(BASE CLASS)
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.
- Hit Dice: d8.
- Proficiencies: Marshals are proficient with simple and martial weapons, all types of armor, and shields.
- Skill Points: 4 + Int Modifier (x 4 at 1st level).
ABILITIES:
A marshal gains Auras they may activate to boost themselves and all allies in a wide radius. You can activate your auras as many times per day as you wish, and they will last until you choose to deactivate them (there is no time limit or limit on uses per day). You may have 1 minor and 1 major aura active at any given time, but you must deactivate an aura before activating another of the same type (you may have to deactivate it twice). Auras apply much further than the visual effect appears.
~Minor Aura~
Minor Auras give a boost to yourself and your allies based on your Charisma score. Charisma is a Marshal characters primary stat.
Minor Auras are granted on levels
1
3
5
7
9
12
15
19
~Major Aura~
Major Auras give a boost to yourself and your allies based on your level. The higher level you are, the greater the benefit of a major aura.
Major Auras are granted on levels
1
5
9
14
20
~Grant Move Action~
A marshal can haste himself and his allies for 1 round. This ability may be used once per day per 4 class levels.