Prestige Class based on the Marshal


Homebrew and House Rules


This is based on ideas for pathfinderizing the Marshal class from WOTC. This is mostly based on base classes presented in posts by SmiloDan and tumbler.

Overpowered? Underpowered? Just Right? Feedback is appreciated.

Lord Commander (Prestige Class)

Game statistics
Alignment: None
Hit Die: d8

Requirements
Weapon Proficiency: Must be proficient with at least three martial weapons.
Armor Proficiency: Must be proficient with medium armor.
Base attack bonus: +6
Skills: Diplomacy 5 ranks, Knowledge (Tactics) 5 ranks
Feats: Leadership

Class Skills
The Lord Commander’s class skills (and key ability for each skill) are: Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Ranks per level: 4 + Int Modifier

Saving Throws Auras Known
Level BAB Fort Ref Will Special Min Maj
1st +0 +1 +0 +1 Improved Aid Another +3, Skill Focus 1 0
2nd +1 +1 +1 +1 Major Aura +1 2 1
3rd +2 +2 +1 +2 Improved Aid Another +4, Inspire Courage +1 3 1
4th +3 +2 +1 +2 Major Aura +2 4 2
5th +3 +3 +2 +3 Improved Aid Another +5, Two Minor Auras 5 2
6th +4 +3 +2 +3 Major Aura +3 6 3
7th +5 +4 +2 +4 Improved Aid Another +6, Two Major Auras 7 3
8th +6 +4 +3 +4 Major Aura +4 8 4
9th +6 +5 +3 +5 Improved Aid Another +7, Inspire Courage +2 9 4
10th +7 +5 +3 +5 Major Aura +5, 3 Minor Auras, Master Commander 10 5

Class Features

Weapon and Armor Proficiency: Lord Commanders are proficient with all simple and martial weapons. Lord Commanders are proficient with light, medium, heavy armor, and shields (except tower shields).
Minor Aura (Ex): The Lord Commander continuously projects an aura that affects all allies (including himself) within 60 feet who can hear him and understand his language. His allies add his Charisma bonus (if any) to the rolls influenced by the aura the Lord Commander is projecting. At 1st level, the Lord Commander knows 1 Minor Aura and he learns 1 additional Minor Aura at each new class level. Projecting or changing an aura is a Swift Action. The aura remains in effect until the Lord Commander uses a free action to dismiss it or activates another aura of the same kind (major or minor). A Lord Commander’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. All bonuses granted by a Lord Commander's auras are circumstance bonuses that do not stack with each other. At 5th level, the Lord Commander can maintain two Minor Auras at a time, or project a single Minor Aura to a 120 ft. radius. At 10th level, the Lord Commander can maintain three Minor Auras at a time or project a single aura to a 180 ft. radius (or project one aura to 120 ft. and another to 60 ft.).
Improved Aid Another (Ex): At 1st level, the Lord Commander learns to improve the support she grants her allies in combat. Beginning at 1st level, when using the Aid Another action, the Lord Commander provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 3rd level and by +1 every 2 levels thereafter (+5 at 5th, +6 at 7th, +7 at 9th).
Skill Focus (Ex): The Lord Commander gains Skill Focus in any one class skill as a bonus feat.
Major Aura (Ex): Beginning at 2nd level, the Lord Commander learns to project a Major Aura. The bonus from his Major Aura is +1 at 2nd level. It increases to +2 at 4th level, and by +1 for every 2 additional levels thereafter (+3 at 6th, +4 at 8th, +5 at 10th). He can project a Major Aura and a Minor Aura simultaneously. Activating or changing a Major Aura is a Swift Action. Lord Commanders know a number of Major Auras equal to 1/2 their class level. At 7th level, the Lord Commander can project 2 Major Auras at once, or project a single Major Aura to a 120 ft. radius.
Inspire Courage (Su): Starting at 3rd level, a Lord Commander can use an oratory performance to inspire confidence in his allies (including himself) as a move action, bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the Lord Commander. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Allies under the influence of charm and fear effects are allowed one new saving throw with the bonus from Inspire Courage. Inspire Courage can be maintained as a Free Action. At 9th level, this bonus increases to +2. This ability otherwise functions as and stacks with the bard ability of the same name so long as both sources are oratory. The Lord Commander can use this ability for 2 rounds per class level. Inspire confidence is a mind-affecting ability.
Master Commander (Ex): At 10th level, the Lord Commander can activate or change any (or all) of his auras as a free action.

List of Minor Auras. Allies add the Lord Commander’s Charisma bonus to the following:
1. Critical Hits
2. Combat Maneuver 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
List of Major Auras. Add per “plus”:
1. DR 1/- per plus
2. Damage rolls
3. Melee attack rolls
4. Ranged attack rolls
5. AC
6. All Saving Throws
7. 5 ft. to Speed
8. Energy Resistance 5 (acid, cold, electricity, fire, or sonic)
9. Fast Healing (up to a maximum of one half the ally's maximum hp)
10. Spell DCs

This prestige class is based off of the Marshal from WOTC and modifications for Pathfinder first suggested by SmiloDan and tumbler on the Paizo Pathfinder forums. This author claims no great originality.


Did you see the Battle Herld prestige in the APG?

http://paizo.com/pathfinderRPG/prd/advanced/advancedPrestigeClasses.html

RPG Superstar 2012 Top 32

Dragon Magic has a similar PrC called the Dragon Lord. It has a Full BAB and fewer auras, though.

Sczarni RPG Superstar 2012 Top 32

I like the flavor of this prestige class. I just wish it was easier to read. I also do not like the leadership feat and it is forbidden in my games. Was the class designed for a paladin or cavalier/bard? I like the auras and the improved aid abilities.

Requirements
1) Weapon and Armor proficiencies should be dropped to allow wider class selection.
2) The BAB requires 1 full combat class in the selection to get the prestige at 7th level, which would easily meet 1).
3)Knowledge (Tactics), not RAW but a good concept. In my campaigns Knowledge (history) [to learn about enemy tactics] is used for battlefield tactics and Knowledge (engineering) [how best to assault fortifications] for siege tactics.

Saves Maybe good ref/will save instead of fort/will.

Auras
Would be nice if they were named. The skill bonus checks are unnecessary. The bonus to saves is too big, maybe 1/2 his Cha modifier [minimum 1].Same with withdraw, damage, CMB, spell DC bonuses.

Rules need a little bit of clarification and cleaning up.

Sczarni RPG Superstar 2012 Top 32

My attempt with paladin and bard. Changed prereqs [Know (history) deals with wars], Perform for some of the abilities, and added heal skill. Changed the level of a few abilities to avoid dead zones, proficiencies, and Master Commander ability.

Hit Die: d8

Righteous Commander (Prestige Class)

Requirements
Base Attack Bonus
: +4
Skills: Knowledge (History) 5 ranks, Perform (Oratory) 5 ranks
Abilities: Inspire Courage and Aura of Resolve class features

Class Skills
The righteous commander’s class skills are: Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int Modifier

Righteous Commander
Level BAB Fort Ref Will _ Special
1st _ +0 _ +1_ +0_ +1 _ Aura, Minor, Aura, Inspire Courage, Improved Aid Another +3
2nd_ +1 _ +1_ +1_ +1 _ Major Aura +1
3rd _ +2 _ +2_ +1_ +2 _ Improved Aid Another +4
4th _ +3 _ +2_ +1_ +2 _ Improved Aura, Major Aura +2
5th _ +3 _ +3_ +2_ +3 _ Improved Aid Another +5
6th _ +4 _ +3_ +2_ +3 _ Major Auras, Major Aura +3
7th _ +5 _ +4_ +2_ +4 _ Improved Aid Another +6, Enhanced Major Aura
8th _ +6 _ +4_ +3_ +5 _ Greater Aura, Major Aura +4
9th _ +6 _ +5_ +3_ +5 _ Improved Aid Another +7
10th_+7 _ +5_ +3_ +5 _ Major Aura +5, Glorious Commander

Auras Known
Lvl_ Min Maj
1st _ 1 _ 0
2nd_ 2 _ 1
3rd _ 3 _ 1
4th _ 4 _ 2
5th _ 5 _ 2
6th _ 6 _ 3
7th _ 7 _ 3
8th _ 8 _ 4
9th _ 9 _ 4
10th_10_ 5

Class Features
Weapon and Armor Proficiency: A righteous commander gains no proficiency with any weapon or armor.

Aura (Su): At 1st level, the righteous commander continuously projects an aura that affects all allies (including himself) within 60 feet. His allies gain a sacred bonus equal to 1/2 his Charisma bonus [minimum 1] to the rolls influenced by the aura. He can project one aura at a time, which can be changed as a swift action.

This ability functions only while the righteous commander is conscious, not if he is unconscious or dead.

Minor Aura: At 1st level, the righteous commander knows 1 minor aura and he learns 1 additional minor aura at each new class level.

Improved Aid Another (Ex): At 1st level, the righteous commander learns to improve the support he grants his allies in combat. Beginning at 1st level, when using the aid another action, the righteous commander provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 3rd level and by +1 every 2 levels thereafter (+5 at 5th, +6 at 7th, +7 at 9th).

Major Aura : Beginning at 2nd level, the righteous commander learns to project a major aura. He can project a major aura and a minor aura simultaneously. Righteous commanders know a number of major auras equal to 1/2 their class level. The bonus from his major aura is +1 at 2nd level. It increases to +2 at 4th level, and by +1 for every 2 additional levels thereafter (+3 at 6th, +4 at 8th, +5 at 10th).

Inspire Courage (Su): At 1st level, a righteous commander can use his oratory performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. This ability is identical to the bard's inspire courage ability, and bards levels stack with righteous commanders levels to determine the bonuses provided by the inspire courage.

Improved Aura: At 4th level, the righteous commander can maintain two minor auras at a time or project a single minor aura to a 120 ft radius.

Enhanced Major Aura: At 7th level, the righteous commander can project 2 major auras at once, or project a single major aura to a 120 ft radius.

Greater Aura: At 8th level, the righteous commander can maintain three minor auras at a time, project two auras to 120 ft, or project a single minor aura to a 180 ft radius.

Glorious Commander (Ex): At 10th level, the righteous commander can change auras as a free action. He can activate all of his auras simultaneously in a 60 ft radius for a number of rounds a day equal to 3 + his Cha modifier.

Auras Not Listed


Thank you for the feedback, Thomas LeBlanc.

Your cleaned up version of the class looks pretty good, especially the ability progression. I agree with halving the charisma bonus, its possible to buff attributes pretty high in Pathfinder.

I wasn't intending the class to be specific to the Paladin,though, because of the alignment baggage. I intended the class to be a mix of martial knowledge and people skill, although a Paladin or Cavalier would certainly fit with it.

I had some martial weapon proficiencies included in the requirements as a measure of martial skill (although I think the armor requirement could go). Leadership fits with the concept, but a lot of people have issues with leadership feat - an alternate feat requirement could work there.

I tried to avoid class abilities in the requirements, since I can see a members of many classes becoming military commanders.

Aside from the requirements, your version of the prestige class is pretty close to what I want.

Thanks again

As for the above suggestion about the battle herald- its a cavalier/bard prestige class and fills a similar role, but I really don't like the cavalier all that much.

Sczarni RPG Superstar 2012 Top 32

Psisquared wrote:

I had some martial weapon proficiencies included in the requirements as a measure of martial skill (although I think the armor requirement could go). Leadership fits with the concept, but a lot of people have issues with leadership feat - an alternate feat requirement could work there.

I tried to avoid class abilities in the requirements, since I can see a members of many classes becoming military commanders.

Aside from the requirements, your version of the prestige class is pretty close to what I want.

If you drop the class ability prereqs, wouldn't hurt the class. By requiring a higher BAB, a player is more likely to have a high BAB advancement such as any of the combat focused classes might have. By requiring skill ranks, you can force a character to be a certain level before taking the prestige class.


Streamlined based on Thomas LeBlanc's Suggestions

Lord Commander (Prestige Class)

Game statistics
Alignment: None
Hit Die: d8

Requirements
Weapon Proficiency: Must be proficient with at least three martial weapons.
Base attack bonus: +5
Skills: Perform (Oratory) 5 ranks, Profession (Soldier) 5 ranks or Knowledge (History/Tactics/Warfare) 5 ranks
Feats: Leadership or Persuasive

Class Skills
The Lord Commander’s class skills (and key ability for each skill) are: Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Skill Ranks per level: 4 + Int Modifier

Level BAB Fort Ref Will _ Special
1st _ +0 _ +1_ +0_ +1 _ Aura, Minor, Aura, Inspire Courage, Improved Aid Another +3
2nd_ +1 _ +1_ +1_ +1 _ Major Aura +1
3rd _ +2 _ +2_ +1_ +2 _ Improved Aid Another +4
4th _ +3 _ +2_ +1_ +2 _ Improved Aura, Major Aura +2
5th _ +3 _ +3_ +2_ +3 _ Improved Aid Another +5
6th _ +4 _ +3_ +2_ +3 _ Major Auras, Major Aura +3
7th _ +5 _ +4_ +2_ +4 _ Improved Aid Another +6, Enhanced Major Aura
8th _ +6 _ +4_ +3_ +5 _ Greater Aura, Major Aura +4
9th _ +6 _ +5_ +3_ +5 _ Improved Aid Another +7
10th_+7 _ +5_ +3_ +5 _ Major Aura +5, Glorious Commander

Auras Known
Lvl_ Min Maj
1st _ 1 _ 0
2nd_ 2 _ 1
3rd _ 3 _ 1
4th _ 4 _ 2
5th _ 5 _ 2
6th _ 6 _ 3
7th _ 7 _ 3
8th _ 8 _ 4
9th _ 9 _ 4
10th_10_ 5

Class Features

Weapon and Armor Proficiency: A Lord Commander gains no proficiency with any weapon or armor.
Aura (Su): At 1st level, the Lord Commander continuously projects an aura that affects all allies (including himself) within 60 feet. He can project one aura at a time, which can be changed as a swift action. This ability only functions while the Lord Commander is conscious, not if he is unconscious or dead.
Minor Aura: At 1st level, the Lord Commander knows 1 minor aura and he learns 1 additional minor aura at each new class level. His allies gain a circumstance bonus equal to ½ his Charisma bonus [minimum 1] to rolls influenced by minor auras.
Improved Aid Another (Ex): At 1st level, the Lord Commander learns to improve the support he grants his allies in combat. Beginning at 1st level, when using the aid another action, the Lord Commander provides a +3 bonus (instead of the normal bonus of +2). This bonus increases to +4 at 3rd level and by +1 every 2 levels thereafter (+5 at 5th, +6 at 7th, +7 at 9th).
Major Aura : Beginning at 2nd level, the Lord Commander learns to project a major aura. He can project a major aura and a minor aura simultaneously. Lord Commanders know a number of major auras equal to ½ their class level. The bonus from his major aura is +1 at 2nd level. It increases to +2 at 4th level, and by +1 for every 2 additional levels thereafter (+3 at 6th, +4 at 8th, +5 at 10th).
Inspire Courage (Su): At 1st level, a Lord Commander can use his oratory performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. This ability is identical to the bard's inspire courage ability, and bard levels stack with Lord commanders levels to determine the bonuses provided by the inspire courage.
Improved Aura: At 4th level, the Lord Commander can maintain two minor auras at a time or project a single minor aura to a 120 ft radius.
Enhanced Major Aura: At 7th level, the Lord Commander can project 2 major auras at once, or project a single major aura to a 120 ft radius.
Greater Aura: At 8th level, the Lord Commander can maintain three minor auras at a time, project two auras to 120 ft, or project a single minor aura to a 180 ft radius.
Glorious Commander (Ex): At 10th level, the Lord Commander can change auras as a free action. He can activate all of his auras simultaneously in a 60 ft radius for a number of rounds a day equal to 3 + his Cha modifier.
List of Minor Auras. Allies add ½ the Lord Commander’s Charisma bonus to the following:
1. Accurate Strike: Critical Hits
2. Arts of War: Combat Maneuver Bonus
3. Intestinal Iron: Fortitude Saves
4. Quick Feet: Reflex Saves
5. Steel Hearts: Will Saves
6. Sharpened Magic: Caster Level checks
7. Motivate Muscle: Strength checks and Strength-based skill checks
8. Motivate Speed: Dexterity checks (including initiative rolls) and Dexterity-based skill checks
9. Motivate Endurance: Constitution checks and Constitution-based skill checks
10. Motivate Minds: Intelligence checks and Intelligence-based skill checks
11. Motivate Sense: Wisdom checks and Wisdom-based skill checks
12. Motivate Hearts: Charisma checks and Charisma-based skill checks
13. Defensive Position: AC against Attacks of Opportunity
14. Offensive Position: Attack Rolls for Attacks of Opportunity
15. Aggressive Position: Damage Rolls for Attacks of Opportunity
16. Brace for Impact : AC against a Charging opponent
17. Slicing Charge: Attack Rolls when Charging
18. Destructive Charge: Damage Rolls when Charging
19. Sideways Assault: Attack Rolls when Flanking
20. Twisting the Knife: Damage Rolls when Flanking
21. Medical Direction: amount cured by mundane or magical healing
22. Thick Skin: Damage Reduction vs. non-lethal damage
23. Retreat: x5 in feet added to speed when withdrawing from combat
24. Line of Battle: AC when adjacent to an ally
List of Major Auras. Add per “plus”:
1. Maximize Protection: DR 1/- per plus
2. Maximize Carnage: Damage rolls
3. Maximize Melee: Melee attack rolls
4. Maximize Shooting: Ranged attack rolls
5. Maximize Defense: AC
6. Maximize Resistance: All Saving Throws
7. Maximize Mobility: 5 ft. to Speed
8. Environmental Safety: Energy Resistance 5 (acid, cold, electricity, fire, or sonic)
9. Keep it Together: Fast Healing (up to one half maximum hp)
10. Maximize Magic: Spell DCs

This prestige class is based off of the Marshal from WOTC and modifications for Pathfinder first suggested by SmiloDan and tumbler and improved upon by Thomas LeBlanc on the Paizo Pathfinder forums. This author claims no great originality.

RPG Superstar 2012 Top 32

It looks good, but I would give them 3 minor auras to choose from at 1st level. That way, they can have a little bit of variety beginning at 1st level....especially since this is a Prestige Class, they can use a little bit of versatility from the get go.

Sczarni RPG Superstar 2012 Top 32

I really like what you did with the prerequisites. Warfare and tactics aren't regular Knowledge skills. Adding Profession (Soldier) is a nice touch as I firmly believe the Profession skills are overlooked and being a soldier would give access to warfare and tactics.

SmiloDan wrote:
It looks good, but I would give them 3 minor auras to choose from at 1st level. That way, they can have a little bit of variety beginning at 1st level....especially since this is a Prestige Class, they can use a little bit of versatility from the get go.

I think 3 would be too many, since the class already gets quite a bit at 1st. 1 is enough I think.


I agree with Thomas LeBlanc, I think the class is powerful enough as it is, although I can envision a DM allowing a feat to select additional auras, even at level 1.

Thank you Thomas LeBlanc for all your feedback, and thank you SmiloDan for inspiring this prestige class in the first place.

I think its pretty good as is.

RPG Superstar 2012 Top 32

I don't know. Improved Aid another is neat, but not overwhelming, especially since it prevents the character from taking his own action that round (attack, cast, move, drink a potion, etc.).

Inspire Courage is nice, but it doesn't list how many rounds per day the character can use it. Is it 2 rounds per day per level? Kind of underwhelming. Even 4 + Charisma bonus rounds per day (as if a 1st level bard) is a bit underwhelming as an 6th level character; it might be enough for half the battles a typical character experiences per day.

Adding a little bit of versatility at 1st level will make this class a lot more interesting and fun, and isn't really overpowered. It just gives the character something different to do in different circumstances, as opposed to "I keep my Arts of War aura up, even though no one has used a combat maneuver this session" or "I keep my Twisting the Knife aura up, even though no one can get into a flanking position against this opponent (because of improved uncanny dodge, too big to flank, room too small, terrain is too complicated, the battle was too quickly over, the opponent is incorporeal, or an elemental, etc. etc.).

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