Und hier der 2te Streich. Diesmal habe ich den
Marshal aus dem MHB als Prestigeklasse entworfen. Ich denke, so ist er interessanter, da er eigentlich nur zum Cherry Picking genutzt wird, denn er verschenkt Skill Focus (Diplomacy) auf Stufe 1, das man sonst nur unter Zähneknirschen nehmen möchte, wenn man Builds plant und ist mit 1-2 Stufen aber sowieso extrem interessant für Nahkämpfer wegen gutem Will Save und attraktiver Skill Selection.
Jetzt hat er wie die Paladinprestigeklasse den Flair, daß man sich einen Status verdient und ich denke, er ist ein ganzes Stück stärker, denn er besitzt (Ex)-Fähigkeiten, die die Gruppe buffen.
Marshal*endgültige Version*Requirements:Alignment: any
BAB: +5
Feats: Combat Expertise, Skill Focus (Sense Motive or Diplomacy)
Skills: K. (nob. + roy.) 3 ranks, Sense Motive 3 ranks, Spellcraft 3 ranks
Marshal Level | BAB | Fort. | Ref. | Will | Special |
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1 | +0 | +2 | +0 | +2 | Marshal's Aid [Uncanny Dodge] 1/day, Minor Aura |
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2 | +1 | +3 | +0 | +3 | Grant Move Action 1/day, Major Aura, Major Aura +1 |
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3 | +2 | +3 | +1 | +3 | Marshal's Aid [Evasion] 2/day |
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4 | +3 | +4 | +1 | +4 | Major Aura +2 |
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5 | +3 | +4 | +1 | +4 | Grant Move Action 2/day |
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6 | +4 | +5 | +2 | +5 | Major Aura +3, Marshal's Aid [Impr. Uncanny Dodge] 3/day |
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7 | +5 | +5 | +2 | +5 | Natural Leader |
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8 | +6 | +6 | +2 | +6 | Grant Move Action 3/day, Major Aura +4 |
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9 | +6 | +6 | +3 | +6 | Marshal's Aid [Impr. Evasion] 4/day |
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10 | +7 | +7 | +3 | +7 | Major Aura +5 |
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Auras Known:Marshal Level | Minor Aura | Major Aura |
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1 | 1 | 0 |
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2 | 1 | 1 |
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3 | 1 | 1 |
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4 | 2 | 1 |
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5 | 2 | 2 |
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6 | 2 | 2 |
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7 | 3 | 2 |
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8 | 3 | 3 |
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9 | 3 | 3 |
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10 | 4 | 3 |
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Hit die: d8
Skillpoints at each level: 4+INT
Class Skills:The marshal's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge [all, taken individually] (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).
Class Features (Anzeigen)
Weapon and Armor Proficiency: Marshals are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Auras (Ex): 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 and (starting at 2nd level) one major 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 (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 aura of his choice. As his marshal level increases, he gains access to new auras, as indicated on Table: Auras Known.
All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.
A minor aura lets allies add a bonus equal to half his marshal level (round down) to certain rolls.
Minor Aura:
* Accurate Strike: Bonus on rolls made to confirm critical hits.
* Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
* Demand Fortitude: Bonus on Fortitude saves.
* Force of Will: Bonus on Will saves.
* Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
* Master of Tactics: Bonus on damage rolls when flanking.
* Motivate Charisma: Bonus on Charisma-based skill checks.
* Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
* Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks.
* Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
* Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
* Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
* Over the Top: Bonus on damage rolls when charging.
* Watchful Eye: Bonus on Reflex saves.
Major Aura:
Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 4th, 6th, 8th and 10th level.
* Hardy Soldiers: The marshal's allies gain damage reduction equal to the amount of bonus the aura provides. For example, if the marshal is 10th level, everyone affected gains DR 5/-.
* Motivate Ardor: Bonus on damage rolls.
* Motivate Attack: Bonus on melee attack rolls.
* Motivate Care: Bonus to Armor Class.
* Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides. For example, the allies of a 10th-level marshal (+5 major aura) add 25 feet to their base land speed.
* Resilient Troops: Bonus on all saves.
* Steady Hand: Bonus on ranged attack rolls.
Grant Move Action (Ex): Starting at 2rd 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, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 8th level.
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.
Natural Leader (Ex): At 7th level a marshal attracts people through his natural charisma and self esteem. He receives a +3 morale bonus on all charisma checks and charisma based skill checks. This feature enables a marshal to qualify for the Legendary Leader prestige class though he might not have the leadership feat. This bonus does not apply if the marshal is unconscious.
Marshal's Aid (Ex): Starting at 1st level a marshal can use his former experience in combat to foresee the maneuvers of his enemies and is able to warn his allies right in time building up a quick defense.
Whenever an enemy of the marshal and/or his allies starts a special attack of the following list against him and/or his allies:
Bull Rush
Disarm
Grabbing item
Feint
Grapple
Overrun
Sunder
Trip
the marshal can make a sense motive check against DC: 10 + enemies' hit dice who starts the attack as an immediate action. If he succeeds he can grant all allies (including himself), who can hear the marshal, a competence bonus equal to his marshal level on all the rolls of the target of the special attack.
On 3rd level, he additionally provides Evasion and the ability is usable 2/day. On 6th level he additionally grants Improved Uncanny Dodge and on 9th level he additionally grants Improved Evasion. The marshal cannot use this feature if he is unable to speak.
For the purpose of granting Evasion, the sense motive check is followed by a normal spellcraft check to identify a spell. If the check fails, the Marshal cannot grant Evasion or Improved Evasion. The granted bonus lasts for a number of rounds equal to 3 + the marshal's CHA-modifier (if positive).
Wie beim Paladin auch freue ich mich über Kritik und Meinungen, vor allem zur Balance, ich denke, dadurch, daß ich eine neue Fähigkeit addiert und ausgedacht habe (Marshal's Aid), könnte diese Fertigkeit zusammen mit den Auren (etwas) zu stark sein.
Die Originalfähigkeiten habe ich an die 10 Stufen angepasst, auch was die Beschreibung etc. anbelangt.