Converting Miniatures Handbook Marshall to Pathfinder


Conversions


What it says on the tin.

I thought the marshal class from 3.5 was an OK class, but it lacked in any offensive power. I figure w/ the increase in general power of other pathfinder classes, a decent conversion is due. Anyone want to help me scrape something together?


Play the cavalier? In a sense, it is pretty much similar. He has 1/1 BAB, but is lacking in offensive power compared to the fighter and ranger, but gains other benefits.

Or use it as a spring-board to convert the marshal, dropping the super-powered horse, charging and challenge powers and getting the marshal auras instead.

Super Genius Games

Thaylen wrote:

What it says on the tin.

I thought the marshal class from 3.5 was an OK class, but it lacked in any offensive power. I figure w/ the increase in general power of other pathfinder classes, a decent conversion is due. Anyone want to help me scrape something together?

If I may be so bold, I'd like to say that our war master class fits this role perfectly. :D

You can see more here:

The War Master

Hyrum.
Super Genius Games
"We err on the side of awesome."


I made the Marshall's class features into 3 feats (lesser aura, greater aura, grant move action) that scale with BAB and ranks in Knowledge (Warfare) skill. That way fighters make the best marshalls (due to their extra bonus feats), but a paladin or bard can do it, too.

Scarab Sages

@Kirth,

Did you just have the one feat for 'minor aura', 'major aura', etc, and have each do multiple things, or was it a case of a feat for each aura?

I agree the Cavalier could make a good chassis for the class, albeit, a temporary one, given that it may change when the APG comes out.


+1 for the warmaster, it fills a similar role but actually has some offense built into the class. If anything you might want to take a look at it to get ideas for your marshall conversion.

RPG Superstar 2012 Top 32

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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, Light, Medium, and Heavy Armor, and Shields (but not tower shields).

LEVEL ABILITY
1. Minor Auras, Project 1 Minor Aura, Skill Focus
2. Major Aura, Major Aura +1, Project 1 Major Aura
3. Grant Extra Action 1/day (Standard Action to activate)
4. Great Ally +3
5. Major Aura +2
6. Grant Extra Action 2/day
7. 2 Minor Auras
8. Great Ally +4, Improved Aid Another (move action)
9. Grant Extra Action 3/day (Move Action to activate)
10. Major Aura +3
11. Project 2 Major Auras
12. Grant Extra Action 4/day, Great Ally +5
13. Project 3 Minor Auras
14. Widen Aura
15. Grant Extra Action 5/day (Swift Action to activate), Major Aura +4
16. Great Ally + 6, Greater Aid Another (swift action)
17. Free Auras
18. Grant Extra Action 6/day
19. Project 4 Minor Auras
20. Project 3 Major Auras, Major Aura +5, Great Ally +7, Move Self

Minor Auras (Ex). At 1st level, the Marshal knows 2 minor auras. He learns 1 additional minor aura each class level. Each aura affects all allies within 60 feet. Minor Auras provide a bonus equal to the Marshal's Charisma bonus (minimum +1). Each aura provides a bonus to something different.
Projecting an aura is a swift action, and the aura persists until the Marshal takes another swift action to change the aura or a free action to cease projecting the aura.
At 7th level, the Marshal can project 2 Minor Auras simultaneously.
At 13th level, the Marshal can project 3 Minor Auras simultaneously.
At 19th level, the Marshal can project 4 Minor Auras simultaneously.

Confirm Critical Hits
Combat Maneuver Bonus
Combat Maneuver Defense
Fortitude Saves
Reflex Saves
Will Saves
Caster Level Checks and Concentration checks
AC vs AoOs
Attack rolls on AoOs
Damage rolls on AoOs
Damage rolls when flanking
Charisma checks
Constitution checks
Dexterity checks
Intelligence checks
Strength checks
Wisdom checks
Damage when charging
AC vs Charge
Added to Cure spells and Channel Energy
Damage Reduction against non-lethal damage
x5 to speed when using the withdraw action
x5 to speed when charging
Initiative and Perception checks

Skill Focus. The Marshal gets Skill Focus as a bonus feat at 1st level.

Major Aura (Ex). Beginning at 2nd level, the Marshal can project a Major Aura. The bonus granted by a Major Aura is +1. At 5th level, and every 5 levels thereafter, the amount of the Major Aura increases by +1. A Major Aura affects all allies within 60 feet of the Marshal.
The Marshall learns 1 Major Aura at 2nd level, and 1 additional Major Aura at every even level thereafter.
Projecting a Major Aura is a swift action. A Major Aura persists until the Marshal takes a swift action to change the aura, or he takes a free action to cease projecting the aura.
At 11th level, the Marshal can project 2 Major Auras simultaneously.
At 20th level, the Marshal can project 3 Major Auras simultaneously.
Each Major Aura provides its bonus to one of the following.

DR 1/-
Damage rolls
Attack Rolls
AC
Saving Throws
Speed increases by 5 feet per bonus
Energy Resistance (acid, cold, electrical, fire, or sonic) 5 x bonus
Fast Healing (up to one half the ally's maximum hit points)
Energy Shield 2 x bonus
Spell Resistance 5 + 5 per bonus
Ability Damage and Ability Drain Resistance
Negative Level Resistance

Grant Extra Action (Ex). Beginning at 3rd level, the Marshal can spend a standard action to grant all allies (except himself) within 60 feet an extra move action once per day. Each ally must use this extra move action immediately. At 9th level, it only costs the Marshal a move action to activate this ability. At 15th level, it only costs the Marshal a swift action to activate this ability.
At 6th level, and every 3 levels thereafter, the Marshal gains an additional daily use of this ability.
At 6th level, the Marshal can spend 2 of his daily uses of Grant Extra Action and grant an extra standard action to all his allies within 60 feet. Each ally must use this extra standard action immediately.
At 9th level, the Marshal can spend 3 of his daily uses of Grant Extra Action and grant an extra full round action to all his allies within 60 feet. Each ally must use this extra full round action immediately.

Great Ally (Ex). Beginning at 4th level, whenever the Marshal uses or benefits from the Aid Another action or flanking, he provides or receives a +3 bonus instead of +2. This increases to +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level.

Improved Aid Another (Ex). At 8th level, the Marshal can use the Aid Another action as a move action instead of a standard action.
At 16th level, he gains Greater Aid Another and can use Aid Another as a swift action.

Widen Aura (Ex). At 14th level, the Marshal can choose to use 1 less than the maximum number of one type (Major or Minor) of aura he can project and double the range of the other auras of that type.

Free Auras (Ex). At 17th level, the Marshal can project a new aura as a free action instead of a swift action. This allows him to project or change multiple auras in the same round.

Move Self (Ex). At 20th level, the Marshal can affect himself when he uses the Grant Extra Action ability.

New Feat:

Great Leader
You are a great leader of men and women.
Requirements: Leadership, Great Ally ability.
Benefit: You add your Great Ally bonus to your Leadership score.

Grand Lodge

Snorter wrote:

@Kirth,

Did you just have the one feat for 'minor aura', 'major aura', etc, and have each do multiple things, or was it a case of a feat for each aura?

Spoiler:
Gamers Initiative wrote:

Grant Move Action (Combat)

Prerequisites: Base attack bonus +3, Knowledge (warfare) 4 ranks, Improved Marshal’s Command, Marshal’s Command.
Benefit: You can direct and motivate your allies to act immediately. Once per day, as a standard action, you may grant an extra move action to any or all of your allies within 30 feet (but not to yourself). 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 your turn is over. (This may mean, for example, that an ally whose initiative count immediately follows yours may get an extra move action from the you, followed directly by a full round worth of actions on the ally's turn.)
For every additional +3 to your base attack bonus and 4 additional ranks in Knowledge (warfare), you gain an additional daily use of this ability. For example, at BAB +9 and 12 ranks in Knowledge (warfare), you can use this ability 3 times per day.
Special: A character can take only one extra move action per round. (In other words, two characters 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.
Source: This feat superecedes the Marshal class feature of the same name, from the Miniatures Handbook.

Marshal’s Command (Combat)
You have the knack for haranguing, ordering, directing, encouraging, cajoling, or calming your allies in battle, as needed. You size up the enemy, allies, and the terrain, then gives your allies the direction that they can use to do their best.
Prerequisites: Knowledge (warfare) 1 rank.
Benefit: Choose one of the effects listed below. As a swift action, you can grant a circumstance bonus to all allies within 60 ft. (including yourself) who can hear you. An ally must have an Intelligence score of 3 or higher and be able to understand your language to gain the bonus. The effect is dismissed if you are dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by your allies.
The bonus is equal to +1 per rank in Knowledge (warfare) you possess, to a maximum bonus equal to your Intelligence or Charisma modifier (whichever is higher). Effects you can choose from when selecting this feat, and the associated bonuses, include the following:
Accurate Strike - Rolls to confirm crits
Art of War - CMB
Demand Fortitude - Fortitude saves
Determined Caster - Rolls to overcome SR
Force of Will - Will saves
Master of Opportunity - AC against attacks of opportunity
Master of Tactics - Damage while flanking
Motivate Charisma - Charisma checks and Charisma-based skill checks
Motivate Constitution - Constitution checks and Constitution-based skill checks
Motivate Dexterity - Dexterity checks, Dexterity-based skill checks, and initiative checks
Motivate Intelligence - Intelligence checks and Intelligence-based skill checks
Motivate Strength - Strength checks and Strength-based skill checks
Motivate Wisdom - Wisdom checks and Wisdom-based skill checks
Over the Top - Damage when charging
Watchful Eye - Reflex saves
Special: You can select this feat multiple times. Each time, choose a different effect. You can have only one effect active at any given time.
Source: This feat supercedes the Marshal’s minor aura class feature, from the Miniatures Handbook.

Marshal’s Command, Improved (Combat)
Prerequisites: Knowledge (warfare) 2 ranks, Marshal’s Command.
Benefit: Choose one of the effects listed below. As a swift action, you can grant a +1 circumstance bonus to all allies within 60 ft. (including yourself) who can hear you. An ally must have an Intelligence score of 3 or higher and be able to understand your language to gain the bonus. The effect is dismissed if you are dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by your allies.
Effects you can choose from when selecting this feat, and the associated bonuses, include the following:
Hardy Soldiers - Allies gain DR 1 x bonus/–
Motivate Ardor - Damage rolls
Motivate Attack - Melee attack rolls
Motivate Care - Armor class
Motivate Urgency - Allies' base land speed is increased by a number of feet equal to 5 x bonus
Resilient Troops - All saving throws
Steady Hand - Ranged attack rolls
If you have at least 8 ranks in Knowledge (warfare), the bonus improves to +2 (or DR 2/–, or +10 ft. to land speed, etc.). At 14 ranks in Knowledge (warfare) the bonus improves to +3, and to +4 at 20 ranks in Knowledge (warfare).
Special: You can select this feat multiple times. Each time, choose a different effect. You can have only one effect active at any given time.
Source: This feat supercedes the Marshal’s major aura class feature, from the Miniatures Handbook.

Reference page.


TriOmegaZero wrote:
Snorter wrote:

@Kirth,

Did you just have the one feat for 'minor aura', 'major aura', etc, and have each do multiple things, or was it a case of a feat for each aura?

** spoiler omitted **
...

The number of auras you "know" is now based on your number of ranks in Knowledge (Warfare), rather than requiring you to take any individual feat more than once. TOZ -- I'll send an update soon.


TriOmegaZero wrote:
Snorter wrote:

@Kirth,

Did you just have the one feat for 'minor aura', 'major aura', etc, and have each do multiple things, or was it a case of a feat for each aura?

** spoiler omitted **
...

The number of auras you "know" is now determined by your number of ranks in Knowledge (Warfare), rather than requiring each feat to be selected more than once. So just by selecting Minor Aura as a feat, you'll eventually "know" a lot of different minor auras as you level up, assuming you continue to invest in the relevant skill. By selecting all 3 relevant feats and keeping Knowledge (Warfare) maxed out, you stand in for a fully functioning Marshall.

TOZ -- I'll send you an update soon.

Grand Lodge

It's not even my birthday! :)


I did a Pathfinderized version of the Marshal, but made a bunch of changes and called him the Warlord. Check it out at this site.

mediafire.com/ElghinnLightbringer.


Smilo, I liked your Class progression.

TriOmega, That feat system is pretty good as well.

I wanted to use a marshal for an NPC in one of my games. That should do nicely. I might even try to see If I can run one next time I need a character in one of my games.

Thanks for the help guys.

Grand Lodge

When I asked for an upgraded Marshal, this is what was sent to me.
http://www.myth-weavers.com/wiki/index.php/Sublime_Way_Marshall_(3.5_Class)


Kolokotroni wrote:
+1 for the warmaster, it fills a similar role but actually has some offense built into the class.

+2 for the war master. I was using a Pathfinderized marshal in a few of my games. The war master works better, and makes the players happier, which is a big win for me.

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