Field Marshall (3.5): Difference between revisions
(Pathfinder-izing Field Marshall Class.) |
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| +2 || +3 || +0 || +3 || <i>Improved Leadership</i>, <i>Commanding Presence</i> | | +2 || +3 || +0 || +3 || <i>Improved Leadership</i>, <i>Commanding Presence</i> (Saves and Init) | ||
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| +3 || +3 || +1 || +3 || <i>Keen Awareness</i>, <i>Commanding Presence</i> (AC) | | +3 || +3 || +1 || +3 || <i>Keen Awareness</i>, <i>Commanding Presence</i> (AC), | ||
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| +4 || +4 || +1 || +4 || <i>Commanding Presence</i> (Hit/Damage Rolls), <i>Commanding Presence</i> 20' | | +4 || +4 || +1 || +4 || <i>Commanding Presence</i> 20' (Hit/Damage Rolls), <i>Commanding Presence</i> 20' | ||
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<i>Heroic Rally</i> (EX) : Effect <i>Remove Fear</i> as a caster equal to twice your Field Marshall class level, and may do so a number of times per day equal to your Field Marshall class level, to a maximum number of uses per day equal to your charisma modifier. | <i>Heroic Rally</i> (EX) : Effect <i>Remove Fear</i> as a caster equal to twice your Field Marshall class level, and may do so a number of times per day equal to your Field Marshall class level, to a maximum number of uses per day equal to your charisma modifier. | ||
<i>Commanding Presence</i> (EX) : Allies within 10 feet gain a +1 morale bonus | <i>Commanding Presence</i> (EX) : Allies within 10 feet gain a +1 morale bonus to the listed ability or action. This range increases by 5' per level, reaching a maximum of 30' at Field Marshall Level 5. | ||
<i>Improved Leadership</i> : Adds +2 to your leadership score. | <i>Improved Leadership</i> : Adds +2 to your leadership score. |
Revision as of 20:28, 27 April 2014
Description: Odessa is the preeminent Human kingdom on the mainland, despite having no large scale or professional army to speak of until the recent past. Instead, when war comes, it relies on the spirit of the Odessan people - as well as their proficiency in longbow and longspear - lead by men trained in tactics, strategy, and leadership: the Field Marshall
Prerequisites: BaB: +6, Leadership Feat, Diplomacy: 4 Ranks, Intimidate: 4 Ranks, Knowledge (Geography): 2 ranks, Knowledge (Nobility): 2 Ranks, Knowledge (History): 2 Ranks
Hit Dice: d10
Skill Points: 4+INT
Class Skills: Climb, Diplomacy, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (Nobility), Knowledge (History), Knowledge (Geography), Listen, Ride, Spot, Sense Motive, Speak Language, Spot, Survival, Swim, Use Rope
× Level | BaB | Fort | Ref | Will | Ability |
---|---|---|---|---|---|
1 | +1 | +2 | +0 | +2 | Heroic Rally, Commanding Presence (Skill Checks) |
2 | +2 | +3 | +0 | +3 | Improved Leadership, Commanding Presence (Saves and Init) |
3 | +3 | +3 | +1 | +3 | Keen Awareness, Commanding Presence (AC), |
4 | +4 | +4 | +1 | +4 | Commanding Presence 20' (Hit/Damage Rolls), Commanding Presence 20' |
5 | +5 | +4 | +2 | +4 | Inspiration |
Heroic Rally (EX) : Effect Remove Fear as a caster equal to twice your Field Marshall class level, and may do so a number of times per day equal to your Field Marshall class level, to a maximum number of uses per day equal to your charisma modifier.
Commanding Presence (EX) : Allies within 10 feet gain a +1 morale bonus to the listed ability or action. This range increases by 5' per level, reaching a maximum of 30' at Field Marshall Level 5.
Improved Leadership : Adds +2 to your leadership score.
Keen Awareness : Add your INT bonus to your DEX modifier for Armor Class.
Inspiration : Commanding Presence bonuses increase to +2