Marshal, Retooled (3.5 Class)

The Marshal
War. It is a constant in all worlds; from the battles waged in the Material Plane to the Blood War between the Nine Hells and the Abyss. All wars always have the same components: an event that ignites hostilities, two (or more) sides that are hostile to each other, and the soldiers that fight for those sides. And as much as there are soldiers, there will be commanders.

Not all commanders are the same. A Fighter commander will use its battle expertise in combat to face the strongest of enemies, but its tactical superiority will depend in great deal on the skill of its warriors. Conversely, a Clerical war-priest or a Bard battle herald will be capable of strengthening its troops in combat, but in the direst of situations they may be overwhelmed by the forces surrounding them (or at least until they summon the power of the gods or shatter their will through musical power). Commanders that happen to be adventurers work in a different trend. Adventurers fight in small-scale battles, no more than mere skirmishes, even though the creatures they face could definitely rival the power of a whole army. However, their small-scale focus becomes a liability when grand-scale strategy is required, particularly when their training relies them to be on the forefront of combat or in a tactical position to unleash their maximum effectiveness.

The Marshal, oddly enough, is not the inverse of this statement. While its main task is to lead armies in combat effectively and successfully, it is equally deft in small-scale skirmishes. Whenever a Marshal stops leading an army and becomes the commander of a small group of soldiers, or the leader of a party of adventurers, its tactical knowledge is no less effective than on grand-scale battles, and its training allows them to deal just as effectively with evil-doers, ne'er-do-wells, the clergy (of any alignment), the common populace or even the nobility. And, even on a duel, it is an effective warrior, clad in the best possible armor and capable of applying the core of its knowledge into the smallest scale possible. One-on-one, or leading the greatest army in existence, the Marshal rallies its forces to certain victory.

Making a Marshal
The Marshal, more than others, is a team player. The core of its abilities rely on its auras and the power it can draw from its allies while rallying; furthermore, most of its abilities regarding the avoidance of ambushes rely on the cooperation of all of its allies, whether fellow adventurers or its elite band of soldiers (or really, any platoon under its command). Alone, the Marshal does not cease to be any effective and can hold on its own, as the auras affect him just as well as they would affect its allies, but it may not rally itself as effectively in combat (until later, in which it may maintain its rally with no more than a thought).

The best Marshal is the one that considers the composition of its party in various aspects. An effective Marshal will probably stand at the forefront or close to its party spellcasters, learning auras that boost the front-liners, the skirmishers and the spell-weavers and applying them as necessary. An effective Marshal retains its effectiveness out of combat; some of its auras work effectively in a battle of wits or in a race against time, granting the edge in any competition. The Marshal is truly out of its game in two aspects; dealing damage in a wide area, and remaining still doing nothing. The first one is a challenge of all martial characters (and even then, with some effort, that may be changed), and the second...well, when have you seen an adventurer doing nothing? Rest is just the period between one adventure and the next, and the Marshal is still effective even then.

Abilities: Some commanders lead by pure strength, others by intellect, and other by force of personality. Marshals, thus, focus mostly on Strength, Intelligence or Charisma. Most marshals require a good Constitution for a large amount of hit points, and generally have two or three good scores.

Races: Marshals exist everywhere, but generally upon the civilized races. Any character, whether it's the versatile human, the hardy dwarf, the swift elf or even smaller races such as halflings and gnomes can become marshals, using their unique talents to assist their allies. Amongst the savage races, most warlords hold abilities of similar regard to marshals, but hobgoblins excel on the task of leadership, and thus most hobgoblins are marshals. A marshal may be rare in a non-civilized setting, but a former war leader might train such races in the fine art of tactics.

Alignment: Any.

Starting Gold: 6d4&times;10 gp (150 gp).

Starting Age: Moderate.

Class Features
All of the following are class features of the Marshal.

Weapon and Armor Proficiency: Marshals are proficient with all simple and martial weapons (plus one exotic weapon of their choice), with all kinds of armor (heavy, medium and light), and with all shields.

 : The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura, one major aura and, starting at 5th level, one greater aura at a time. Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (greater, major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn. Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. A marshal begins play knowing one minor and major aura of his choice. As his marshal level increases, he gains access to new auras, as indicated on the table above. All bonuses granted by a marshal's auras are either morale or circumstance bonuses that do not stack with each other.

 : At 1st level, a marshal pushes his troops to impressive efforts. Be it by fooling his troops that victory is underway, inspiring his troops with bolstering words, seizing the advantage through careful tactics, or even promising a fate worse than death, his troops hit harder, survive longer, and even shake off harmful effects through sheer force of will. As a full-round action, a marshal may whip a rally that stirs the heart of the most desperate trooper. Each ally within range that can hear the marshal adds an extra 1d6 points of damage in any successful melee or ranged attack dealt during the round. This benefit lasts for as long as the Marshal concentrates (as a move action) and one round thereafter. At 7th level, and every six levels afterwards, the amount of extra damage dealt increases by 1d6. Unlike similar abilities, creatures immune to critical hits or sneak attacks are not immune to this damage. A marshal may not use this ability if under any fear effect (although the marshal is immune to fear effects, the marshal may not use this ability if for some reason this immunity was bypassed) or demoralized, and allies that suffer any fear effect do not gain the benefit of this ability. At 4th level, a marshal grants himself and all allies that hear the rally a +1 competence bonus to Armor Class. This bonus increases by 1 for every six class levels, and lasts for as long as the marshal rallies. Furthermore, any ally that hears the marshal and currently suffers a fear effect may make a new saving throw to remove said effect. An ally can attempt a new saving throw every round in which it suffers a fear effect and hears the marshal rally, but can only attempt a new saving throw once per round. At 7th level, a marshal can demoralize an enemy with his rally. He may use the demoralize ability (see the Intimidate skill) as a free action, but only when he begins the rally (as part of the full round action to activate it) or by ending the rally as an immediate action. Unlike the normal demoralize ability, the marshal may affect all enemies that can hear his rally, and the effects of demoralization lasts for as long as the marshal rallies (if he uses it as part of the full round action to activate the ability) or for a number of rounds equal to his Intelligence or Charisma modifier (if he uses it as an immediate action to end the rally). At 10th level, a marshal may keep the rally as a swift action instead of a move action. At 13th level, any ally that hears the marshal and suffers any of the following effects may attempt a saving throw to remove the condition: confused, dazed, entangled, exhausted, fascinated, fatigued, feebleminded, nauseated, paralyzed, sickened, slowed, or stunned. An ally can attempt a new saving throw every round in which it suffers any of the above effects and hears the marshal rally, but can only attempt a new saving throw once per round. At 16th level, a marshal increases the speed of his troops. All allies that can hear a marshal rally gain a +10 bonus to all of their speeds. At 19th level, any ally that hears the marshal rally may make an extra melee or ranged attack at its highest attack bonus as part of a full attack. The extra attack gained by means of this ability stacks with other forms of extra attacks gained (such as that from the haste spell, or the speed weapon enhancement) even if the ability says otherwise. A rally is an extraordinary, fear (in the case of the demoralize ability), language-dependent, mind-affecting ability.

 : At 2nd level, a marshal is immune to fear, magical or otherwise.

 : Starting at 2nd level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). 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 the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.) At 5th level, and every three class level afterwards, a marshal gains the ability to grant an extra move action to his allies one more time per day. A character can take only one extra move action per round. (In other words, two marshals 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.

These bonus feats must be drawn from the feats noted as fighter bonus feats, or from the list of feats below. A marshal must still meet the prerequisites for a bonus feat, as usual. For purposes of fighter level prerequisites, a marshal is considered to have a fighter level equal to his marshal level -2. Marshal Bonus Feats: Alertness, Deceitful, Diehard, Endurance, Great Fortitude, Improved Initiative, Investigator, Iron Will, Leadership*, Negotiator, Persuasive, Run, Self-Sufficient, Skill Focus (any), Toughness *: Subject to DM’s approval. A DM is not recommended to provide Leadership to a PC unless the group is composed of a few people, or if the DM is comfortable with allowing the marshal player character a suitable cohort. NPC marshals may not take Leadership by means of this bonus feat, nor cohorts with marshal levels or hirelings. A marshal is automatically granted the bonus of “great renown” to his Leadership score.

 : A marshal is a skilled leader, blessed with incredible knowledge of the battlefield and the power to inspire his troops into victory. A marshal can be one of many: a warrior that leads by strength, an undefeatable warrior that fights in the forefront and uses his resistance to pain as a push, a warrior with knowledge of several tactics, or a warrior that inspires people to fight to their last drop of blood. This talent reflects in one of many ways, enhancing the marshal’s combat capabilities outside of the usual parameters that measure a warrior. The marshal must make the choice at the moment it gains the ability, and once the choice is made (whether to replace the ability score or neglect it), it cannot be replaced. At 3rd level, a marshal may use the largest between his Strength, Dexterity, Intelligence, or Charisma modifier when making an attack with a melee or ranged weapon. If an aura or ability grants a bonus to the character’s Intelligence or Charisma-based checks (such as that from the marshal himself, or from items such as a circlet of persuasion), the bonus does not apply in this case; however, direct bonuses to Intelligence or Charisma (such as that from the eagle’s splendor spell or the headband of intellect) do. At 6th level, a marshal may use the largest between his Dexterity and his Constitution or Intelligence modifiers to his Armor Class. In case the marshal’s Constitution or Intelligence score is the largest (and thus, replaces Dexterity for purposes of his Armor Class bonus), treat the score as if it were a Dexterity bonus to Armor Class for other purposes (such as whether it applies when flat-footed, held, paralyzed or otherwise denied). If an aura or ability grants a bonus to the character’s Constitution or Intelligence-based checks (such as that from the marshal himself, or from items), the bonus does not apply in this case; however, direct bonuses to Constitution (such as that from the bear’s endurance spell or the amulet of health) do apply. At 9th level, a marshal may add the largest between his Strength modifier and his Dexterity, Intelligence or Charisma modifiers to the damage dealt with all attacks. Unlike other similar abilities (until 18th level), the marshal adds the damage to the roll, instead of replacing the damage. If an aura or ability grants a bonus to the character's Dexterity, Intelligence or Charisma modifiers (such as that from the marshal himself, or from items), the bonus does not apply in this case; however, direct bonuses to Dexterity, Intelligence or Charisma do. At 12th level, a marshal may replace the scores he uses for his saving throw bonus. A marshal may add the largest between his Strength and his Constitution scores for purposes of Fortitude saving throws, the largest between his Dexterity and Intelligence bonuses for purposes of Reflex saving throws, and the largest between his Wisdom and his Charisma scores for purposes of Will saving throws. As above, if an aura or ability grants a bonus to the indicated score’s checks, the bonus does not apply for purposes of this ability; however, direct bonuses to the indicated scores do. At 18th level, a marshal may re-add the ability score replaced in any of the above-mentioned abilities, or add an ability score on those abilities whose scores were not replaced. Thus, a marshal may add his Strength (or Dexterity if using a ranged weapon or Weapon Finesse) and either his Intelligence or Charisma modifier to attack rolls and damage rolls, his Constitution and Dexterity modifiers to Armor Class, Strength and Constitution for Fortitude, Dexterity and Intelligence for Reflex saves, and Wisdom and Charisma for Will saves. In the case of adding both Constitution (or Intelligence) and Dexterity to Armor Class, the penalty on Dexterity imposed by armor only applies to the Dexterity modifier (not to the Constitution or Intelligence modifiers, which receive the entire benefit). In the case of multiple ability scores, the marshal must choose the ability score chosen on earlier levels (in case of replacement) or choose one of the scores (in case of no replacement); once made, the choice is permanent.

 : A marshal senses the urgency of his scouts, and gains preternatural awareness of his surroundings. Not only is he rarely, if ever, caught unaware; his troops are also never caught unaware, although only those closest to him. At 5th level, a marshal and all allies within 60 feet retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, the marshal or any of his allies still lose their Dexterity bonus to AC if immobilized. If the marshal is immobilized (held or paralyzed), this ability temporarily ceases functioning for all allies. If a marshal already has uncanny dodge from a different class, he gains improved uncanny dodge for himself. His allies are treated as if having uncanny dodge, unless the marshal and the ally both have uncanny dodge (in which case both the marshal and the ally are treated as if having improved uncanny dodge). For purposes of qualification, if a marshal cannot affect an ally with his aura (even if it does not have any of his auras active), the ally does not gain the benefit of the marshal’s commander’s uncanny dodge.

 : At 8th level, a marshal leads the course of battle by means of keen and precise leadership. Neither the marshal nor any of his allies within 60 feet may be flanked. This defense denies the rogue the ability to sneak attack the marshal or any of his allies by means of flanking, unless the rogue has four more levels than the marshal (if the marshal has four levels less than the rogue but any of his allies has more levels than the marshal, they may still be flanked; see below for the exception). If the marshal already has uncanny dodge from a second class, he automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. If the marshal and an ally both have improved uncanny dodge, all allies use the highest between the marshal’s and the ally’s level in order to determine whether an enemy rogue may flank. For purposes of qualification, if a marshal cannot affect an ally with his aura (even if it does not have any of his auras active), the ally does not gain the benefit of the marshal’s commander’s Improved uncanny dodge.

 : At 10th level, a marshal may grant an ally a standard action instead of a move action when using his grant move action ability. A character may take only one extra move and one extra standard action per round. If a character already has gained an extra move or standard action (by means of another marshal’s grant move action or grant standard action, a wizard’s celerity line of spells, or a White Raven martial adept’s maneuvers), it may not take another move action.

 : At 11th level, a marshal is so sure of his leadership skills that he can use them even in the most heated of battles. A marshal may take 10 with any Bluff, Diplomacy, Intimidate, Gather Information or Sense Motive check even if stress and distractions prevent him.

 : At 14th level, a marshal has gained great experience in leadership, and learns whenever a fellow (or enemy) commander seeks to wrest control from it. Thus, a marshal gains the unusual ability to wrest control from any attempt to override his leadership, even by magical means. This ability, of course, requires the marshal to be aware of the situation; if caught unaware, he may be taken aback. If a marshal or an ally within 60 feet are affected by a mind-affecting spell or effect and fail their saving throws, they can attempt them again 1 round later at the same DC. The marshal and each of his allies get only this one extra chance to succeed on his saving throw (unless the ally has slippery mind, in which case it may use the ability whenever both apply). If the marshal (and only the marshal) succeeds on any of the saving throws against a mind-affecting spell or ability, the marshal may force the user to roll a saving throw, with the same DC (except the marshal uses his own Strength, Intelligence or Charisma score, whichever is higher, instead of the user’s ability score). If the user fails the saving throw, the marshal wrests control of the ability and the user is affected for the remainder of the round. If the spell or ability cannot affect the caster, the secondary benefit of this ability has no effect. A marshal that gains the benefit of mind blank may not use this spell unless it voluntarily lowers his resistance, and a caster or user benefiting from mind blank or similar immunities does not gain the benefit of this immunity if the spell or ability’s control is wrested. For example, a marshal with 22 Int that succeeds on a Will saving throw against the dominate monster spell may force the caster to roll a saving throw against the same effect (assuming the caster had 18 Charisma, the DC of the effect would be 2 points higher because the marshal’s Intelligence is 4 points higher). If the caster fails his Will saving throw, it is dominated instead as if the marshal had cast the spell himself, for the same amount of time the marshal would have been dominated.

 : At 20th level, a marshal’s command allows his allies to act even after they have already exhausted his actions. Time neither stops nor slows; rather, the marshal has pushed his troops in such a scale that they move at extraordinary speed. By expending two daily uses of his grant move action ability as an immediate action, a marshal may provide himself and any of his troops a full-round action. Each of the affected allies takes this extra full-round action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. Regardless of how many daily uses of grant move action the marshal possesses, he may use this ability only once per day.

The Marshal's Auras
The following is a collection of all auras a marshal may learn as he progresses in levels. As mentioned above, all auras have a maximum range of 60 feet, and all auras (unless mentioned below) are extraordinary abilities. A marshal can have one minor aura, one major aura, and one greater aura active at the same time, as well as any other auras he may get by means of multiclassing, feats or otherwise. Auras, unless otherwise indicated, are either morale bonuses or circumstance bonuses.

Minor Aura: A minor aura lets allies add the marshal's Strength, Intelligence or Charisma bonus (if any) to certain rolls, up to one point per class level: • Accurate Strike: Circumstance bonus on rolls made to confirm critical hits. • Art of War: Morale bonus on disarm, trip, bull rush, and sunder attempts. • Commander’s Call: Circumstance bonus on Bluff, Diplomacy, and Intimidate checks. • Commander’s Loyalty: Morale bonus on saves versus spells from the enchantment school, powers from the telepathy discipline, fear, and mind-affecting spells and effects. • Determined Caster: Morale bonus on rolls to overcome spell resistance. • Enduring March: Morale bonus on Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, Fortitude saves made to resist damage from suffocation, Fortitude saves made to resist fatigue or exhaustion, and Swim checks made to resist nonlethal damage. • Enduring Physique: Morale bonus on saves to resist daze, nausea, sickness or stun. • Maiming Strike: Morale bonus on damage rolls on a successful critical hit. • Master of Opportunity: Dodge bonus to Armor Class against attacks of opportunity. • Master of Scouting: Circumstance bonus on Listen, Search, and Spot checks. • Master of Tactics: Circumstance bonus on attack rolls and damage rolls when flanking. • Over the Top: Morale bonus on attack rolls and damage rolls when charging. • Resist Bluntness: The marshal’s allies gain damage reduction equal to the amount of bonus the aura provides against bludgeoning attacks. For example, if the marshal is 10th level and has a Charisma of 24, everyone affected gains DR 7/slashing or piercing. • Resist Piercing: The marshal’s allies gain damage reduction equal to the amount of bonus the aura provides against slashing attacks. For example, if the marshal is 10th leveland has a Charisma of 24, everyone affected gains DR 7/bludgeoning or slashing. • Resist Slashing: The marshal’s allies gain damage reduction equal to the amount of bonus the aura provides against slashing attacks. For example, if the marshal is 10th level and has a Charisma of 24, everyone affected gains DR 7/bludgeoning or piercing. • Toughened Soldiers: The marshal and his allies gain an increase in hit points equal to the amount of bonus the aura provides for as long as they remain in the aura. These hit points are treated as if gained from an increased Constitution score, and are not lost first as temporary hit points are.

Major Aura: A major aura lets allies add half the marshal’s class level to certain rolls: • Demand Fortitude: Morale bonus on Fortitude saves. • Force of Will: Morale bonus on Will saves. • Healer’s Resolve: The marshal and his allies gain a bonus equal to the amount of bonus the aura provides on any ability that heals hit point damage. This includes any kind of rest and any use of heal, but not fast healing or regeneration. • Motivate Ardor: Morale bonus on all damage rolls. • Motivate Attack: Circumstance bonus on melee attack rolls. • Motivate Care: Dodge bonus to Armor Class. • Motivate Charisma: Circumstance bonus on Charisma ability checks and Charisma-based skill checks (except Use Magic Device). Unlike other major auras, a marshal may only apply his Strength or Intelligence modifier with this aura. • Motivate Constitution: Circumstance bonus on Constitution ability checks and Constitution-based skill checks. • Motivate Dexterity: Circumstance bonus on Dexterity ability checks, Dexterity-based skill checks, and initiative checks. • Motivate Intelligence: Circumstance bonus on Intelligence ability checks and Intelligence-based skill checks. Unlike other major auras, a marshal may only apply his Strength or Charisma modifier with this aura. • Motivate Strength: Circumstance bonus on Strength ability checks and Strength-based skill checks. A character’s maximum loads also increase as if the marshal and his allies had an increase in the Strength score equal to the bonus provided by the aura. Unlike other major auras, a marshal may only apply his Intelligence or Charisma modifier with this aura. • Motivate Wisdom: Circumstance bonus on Wisdom ability checks and Wisdom-based skill checks. • Steady Hand: Circumstance bonus on ranged attack rolls. • Watchful Eye: Dodge bonus on Reflex saves.

Greater Aura: Starting at 5th level, a marshal may project a greater aura along his minor and major auras. A greater aura lets allies add a +2 to certain rolls. At 8th level, and every 3 class levels afterwards, the bonus increases by 1. • Aura of Courage: Morale bonus on attack rolls, damage rolls and saving throws vs. fear. This bonus overlaps with similar abilities (such as inspire courage) • Deceive Item: Competence bonus on Use Magic Device checks. This ability does not grant a character the ability to make Use Magic Device checks untrained. • Grant Constitution: Morale bonus to Constitution • Grant Charisma: Morale bonus to Charisma • Grant Dexterity: Morale bonus to Dexterity • Grant Intelligence: Morale bonus to Intelligence • Grant Strength: Morale bonus to Strength • Grant Wisdom: Morale bonus to Wisdom • Hardy Soldiers: The marshal's allies gain damage reduction equal to the amount of bonus the aura provides. For example, if the marshal is 11th level, everyone affected gains DR 3/-. • Healer’s Determination: The marshal and his allies gain a bonus equal to the amount of bonus the aura provides on any ability that heals ability damage, ability drain or energy drain. • Irresistible Caster: Circumstance bonus on all spells’ and spell-like abilities’ Difficulty Class. • Resilient Troops: Morale bonus to Armor Class and all saves.

Epic Marshal
Note: the author offers this progression in accordance to the Epic Levels rules as presented in the Epic Level Handbook. The author does not endorse a great deal of the things in the book, and may offer a different progression in the future.

Rally: The epic marshal grants an extra +1 competence bonus to AC to all allies at 22nd level and every six levels afterwards, and an extra 1d6 points of damage at 25th level and every six levels afterwards.

Grant Move Action: The epic marshal may grant a move action an extra time per day at 23rd level and every three levels afterwards.

Grant Full-Round Action: The epic marshal may grant a full-round action an extra time per day at 25th level and every five levels afterwards. The epic marshal must expend two daily uses of grant move action, as usual.



Epic Marshal Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Improved Combat Reflexes, Improved Manyshot, Improved Whirlwind Attack, Instant Reload, Legendary Commander, Legendary Rider, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the marshal may treat any feat designated as a Fighter or Marshal bonus feat, but not listed here, as being on his or her bonus feat list.

Dwarven Marshal Starting Package
Weapons: Dwarven Waraxe (1d10, crit x3, 8 lb., one-handed, slashing), 10 Light Hammers (1d4, crit x2, range 20 ft., light, bludgeoning)

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Power Attack (if Strength 13) or Weapon Focus (dwarven waraxe).

Auras: Art of War (minor), Motivate Care (major), Resist Piercing (minor)

Gear: Scale mail (+4 AC, armor check penalty -4, speed 20 ft., 30 lb.), tower shield (+4 AC, armor check penalty -10, 45 lb.), backpack with waterskin, belt pouch, bedroll, flint & steel, 50 ft. of hempen rope, 2 sunrods, 10 days of trail rations.

Gold: 25 gp.

Marshals and other Dungeons & Dragons supplements
Although the class is designed to be mostly self-sufficient, one of the big problems with the Marshal was the lack of support between classes. Aside from a pair of classes that provided some auras, the concept of an aura class was greatly neglected. Given that the original marshal had troubles being a martial character despite being geared for such, and because it was hidden within a supplement that saw very little light (the Miniatures Handbook), the marshal was relegated to second duty. Some supplements either provided very limited help (Complete Champion, Heroes of Battle, and the Magic Item Compendium) or served as a blanket replacement (Tome of Battle: the Book of Nine Swords, with its White Raven discipline). In order to provide options for the marshal that decides to multiclass or enter into a suitable prestige class.

Heroes of Battle: a supplement that could quite easily rework the Marshal into the fray, providing more auras and options for the character, fell oddly short from its expectations. However, the concept of a commander and a campaign geared towards battles is a natural for a Marshal. Namely, the concept of rally and commander’s auras are suitable for a Marshal, not to mention that a Marshal would be a high-ranking commander straight out of the box.


 * Commander Rating: unlike other classes, the Marshal begins with a much higher commander rating. If using the rules, a marshal should begin on a rank no lower than lieutenant (rank 3), but usually no higher. Unless specified by the DM, the Marshal should raise in ranks at level 6th, level 10th, level 15th, and level 20th (levels 6th and 15th representing mid-level play and pre-epic play, 20th level being actual epic play, and level 10th being the theoretical midpoint of the game).
 * Rally Checks: a Marshal making a rally check may use his Strength or Intelligence modifier instead of his Charisma modifier. As well, the auras of Commander’s Loyalty and Aura of Courage add the aura’s benefit to rally checks. A marshal using his rally ability may make a rally check as a free action as part of the action required to activate the ability, and the effects of the check last for as long as the marshal rallies. A 11th level marshal with the Commander’s Skill Mastery class ability may take 10 when making a rally check (an exception to the rule in which you may not take 10 on a rally check) even if stress and distractions affect him. A 18th level Marshal may use his Charisma modifier and either his Strength or Intelligence modifier when making rally checks.
 * Commander Auras: given that the Marshal is the perfect battlefield class, and being an aura-inspired class, they gain unique benefits. A Marshal may take a commander aura instead of a minor, major or greater aura, plus the commander’s aura they gain by means of rank. Auras gained by means of commander rating are treated as the Marshal’s auras in all respect (including scaling the benefit based on the type of aura they are similar to), and may be deactivated as a swift action. Unlike commander’s auras, if a Marshal chooses a commander’s aura instead of a minor, major, or greater aura, he may take the benefit of the aura alongside a pre-existing commander aura, but the marshal may not have an aura of the same type as the equivalent commander aura (thus, a marshal that has chosen a commander aura as a minor aura may not have a minor aura of its own, but it may have that minor-equivalent commander aura alongside the actual commander aura). The following is the equivalency between the commander’s auras (and their requirements, with alternate requirements in the case of a Marshal) and the Marshal’s auras:
 * Animal Commander (commander rating 1, any neutral alignment, wild empathy or Handle Animal 4 ranks): Major Aura
 * Archery Commander (commander rating 2, any chaotic alignment, Point Blank Shot): Greater Aura
 * Bloodthirsty Commander (commander rating 3, any evil alignment): Minor Aura
 * Deathslayer Commander (commander rating 2, any good alignment, turn undead or Knowledge [religion] 9 ranks): Greater Aura
 * Defensive Commander (commander rating 2, lawful good alignment): Major Aura
 * Dwarf Commander (commander rating 3, dwarf, lawful good alignment): Major Aura (2x bonus vs. giants)
 * Elf Commander (commander rating 3, elf, chaotic good alignment): Minor Aura
 * Feral Commander (commander rating 3, any neutral alignment, Handle Animal 5 ranks): Minor Aura
 * Giant-Killer Commander (commander rating 2, Small or smaller size, any good alignment): Minor Aura
 * Goblinoid Commander (commander rating 3, goblinoid, lawful evil alignment): Minor Aura
 * Maneuvering Commander (commander rating 2, chaotic good alignment): Minor Aura
 * Melee Commander (commander rating 3, any lawful alignment, base attack bonus +2): Major Aura
 * Mobile Commander (commander rating 3, any chaotic alignment): Major Aura (5 ft. per point of bonus)
 * Necromantic Commander (commander rating 2, any evil alignment, rebuke undead or Knowledge [religion] 9 ranks): Greater Aura
 * Orc Commander (commander rating 3, orc, lawful good alignment): Major Aura
 * Orderly Commander (commander rating 2, any alignment): Major Aura (adds 5 ft per point of Charisma or Intelligence to movement speed, minimum 10 ft., when making a rally check or using the Marshal’s rally; the ability stacks with the movement boost from rally)
 * Protective Commander (commander rating 1, any lawful alignment): Major Aura
 * Pursuing Commander (commander rating 2, lawful evil alignment): Major Aura
 * Reckless Commander (commander rating 2, chaotic evil alignment): Major Aura
 * Runt-Squasher Commander (commander rating 2, Large or larger size, any evil alignment): Major Aura
 * Sneaky Commander (commander rating 5, chaotic evil alignment, sneak attack or sudden strike ability): Greater Aura
 * Spellslinging Commander (commander rating 3, ability to cast 1st level spells or Knowledge [arcana] 5 ranks, Spellcraft 5 ranks): Greater Aura
 * Steadfast Commander (commander rating 5, lawful good alignment): Minor Aura
 * Tyrannical Commander (commander rating 5, lawful evil alignment): Minor Aura
 * Note: since Doublestrike Commander and Healing Commander do not provide any bonuses (instead enabling actions), they may not be chosen as Marshal’s auras.


 * Volley of Arrows: a marshal’s extra damage from rally adds to the damage dealt from a volley of arrows in the following way: for a normal volley, all creatures take damage equal to the marshal’s rally extra damage; for a concentrated volley, the creature takes damage equal to the marshal’s rally extra damage per five arrows shot (thus, a concentrated volley of 20 arrows shot from a longbow led by an 8th level marshal deals 4d8 points of damage plus 8d6 points of damage from the rally). The marshal must be using his rally ability in order to add the extra damage, but he may make the volley attack as a standard action instead of a full round action as part of the rally.
 * Siege Engines: a Marshal does not affect the damage from siege engines (if any) when using his rally ability, and any ability that increases damage does not affect the damage from siege engines. However, auras and abilities that increase attack rolls do affect the siege engine attack roll.

Player’s Handbook II: a supplement that offers some options for the marshal, the book also introduces the second official aura-based class: the dragon shaman.


 * Dragon Shaman: the dragon shaman introduces the concept of draconic auras, and follows a progression similar to the marshal’s greater aura bonus. For purposes of multiclassing, a marshal/dragon shaman adds a +1 bonus to his greater auras for every 2 points of bonus with the dragon shaman’s draconic auras; as well, draconic aura bonuses increase by 1 for every two points of greater aura bonus. Thus, a marshal 10/dragon shaman 10 has a greater aura bonus total of +3 (+2 from the class and +1 from the draconic aura synergy) and a draconic aura bonus of +4 (+3 from the class and +1 from the greater aura synergy).
 * Adrenaline Boost (Marshal ACF): Adrenaline Boost is meant to replace the grant move action ability, which had its own kind of progression. Keep the bonus as-is, but replace the Grant Standard Action and Grant Full-Round Action in case that the marshal exchanges Grant Move Action for Adrenaline Boost as follows:
 * At 11th level, a marshal’s granted temporary hit points act as if they were granted by a Constitution bonus. These hit points are not lost first as temporary hit points do. As well, all allies that gain the temporary hit point bonus gain a bonus on attack rolls, damage rolls, ability checks and saving throws equal to one-fourth the marshal’s level (rounded up).
 * At 20th level, a marshal also grants regeneration X, where X is equal to one fourth the marshal’s class level. This regeneration is bypassed by attacks that deal negative energy damage (such as inflict light wounds spells), and behaves like normal regeneration.

Dragon Magic: this supplement allows for most characters, including Marshals, to gain draconic auras instead of marshal’s auras. The rules for gaining auras, however, are left mildly unclear and most of the auras don’t grant a specific benefit, usually causing a dragonblooded marshal to use his own dragonblooded subtype to enhance the auras. The following should clear up things a bit, in accordance with the enhancement to the class:


 * Draconic Auras: The marshal can learn any of the draconic auras presented here in place of a major aura. The bonus granted by a draconic aura equals the bonus normally granted by the marshal’s greater aura, and otherwise follows all the normal rules for the marshal’s auras (including range, eligible targets, and when it ceases functioning). It is also considered a draconic aura for all effects that apply to such auras, such as the Double Draconic Aura feat. (Paraphrased and modified from Dragon Magic, page 86)
 * For purposes of eligibility, a marshal may only choose from the list presented on the Draconic Auras section of Dragon Magic, page 87. A marshal that has at least one level on dragon shaman may choose from the auras exclusive to the dragon shaman as well. A dragonblooded marshal with draconic auras may use either the progression granted by the marshal’s auras, or the progression granted by the dragonblooded subtype as presented on the Draconic Aura feat, page 16-17 of Dragon Magic, whichever is highest. (Usually, this means a dragonblooded marshal will use the dragonblooded progression between levels 1st to 12th, and then the marshal progression from 13th level onward).


 * Dragon Lord (Draconic Aura-based PrC): A marshal that enters the Dragon Lord class adds the draconic aura progression to his greater aura bonus at the indicated levels (thus, a marshal 9/dragon lord 5 has a total greater aura bonus of +4; 2 from his marshal levels and 2 from his dragon lord levels). He may choose between the draconic auras granted by the class, or from the marshal’s list of auras (minor, major or greater) at each level in which he gains a new draconic aura. His other class abilities remain unchanged.

Tome of Battle: the Book of Nine Swords: widely regarded as the book that redefines martial characters (or a book of magic-flavored anime attacks and characters), the White Raven discipline on its pages deals a mortal blow to the marshal, as abilities like Leading the Charge, Tactics of the Wolf and even the arch-famous (and undoubtedly broken) White Raven Tactics make for a superb marshal-type character. What’s best, the White Raven discipline is granted to two classes, the crusader and the warblade, and some PrCs allow for its progression (namely, Eternal Blade, Master of Nine and Ruby Knight Vindicator). For those marshals that wish to expand their options by means of adding martial maneuvers, the following should be worthwhile.


 * Maneuvers and Stances: a martial adept with marshal levels, or a marshal with knowledge of at least one White Raven stance or maneuver, treats his levels in the marshal class as initiator levels for purposes of qualifying for White Raven maneuvers, or White Raven maneuvers that depend on initiator level (such as Leading the Charge). For purposes of qualifying for other classes, the marshal’s initiator level is equal to his levels in a martial adept class, plus half his levels in other classes, as usual.