Marshal

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Skill Points at Each Additional Level: 4 + Int modifier.
Skill Points at Each Additional Level: 4 + Int modifier.
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''The Marshal''
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===Table: The Marshal===
{|border=1px  
{|border=1px  
|'''Level'''||'''Base Attack Bonus'''||'''Fort Save'''||'''Ref Save'''||'''Will Save'''||'''Special'''||'''Minor Auras Known'''||'''Major Auras Known'''||'''Directives Known'''
|'''Level'''||'''Base Attack Bonus'''||'''Fort Save'''||'''Ref Save'''||'''Will Save'''||'''Special'''||'''Minor Auras Known'''||'''Major Auras Known'''||'''Directives Known'''
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'''Major Auras (Ex)''': Starting at level two, a Marshal knows one major aura. He learns a new major aura every four levels thereafter (levels 6, 10, 14, and 18) and at level 20. Beginning at level two, he may project one major aura. He may project a second major aura starting at level 11. At second level, his major aura provides a +1 morale bonus on certain rolls. Every four levels thereafter (levels 6, 10, 14, and 18) this bonus increases by one.
'''Major Auras (Ex)''': Starting at level two, a Marshal knows one major aura. He learns a new major aura every four levels thereafter (levels 6, 10, 14, and 18) and at level 20. Beginning at level two, he may project one major aura. He may project a second major aura starting at level 11. At second level, his major aura provides a +1 morale bonus on certain rolls. Every four levels thereafter (levels 6, 10, 14, and 18) this bonus increases by one.
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*''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 2/-.
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*''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 3/-. This stacks with other sources of damage reduction.
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*''Elemental Protection'': Allies' gain energy resistance equal to 5 x the amount of bonus the aura provides. For example, the allies of a 10th level Marshal (+2 major aura) gain energy resistance 10 to the chosen type. The Marshal can can choose between fire, ice, electricity, and acid. He can switch between these by switching auras (a swift action). If multiple Elemental Protection auras are active in one area that provide protection against different elements, their effects stack. A Marshal that can project multiple major auras may choose to project this aura twice, choosing two different elements to protect against.
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*''Elemental Protection'': Allies' gain energy resistance equal to 5 x the amount of bonus the aura provides. For example, the allies of a 9th level Marshal (+2 major aura) gain energy resistance 10 to the chosen type. The Marshal can can choose between fire, ice, electricity, and acid. He can switch between these by switching auras (a swift action). If multiple Elemental Protection auras are active in one area that provide protection against different elements, their effects stack. A Marshal that can project multiple major auras may choose to project this aura twice, choosing two different elements to protect against.
*''Motivate Ardor'': Bonus on damage rolls.
*''Motivate Ardor'': Bonus on damage rolls.
*''Motivate Attack'': Bonus on attack rolls.
*''Motivate Attack'': Bonus on attack rolls.
*''Motivate Care'': Bonus to Armor Class.
*''Motivate Care'': Bonus to Armor Class.
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*''Motivate Urgency'': Allies' base speed for all movement types 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 (+2 major aura) add 10 feet to their base land speed.
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*''Motivate Urgency'': Allies' base speed for all movement types 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 (+3 major aura) add 15 feet to their speed of all types.
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*''Motivate Vigor'': At the beginning of the Marshal's turn, all affected allies gain a number of temporary hit points equal to 5 x the amount of bonus the aura provides. For example, the allies of a 10th level Marshal (+2 major aura) gain 10 temporary HP at the beginning of his turn. These hit points overlap with temporary hit point granted by this ability in previous rounds (they do not stack) but not with temporary hit points gained from another source.
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*''Motivate Vigor'': At the beginning of the Marshal's turn, all affected allies gain a number of temporary hit points equal to 5 x the amount of bonus the aura provides. For example, the allies of a 9th level Marshal (+2 major aura) gain 10 temporary HP at the beginning of his turn. These hit points overlap with temporary hit point granted by this ability in previous rounds (they do not stack) but not with temporary hit points gained from another source.
*''Resilient Troops'': Bonus on all saves.
*''Resilient Troops'': Bonus on all saves.

Current revision as of 06:42, 26 July 2013

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