MARSHAL

Marshal

Salorras Paragon: Marshal · Base Path: Armsman (Fighter) · OSE build: custom Fighter-variant class A custom OSE class for the born battle-leaders of the Unbound Tower in Neluvia — commanders who steel whole armies beyond fear. Played from 1st level; the character’s schooling in the Tower’s war-college is part of their background.

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, and its supreme war-school was founded to meet it. Its students were veteran warriors who won a seat on its benches with their own blood; its graduates formed the spear-tip of the armies of the north for generations, culminating in the marshals. From its founding some twelve centuries ago the school has raised the cream of war-leaders, and for the last few hundred years — after diplomatic pressure from abroad — it has admitted select students from beyond Neluvia as well. The school is the pride of the Unbound Tower, and warriors from every corner of Salorras yearn to study its ancient manuals of war.

Class Overview

Requirements: Lawful alignment, minimum INT 13, minimum CHA 13 Prime requisite: STR Hit Dice: 1d8 Maximum level: 14 Armour: Any, including shields Weapons: Any Languages: Alignment, Colloquial

Marshals are natural commanders — warriors whose presence steadies a line, turns a rout, and welds ordinary soldiers into something far above their number. A prime requisite of STR 13–15 grants +5% to experience earned; STR 16–18 grants +10%. Many of the marshal’s command gifts draw on CHARISMA, the measure of their authority.

The Marshal

LevelXPHit Dice (1d8)THAC0DWPBS
101d819 [0]1213141516
23,0002d819 [0]1213141516
36,0003d819 [0]1213141516
412,0004d817 [+2]1011121314
524,0005d817 [+2]1011121314
648,0006d817 [+2]1011121314
796,0007d814 [+5]89101012
8180,0008d814 [+5]89101012
9360,0009d814 [+5]89101012
10540,0009d8+2*12 [+7]678810
11720,0009d8+4*12 [+7]678810
12900,0009d8+6*12 [+7]678810
131,080,0009d8+8*10 [+9]45658
141,260,0009d8+10*10 [+9]45658

* Modifiers from CON no longer apply. — Saving throws: D Death/Poison · W Wands · P Paralysis/Petrify · B Breath Attacks · S Spells/Rods/Staves. Like the other elite martial orders, the marshal’s XP track runs half again above the plain fighter’s.

Class Abilities

Combat. Marshals can use all weapons and all armour, including shields.

Aura of Command. While the marshal leads visibly and can be seen and heard by their troops, every ally within 30 feet fights with the unshakable faith of soldiers who trust their commander. From 1st level, such allies gain a +1 bonus to morale and to saving throws against fear; the fear bonus rises to +2 at 4th level. From 6th level the marshal’s allies also gain a +1 bonus to attack and damage rolls, rising to +2 at 10th, at which point the marshal’s own soldiers become immune to fear entirely while the aura holds.

Field Command. A marshal reads the flow of a battle and directs it with a word. A number of times per day equal to their CHARISMA modifier (minimum once), the marshal may issue a rallying command: every ally within earshot immediately steadies — automatically passing any morale check and shaking off fear or panic — and gains a +1 bonus to attack rolls for 1d4 rounds as they press the marshal’s advantage.

Born to Command. A marshal draws an exceptional retinue — followers of far higher calibre and loyalty than an ordinary captain could hope to attract. At 1st level the marshal gains a capable lieutenant (a devoted henchman of notable skill), and further lieutenants at 5th and 10th level, each somewhat less mighty than the one before. These followers serve for a share of glory and plunder rather than mere wages, and their loyalty is bolstered by the marshal’s authority.

Command-Hall — After Reaching 9th Level. A marshal of proven command may establish a command-hall or fortress, whereupon a full company of soldiers — well beyond the garrison an ordinary commander could raise — musters to their banner, drawn by the marshal’s name and the promise of victory. Graduates of the war-school and green recruits alike come to serve and to learn the marshal’s craft.

Leaving the Order

A marshal who betrays the trust of the Unbound Tower, or abandons the lawful discipline of command, falls from the school’s regard. They keep every ability of the class, earned by their own leadership — but the Unbound Tower withholds further commands, postings, and the muster of troops that its name and resources would otherwise help attract, until the marshal makes amends.

Compiled from the Worldkeeper's Vault Chapter 15 - Playing in Salorras/OSE/ose-paragons/ose-marshal.md

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