MARSHAL

Marshal

Salorras Paragon: Marshal · Base path: Armsman (Fighter) A 3.5e prestige class for the born battle-leaders of the Unbound Tower in Neluvia — commanders who steel whole armies beyond fear.

As the martial state of the Unbound Tower consolidated its dominion over the wild north of Neluvia, the need for seasoned warriors with the gift of leadership grew sharply. The founding of its supreme war-school was the first step toward meeting that need. Its students were veteran warriors of the Unbound Tower, who won a seat on its benches with their own blood, and its graduates formed the spear-tip of the armies of the north for generations upon generations. From its founding some 1,179 years ago to the present day, the school raises the cream of war-leaders, culminating in the marshals.

For the last 360 years, after diplomatic pressure from abroad, the school has also admitted select students from beyond Neluvia.

The school is the pride of the Unbound Tower, and warriors from every corner of Salorras yearn to study its ancient manuals of war and deepen their command of the art.

Hit Die: d8.

Requirements

To qualify to become a marshal, a character must fulfill all the following criteria.

Alignment: Any lawful.

Base Attack Bonus: +6.

Abilities: Intelligence 14+, Charisma 14+.

Skills: Knowledge (history) 5 ranks, Profession (soldier) 5 ranks.

Feats: Iron Will, Leadership. (Because Leadership requires 6th level, the prestige class first becomes available at 7th character level.)

Special: The character must be accepted into the supreme war-school of the Unbound Tower — usually by serving as coordinator of a dangerous mission on the Tower’s behalf. After the mission, depending on how well it succeeded, the candidate may be admitted to study for six months. Following that intensive training, they must prove their worth in steel and blood: one more mission is given, and if the strike force they command returns victorious, the coveted title of marshal becomes theirs.

The Marshal

LevelBase Attack BonusFortRefWillSpecial
1st+0+2+0+2Born to command, second cohort
2nd+1+3+1+3Aura of authority +1
3rd+2+3+1+3Bonus feat
4th+3+4+1+4Born to command, aura of authority +2
5th+3+4+2+4Third cohort, Epic Leadership
6th+4+5+2+5Aura of authority +3, bonus feat
7th+5+5+2+5Born to command
8th+6/+1+6+3+6Aura of authority +4
9th+6/+1+6+3+6Bonus feat
10th+7/+2+7+3+7Born to command, fourth cohort, Legendary Commander, bonus feat

Class Skills

The marshal’s class skills (and the key ability for each) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are features of the marshal prestige class.

Weapon and Armor Proficiency. A marshal is proficient with all simple and martial weapons, with all armor, and with shields (except tower shields).

Bonus Feats. At 3rd, 6th, 9th, and 10th level, a marshal gains a bonus feat. These may be selected from the fighter’s bonus feat list or from any feat that has Leadership as a prerequisite, reflecting the marshal’s command training. (In addition, the marshal gains Epic Leadership and Legendary Commander as noted below.)

Born to Command (Ex). Marshals are natural leaders, with a confidence and authority often lacking in those not born to command on the battlefield. A marshal gains a +1 bonus to their Leadership rating (as the Leadership feat), plus an additional +1 for every three levels beyond 1st (at 1st, 4th, 7th, and 10th marshal level, for +4 total).

At 5th marshal level the marshal gains Epic Leadership as a bonus feat, waiving the usual requirements, allowing Leadership ratings above 25. At 10th marshal level they gain the Legendary Commander epic feat as a bonus feat, again waiving the usual requirements (except the need to hold a stronghold and rule a substantial region), allowing ten times the usual number of followers — enough for a small army.

Cohorts (Ex). A marshal can attract additional cohorts beyond the one granted by Leadership. They gain a second cohort at 1st level, a third cohort at 5th level, and a fourth cohort at 10th level. In each case, the maximum permitted level of the new cohort is 2 levels lower than that of the previous cohort. Thus a 20th-level fighter/marshal could lead four cohorts at, for example, 18th, 16th, 14th, and 12th level.

Aura of Authority (Su). Beginning at 2nd level, while the marshal can be seen leading their troops, all soldiers under the marshal’s command receive escalating bonuses, representing the unshakable faith of the troop in their commanding officer:

  • 2nd level: +1 morale bonus on Will saves against fear.
  • 4th level: +2 morale bonus on Will saves against fear.
  • 6th level: +3 morale bonus on Will saves against fear, and a +1 morale bonus on attack and damage rolls.
  • 8th level: +4 morale bonus on Will saves against fear, and a +2 morale bonus on attack and damage rolls.

This is a supernatural ability.

Ex-Marshals

A marshal who betrays the trust of the Unbound Tower or abandons the lawful discipline of command falls from the school’s regard. They lose no class features earned by personal effort, but the Unbound Tower withholds further commands, postings, and the cohorts that the Tower’s name and resources would otherwise help attract, until the marshal makes amends.

Compiled from the Worldkeeper's Vault Chapter 15 - Playing in Salorras/DnD 3.5e/3.5e-paragons/3.5e-marshal.md

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