Sometimes it is not enough to be a conquering warrior, a champion of all that's right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a marshal.

Alignment: Any.
Hit Die: d8.

Marshals inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A marshal has a tactician's mind, a cartographer's overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.

Class Skills:
Skill Points: (4 + Int modifier) x4 at 1st level.
The marshal's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).

Level BAB Fort Save Reflex Save Will Save Special Minor Auras Major Auras
1st +0 +2 +0 +2 Skill Focus (Diplomacy), minor aura 1 0
2nd +1 +3 +0 +3 Major aura +1 1 1
3rd +2 +3 +1 +3 - 2 1
4th +3 +4 +1 +4 Grant move action 1/day 2 1
5th +3 +4 +1 +4 - 3 2
6th +4 +5 +2 +5 - 3 2
7th +5 +5 +2 +5 Major aura +2 4 2
8th +6/+1 +6 +2 +6 Grant move action 2/day 4 2
9th +6/+1 +6 +3 +6 - 5 3
10th +7/+2 +7 +3 +7 - 5 3
11th +8/+3 +7 +3 +7 - 5 3
12th +9/+4 +8 +4 +8 Grant move action 3/day 6 3
13th +9/+4 +8 +4 +8 - 6 3
14th +10/+5 +9 +4 +9 Major aura +3 6 4
15th +11/+6/+1 +9 +5 +9 - 7 4
16th +12/+7/+2 +10 +5 +10 Grant move action 4/day 7 4
17th +12/+7/+2 +10 +5 +10 - 7 4
18th +13/+8/+3 +11 +6 +11 - 7 4
19th +14/+9/+4 +11 +6 +11 - 8 4
20th +15/+10/+5 +12 +6 +12 Grant move action 5/day, major aura +4 8 5

Class Features:

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 below.

All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.

Minor Aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls.

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.
Determined Caster: Bonus on rolls to overcome spell resistance.
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 checks and 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, and initiative 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 7th, 14th, and 20th 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 2/-.
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 (+2 major aura) add 10 feet to their base land speed.
Resilient Troops: Bonus on all saves.
Steady Hand: Bonus on ranged attack rolls.

Skill Focus (Diplomacy): Because a marshal has a way with people, he gains this feat as a bonus feat. If the marshal already has the feat, he can choose a different one.

Grant Move Action (Ex): Starting at 4th 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 8th 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 12th level, four times per day at 16th level, and five times per day at 20th 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.