Marshal (TOWW)

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This page is a part of the Homebrew setting "The Old Wild World."
Material on this page may not be suitable for traditional 3.5e gameplay.

Marshal[edit]

Abilities: Dex/Str, Cha, Con.

Alignment: Any.

Hit Die: d10

Class Skills[edit]

Athletics (Str), Calligraphy (Int), Handle Animal (Cha), Intimidate (Cha), Intuition (Wis), Knowledge (history and legal) (Int), Perception (Wis), and Travel (Wis).

Skill Points at each level: 3 + Int modifier.


Table: The Marshal
Level Base Attack
Modifier
Defense
Modifier
Fort
Save
Ref
Save
Will
Save
Special Superiority
Dice
11th +11/+6/+1 +1 +7 +3 +4 Tactical Superiority d8, Teamwork, Superior Precision 3
12th +12/+7/+2 +1 +8 +4 +5 Know Your Enemy 3
13th +13/+8/+3 +1 +8 +4 +5 Rally 3
14th +14/+9/+4 +1 +9 +4 +6 Disarming Strike, Tactical Superiority d10 4
15th +15/+10/+5 +1 +9 +5 +6 Improved Teamwork 4
16th +16/+11/+6/+1 +2 +10 +5 +7 Maneuver 4
17th +17/+12/+7/+2 +2 +10 +5 +7 Evasive 5
18th +18/+13/+8/+3 +2 +11 +5 +8 Tactical Superiority d12 5
19th +19/+14/+9/+4 +2 +11 +6 +8 Ambush 5
20th +20/+15/+10/+5 +2 +12 +6 +9 Dream Team 6


Class Features[edit]

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

Weapon and Armor Proficiency

A marshal is proficient with all simple weapons and martial weapons, along with one exotic weapon of his choosing. Marshals are proficient with light and medium armor.

Tactical Superiority

Marshals have superiority dice, which are used for specific combat related abilities. He starts out with 3, and then gains 1 every 3 levels, to a maximum of 6 at 20th level. The marshal expends his superiority dice for certain class abilities. He regains his superiority dice after a short rest.

The marshal's superiority dice start out as a d8, then become a d10 at 14th level, and a d12 at 18th level.

Teamwork

A marshal inspires comradery on the battle field, fueling the spirits of himself and his allies. If there is at least one ally within 50 feet of the marshal , he and all allies within 50 feet of him gain a +1 bonus on all attack rolls and defense rolls. If the marshal or an ally misses their target and hits an allied target, if the ally was within 50 feet of the marshal , the attack deals 2 less damage to the ally.

Superior Precision

A marshal can expend one of his superiority dice to add the value of the roll to the threatened critical range of his weapon for one attack roll. This bonus does not apply to the follow up roll made to confirm the critical hit. In order to do that, the marshal would have to expend a second superiority die.

Know Your Enemy

At 12th level or higher, a marshal can spend 1 minute observing (by studying or interacting with) a target. At the end of the minute, he learns information about the target relative to himself in two of the following categories, being told if the category is inferior, equal, or superior:

Rally

A marshal of 13th level or higher can expend a superiority die to encourage one of his allies. The targeted ally must be able to hear or see the marshal. The ally gains temporary hit points equal to the superiority die roll + the marshal's charisma modifier.

Disarming Strike

At 14th level or higher, when expending a superiority die on his attack roll, on a successful hit, the marshal's target must make a reflex save (DC 10 + marshal's level + superiority die roll) or drop its weapon (if any).

Improved Teamwork

At 15th level, the bonus from teamwork increases to +2. The damage reduction from friendly fire among nearby allies increases to 3.

Maneuver

A marshal of 16th level or higher can forgo his move action when expending a superiority die on an attack roll to allow up to two allies who can hear or see him to make immediate move actions.

Evasive

At 17th level or higher, when moving, a marshal can expend a superiority die to add the rolled value to his defense until he stops moving.

Ambush

A marshal of 19th level or higher can expend a superiority die to add the rolled value to his and his allies' stealth rolls, or initiative rolls.

Dream Team

At 20th level, the marshal selects at least two allies. When in the same initiative stack as his selected allies, the marshal and his selected allies all gain a +3 to all rolls made (excluding damage rolls and death saves). The marshal and all of his designated allies must be in the initiative stack in order for any of them to gain the bonus. Allies not designated do not receive any bonuses to their rolls. A marshal cannot change his designated allies unless one of them dies.

Epic Marshal[edit]

Table: The Epic Marshal

Hit Die: d10

Level Special
21st
22nd
23rd
24th Bonus Feat
25th
26th
27th
28th Bonus Feat
29th
30th

2 + Int modifier skill points per level.

Bonus Feats

The epic marshal gains a bonus feat (selected from the list of epic shogun feats) every four levels after 20th.

Epic Marshal Bonus Feat List:


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