| SmiloDan RPG Superstar 2012 Top 32 |
I just came up with this tonight, so it hasn't been playtested or anything. It has a little extra oomph.
Marshal
BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8
Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.
Skill Ranks Per Level: 4 + Int modifier.
Marshals are proficient in all Simple and Martial Weapons, all Armors (Light, Medium, and Heavy Armor), and Shields (but not Tower Shields).
LEVEL ABILITY
1. 1 Minor Aura, Skill Focus
2. 1 Major Aura, Major Aura +1
3. Improved Aid Another +3
4. Grant Move Action 1/day
5. Major Aura +2
6. Improved Aid Another +4
7. 2 Minor Auras
8. Grant Move Action 2/day
9. Improved Aid Another +5
10. Major Aura +3
11. 2 Major Auras
12. Grant Move Action 3/day, Improved Aid Another +6
13. 3 Minor Auras
14. Widen Aura
15. Major Aura +4, Improved Aid Another +7
16. Grant Move Action 4/day
17. Free Aura
18. Improved Aid Another +8
19. 4 Minor Auras
20. 3 Major Auras, Major Aura +5, Grant Move Action 5/day
Minor Aura (Su). The Marshal projects an aura that affects all allies within 60 feet. Her allies add her Charisma bonus (if any) to the rolls influenced by the aura the Marshall is projecting. At 1st level, the Marshal knows 2 Minor Auras, and she learns 1 additional Minor Aura every time she gains a class level in Marshal. Projecting or changing an aura is a Swift Action.
At 1st level, a Marshal can only project 1 Minor Aura at a time. At 7th level, she can project 2 Minor Auras at the same time; at 13th level she can project 3 Minor Auras; and at 19th level, she can project 4 Minor Auras.
Skill Focus. At 1st level, the Marshal gains Skill Focus in any one class skill of her choice as a bonus feat.
Major Aura (Su). Beginning at 2nd level, the Marshal learns to project a Major Aura. The bonus from her Major Aura is +1 at 2nd level. It increases to +2 at 5th level, and by +1 for every 5 additional levels thereafter (+3 at 10th, +4 at 15th, +5 at 20th). She can project a Major Aura and a Minor Aura simultaneously. Activating or changing a Major Aura is a Swift Action. Marshals know a number of Major Auras equal to 1/2 their class level.
At 11th level, the Marshal can project 2 Major Auras at once. At 20th level, she can project 3 Major Auras at once.
Improved Aid Another (Ex). At 3rd level, the Marshal learns to improve the support she grants her allies in combat. Beginning at 3rd level, when using the Aid Another action, the Marshal provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 6th level and by +1 every 3 levels thereafter (+5 at 9th, +6 at 12th, +7 at 15th, and +8 at 18th).
Grant Move Action (Ex). Beginning at 4th level, as a standard action, the Marshal can grant her allies within 30 feet a move action immediately on her turn once per day. She gains additional uses of this ability at levels 8, 12, 16, and 20.
Widen Aura (Su). Beginning at 14th level, the Marshal can double the range of one of her auras (major or Minor) by choosing to project it twice at the same time. She can triple the range of one of her auras by choosing to project it three times at the same time.
Free Auras (Su). Beginning at 17th level, The Marshal can change or initiate new auras as a free action instead of a swift action. This allows her to change or initiate more than one aura in a single round.
Minor Auras. Allies of the Marshal add her Charisma bonus to rolls of the following:
1. Confirm Critical Hits
2. Combat Manuver Bonus
3. Fortitude Saves
4. Reflex Saves
5. Will Saves
6. Caster Level checks
7. Strength checks and Strength-based skill checks
8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks
9. Constitution checks and Constitution-based skill checks
10. Intelligence checks and Intelligence-based skill checks
11. Wisdom checks and Wisdom-based skill checks
12. Charisma checks and Charisma-based skill checks
13. AC against Attacks of Opportunity
14. Attack Rolls for Attacks of Opportunity
15. Damage Rolls for Attacks of Opportunity
16. AC against a Charging opponent
17. Attack Rolls when Charging
18. Damage Rolls when Charging
19. Attack Rolls when Flanking
20. Damage Rolls when Flanking
21. added to the amount cured by Cure and Heal spells
22. applied as Damage Reduction vs. non-lethal damage
23. x5 in feet added to speed when withdrawing from combat
Major Auras
1. DR 1/- per plus
2. Damage rolls
3. Melee attack rolls
4. Ranged attack rolls
5. AC
6. All Saving Throws
7. Multiplied by 5 feet and added to Speed
8. Energy Resistance 5 (acid, cold, electricity, fire, or sonic)
9. Energy Shield 2 (acid, cold, electricity, fire, or sonic)
10. Fast Healing (upto a maximum of one half the ally's maximum hitpoints.
| Bitter Thorn |
| SmiloDan RPG Superstar 2012 Top 32 |
Did you have any thoughts on the marshals in the other thread? There are at least three distinct approaches.
I just skimmed it over.
I think Full BAB is a mistake, especially if the Marshal can self-buff. Then, they'll eventually be able to give themselves a +25 "BAB", which means they may not need to be a support character, but more of a lone wolf-supertank. And I think they should be able to self-buff, because if they're the last one standing, then they're basically just an aristocrat with better Fort Saves but less money.
I really like the idea of rallying. Especially if lets you grant your allies re-rolls on failed saving throws for effects with on-going conditions. I might add that in or incorporate it somehow with Improved Aid Another. I also like the idea of keeping the walking wounded fighting.
Granting additional standard or full round actions is EXTREMELY powerful--especially for spellcasters. It's basically a free Sudden Quicken Spell for everyone. If you're going to incorporate it, maybe have a Grant Standard Action cost 2 Grant Move Actions, and Grant Full Round Action cost 3 Grant Move Actions. It's basically giving everyone a Belt of Battle from the MIC, and it's pretty powerful for what it does. But I like it. I think I might incorporate that too.
Grant Extra Action (Ex). At 4th level, you can grant an extra action once per day. You gain additional uses of this ability at levels 8, 12, 16, and 20. Spending 1 daily use grants allies an immediate extra move action. Spending 2 daily uses grants allies an immediate extra standard action or swift action. Spending 3 daily uses grants allies an immediate full round action.
Set
|
One option to balance out the 'Grant Actions' maneuver is for the Marshall to actually give the single recipient his own action.
So, by granting an ally a Move Action, he's denying himself a Move Action that round. By granting an ally a Standard Action, he's limited himself to moving that round. (Granting an action is always a free action for him.) And by granting a Full-Round Action, he's preventing himself from doing anything other than a 5 ft. step that round.
He might have a lesser form of the Grant Action as well, that just allows him to grant an ally his 5 ft. 'step' for the round.
As levels increase, he would get the ability to grant the 5 ft. step to up to his Cha mod in allies for that round (by sacrificing his own 5 ft. step for the round), and then the ability to grant up to Cha mod allies his own Move Action for the round. At the most he'd gain the ability to grant up to Cha mod allies his Standard Action for the round, but he'd never gain the ability to grant multiple allies a Full Round Action.
If he gained one option at a certain level (say grant 5 ft. step at 1st level), he'd gain the next option at 5th level (grant move action), and the group option at 10th level alongside the next option (grant standard action, grant multiple allies a 5 ft. step).
Just pulling numbers from my head here, and obviously the scale should better fit the class than what I've said here. :)
| Bitter Thorn |
Bitter Thorn wrote:Did you have any thoughts on the marshals in the other thread? There are at least three distinct approaches.I just skimmed it over.
I think Full BAB is a mistake, especially if the Marshal can self-buff. Then, they'll eventually be able to give themselves a +25 "BAB", which means they may not need to be a support character, but more of a lone wolf-supertank. And I think they should be able to self-buff, because if they're the last one standing, then they're basically just an aristocrat with better Fort Saves but less money.
I really like the idea of rallying. Especially if lets you grant your allies re-rolls on failed saving throws for effects with on-going conditions. I might add that in or incorporate it somehow with Improved Aid Another. I also like the idea of keeping the walking wounded fighting.
Granting additional standard or full round actions is EXTREMELY powerful--especially for spellcasters. It's basically a free Sudden Quicken Spell for everyone. If you're going to incorporate it, maybe have a Grant Standard Action cost 2 Grant Move Actions, and Grant Full Round Action cost 3 Grant Move Actions. It's basically giving everyone a Belt of Battle from the MIC, and it's pretty powerful for what it does. But I like it. I think I might incorporate that too.
Grant Extra Action (Ex). At 4th level, you can grant an extra action once per day. You gain additional uses of this ability at levels 8, 12, 16, and 20. Spending 1 daily use grants allies an immediate extra move action. Spending 2 daily uses grants allies an immediate extra standard action or swift action. Spending 3 daily uses grants allies an immediate full round action.
I had reservations about the grant standard action ability. I think I'm going to take your advice regarding taking extra uses.
| SmiloDan RPG Superstar 2012 Top 32 |
Take a look at this. I re-worked it a little bit in that other thread.
Marshal Redux
BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8
Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.
Skill Ranks Per Level: 4 + Int modifier.
Marshals are proficient in all Simple and Martial Weapons, all Armors (Light, Medium, and Heavy Armor), and Shields (but not Tower Shields).
LEVEL ABILITY
1. 1 Minor Aura, Skill Focus
2. 1 Major Aura, Major Aura +1
3. Rally 1/day
4. Improved Aid Another +3
5. Major Aura +2
6. Rally 2/day
7. 2 Minor Auras
8. Improved Aid Another +4
9. Rally 3/day
10. Major Aura +3
11. 2 Major Auras
12. Rally 4/day, Improved Aid Another +5
13. 3 Minor Auras
14. Widen Aura
15. Major Aura +4, Rally 5/day
16. Improved Aid Another +6
17. Free Aura
18. Rally 6/day
19. 4 Minor Auras
20. 3 Major Auras, Major Aura +5, Improved Aid Another +7
Minor Aura (Su). The Marshal projects an aura that affects all allies within 60 feet. Her allies add her Charisma bonus (if any) to the rolls influenced by the aura the Marshall is projecting. At 1st level, the Marshal knows 2 Minor Auras, and she learns 1 additional Minor Aura every time she gains a class level in Marshal. Projecting or changing an aura is a Swift Action.
At 1st level, a Marshal can only project 1 Minor Aura at a time. At 7th level, she can project 2 Minor Auras at the same time; at 13th level she can project 3 Minor Auras; and at 19th level, she can project 4 Minor Auras.
Skill Focus. At 1st level, the Marshal gains Skill Focus in any one class skill of her choice as a bonus feat.
Major Aura (Su). Beginning at 2nd level, the Marshal learns to project a Major Aura. The bonus from her Major Aura is +1 at 2nd level. It increases to +2 at 5th level, and by +1 for every 5 additional levels thereafter (+3 at 10th, +4 at 15th, +5 at 20th). She can project a Major Aura and a Minor Aura simultaneously. Activating or changing a Major Aura is a Swift Action. Marshals know a number of Major Auras equal to 1/2 their class level.
At 11th level, the Marshal can project 2 Major Auras at once. At 20th level, she can project 3 Major Auras at once.
Rally (Ex). Beginning at 3rd level, the Marshal can Rally her allies as an immediate action. She can Rally her allies once per day at 3rd level. At 6th level, and every 3 levels thereafter, she gains an additional daily use of her Rally ability. She can use her rally ability for one of the following effects.
She can allow her allies to re-roll a failed saving throw. She can spend an additional daily use of her Rally ability and grant a bonus on the re-roll equal to her Charisma bonus (if any).
She can spend 1 daily use of her Rally ability to heal her allies. They re-gain a number of hit points equal to the Marshal's Charisma bonus multiplied by the target's hit dice.
She can spend 1 daily use of her Rally ability and grant her allies the immediate use of a move action. She can spend 2 daily uses of her Rally ability and grant her allies the immediate use of a standard action. She can spend 3 daily uses of her Rally ability and grant her allies the immediate use of a full-round action.
She can spend 1 daily use of her Rally ability and grant her allies a bonus equal to her Charisma bonus (if any) on all Attack Rolls, Damage Rolls, Skill Checks, Ability Checks, Saving Throws, and Caster Level Checks for 1 round.
Improved Aid Another (Ex). At 4th level, the Marshal learns to improve the support she grants her allies in combat. Beginning at 4th level, when using the Aid Another action, the Marshal provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 8th level and by +1 every 4 levels thereafter (+5 at 12th, +6 at 16th, +7 at 20th).
Widen Aura (Su). Beginning at 14th level, the Marshal can double the range of one of her auras (major or Minor) by choosing to project it twice at the same time. She can triple the range of one of her auras by choosing to project it three times at the same time.
Free Auras (Su). Beginning at 17th level, The Marshal can change or initiate new auras as a free action instead of a swift action. This allows her to change or initiate more than one aura in a single round.
Minor Auras. Allies of the Marshal add her Charisma bonus to rolls of the following:
1. Confirm Critical Hits
2. Combat Manuver Bonus
3. Fortitude Saves
4. Reflex Saves
5. Will Saves
6. Caster Level checks
7. Strength checks and Strength-based skill checks
8. Dexterity checks (including intiative rolls) and Dexterity-based skill checks
9. Constitution checks and Constitution-based skill checks
10. Intelligence checks and Intelligence-based skill checks
11. Wisdom checks and Wisdom-based skill checks
12. Charisma checks and Charisma-based skill checks
13. AC against Attacks of Opportunity
14. Attack Rolls for Attacks of Opportunity
15. Damage Rolls for Attacks of Opportunity
16. AC against a Charging opponent
17. Attack Rolls when Charging
18. Damage Rolls when Charging
19. Attack Rolls when Flanking
20. Damage Rolls when Flanking
21. added to the amount cured by Cure and Heal spells
22. applied as Damage Reduction vs. non-lethal damage
23. x5 in feet added to speed when withdrawing from combat
24. AC when adjacent to an ally
Major Auras
1. DR 1/- per plus
2. Damage rolls
3. Melee attack rolls
4. Ranged attack rolls
5. AC
6. All Saving Throws
7. Multiplied by 5 feet and added to Speed
8. Energy Resistance 5 (acid, cold, electricity, fire, or sonic)
9. Energy Shield 2 (acid, cold, electricity, fire, or sonic)
10. Fast Healing (upto a maximum of one half the ally's maximum hitpoints.
11. Spell Resistance 5 + 5 per plus of the Major Aura.
12. Spell DCs