20 + Marshall Level.
'''{{Anchor|War Shout}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Marshall's Battle Shout effects all allies within Long Range. The allies must still be able to hear and see the Marshall as normal.
'''{{Anchor|Aura of Healing}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 5th level Marshall 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 Marshall's Charisma modifier. All allies within short range heal a number of hit points equal to the Marshall's ranks in Heal during the Marshall's turn while the aura is in effect.
'''{{Anchor|Project Voice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The voice of a 5th level Marshall carries super far. In anything approaching normal conditions, the Marshall can project his voice out for a mile. The Marshall can automatically dispel a ''[[SRD:Silence|silence]]'' or similar effect as a [[SRD:Swift Actions|Swift action]].
'''{{Anchor|Leadership}}:''' At 6th level, a Marshall 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 canh can cast ''[[SRD:Restoration|restoration]]'' as a spell-like abilty ability at will.
'''''{{Anchor|Heal}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 7th level Marshall 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 can spook all enemies within Medium range with a terrible war howl. Enemies who can see and hear the Marshall 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 Marshall. All allies within Short Range of a Marshall are immune to Fear so long as they can see and hear the Marshall.
'''{{Anchor|Delaying Glare}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An 8th level Marshall can trip up and delay enemies with a steady Glare and an intimidating stance. With a Swift Action, the Marshall 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 Marshall, but they need not hear him.
'''{{Anchor|Inspire the Masses}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Inspiration abilities of a 9th level Marshall extend to Long range, provided that the allies can still see and hear the Marshall.
'''''{{Anchor|Revive the Dead}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' A 9th level Marshall can refill the ranks of his army by returning the fallen to life. With a 10 minute ritual, the Marshall can return a [[SRD:Dead|dead ]] creature back to life so long as it dies within a number of days equal to the Marshall'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 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 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 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 can grow one size category and emit light as a bonfire at will. In addition to making the Marshall stronger and more powerful as normal, the Marshall is of course much easier to see. This effect may be begun or ended as a [[SRD:Swift Actions|swift actionSwift 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 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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