Prinzessin:Marshal

From 8th Sea
Revision as of 16:15, 16 December 2011 by Prinzessin (Talk | contribs) (Created page with "== Marshal == <pre> Lvl Class Feature Min Maj 1 Minor Aura(Ex) 1 - 2 Major Aura(Ex) +1 1 1 3 Skill Focus:Persuasion 2 1 4 Grant Action(Ex) 1/day 2 1 5 Skill Focus:Tac...")

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Marshal

Lvl	Class Feature				Min	Maj
1	Minor Aura(Ex)				1	-
2	Major Aura(Ex) +1			1	1
3	Skill Focus:Persuasion			2	1
4	Grant Action(Ex) 1/day			2	1
5	Skill Focus:Tactics			3	2
6	Major Aura(Ex) +2			3	2
7	Grant Extra Attack(Ex)			4	2
8	Grant Action(Ex) 2/day			4	2
9	Commander Aura(Ex)			5	3
10	Major Aura(Ex) +3			5	3
11	Grant Standard Action(Ex)		5	3
12	Grant Action(Ex) 3/day			6	3
13	Double Minor Aura(Ex)			6	3
14	Major Aura(Ex) +4			6	4
15	Grant Swift Action(Ex)			7	4
16	Grant Action(Ex) 4/day			7	4
17	Double Major Aura(Ex)			7	4
18	Major Aura(Ex) +5			7	4
19	Grant Full-Round Action(Ex)		8	4
20	Grant Action(Ex) 5/day, Warlord(Ex)	8	5

Class Features

Auras: Minor and Major Aura: R=0, A=12, AT=s, language-dependent. Aura bonuses are circumstance bonuses and do not stack with each other.

Minor Aura(Ex): Add Charisma (up to level) to

  • Accurate Strike: Confirm critical hits.
  • Art of War: Disarm, trip, bull-rush and sunder.
  • Demand Fortitude: Fortitude.
  • Determined Caster: Overcome spell-resistance.
  • Force of Will: Will.
  • Master of Opportunity: AC against AoO.
  • Master of Tactics: Flanking damage.
  • Motivate Charisma: Charisma checks.
  • Motivate Constitution: Constitution checks.
  • Motivate Dexterity: Dexterity checks.
  • Motivate Intelligence: Intelligence checks.
  • Motivate Strength: Strength checks.
  • Motivate Wisdom: Wisdom checks.
  • Over the Top: Charging Damage
  • Watchful Eye: Reflex.

Major Aura(Ex): Add indicated number to

  • Hardy Soldiers: DR /-.
  • Motivate Ardour: Damage.
  • Motivate Attack: Melee attack.
  • Motivate Care: AC.
  • Motivate Urgency: Move.
  • Resilient Troops: Saves.
  • Steady Hand: Ranged attack.

Grant Action(Ex): AT=S, R=12, language-dependent. All extra actions from this ability must follow Marshal's orders. Subject of this ability may refuse to execute stated command, but then he receives no extra action. Marshal must state clearly all moments of this extra action as if he is this character himself. Commands like "do everything you desire" are not applicable. Any character may be subject of this ability no more than once per round.

  • Move: extra Move action. 4th level.
  • Extra Attack: extra attack during Full-Attack action. This ability may be activated as a immediate action. 7th level.
  • Standard: extra Standard Action. 11th level.
  • Swift: extra Swift action. This ability may be activated as a immediate action. 15th level.
  • Full-Round: extra Full-Round action. 19th level.

Commander Aura(Ex): Commander Aura for free.

Double Minor Aura(Ex): May use two Minor Auras simultaneously

Double Major Aura(Ex): May use two Major Auras simultaneously.

Warlord(Ex): AT=FR, may activate any Grant Action ability up to 4 times as a part of this action. Also may use Grant Swift Action on character already subjected to other Grant Action ability during this round.

Alternative Class Features

Adrenaline Boost

Looses: Grant Action.

Adrenaline Boost(Ex): AT=S, R=0, A=6 excluding yourself, D=1m/Mar. May be used instead of Grant Action by Warlord(Ex) class feature.

  • Minor Boost: Mar temporary hp to allies, Mar*2 to allies below half their hp. 4th level.
  • Thirst for Life: AC bonus equal Mar/4. AT=i. 7th level.
  • Moderate Boost: Mar*2 temporary hp to allies, Mar*4 to allies below half their hp. 11th level.
  • Harm's Way: Saves bonus equal Mar/4. 15th level.
  • Major Boost: Mar*4 temporary hp to allies, Mar*8 to allies below half their hp. 19th level.