Class- Knight Marshall in Aertrea | World Anvil
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Class- Knight Marshall

Knight Marshal

The usually heavily armored Knight Marshal is best served when surrounded by troops he can direct. They are common in the Arcadian Legions, often as centurions and the militaries of Timbal and Marble. They can also be found among the Dwarves of the Seven Clans and Irongate.
HD: d10, Class Skills: (6+INT): bluff, diplomacy, handle animal, intimidate, Nobility and royalty, history, geography, martial Lore, listen, perform, ride, sense motive, speak language, spot, swim.
LV BA FRT REF WIL Class Feature Minor Major
1 1 2 0 2 Knight Marshal’s Mount, Minor aura 1 0
2 2 3 0 3 Major Aura +1 1 1
3 3 3 1 3 Test of Mettle 2 1
4 4 4 1 4 Grant Move action 1/E (standard) 2 1
5 5 4 1 4 Vigilant Defender 3 1
6 6 5 2 5 Fighting challenge +2 3 1
7 7 5 2 5 Major Aura +2 4 2
8 8 6 2 6 Grant Move action (move) 4 2
9 9 6 3 6 Grant Temporary Hit points 1/enounter 5 3
10 10 7 3 7 Bulwark of Defense 5 3
11 11 7 3 7 Daunting Challenge 5 3
12 12 8 4 8 Grant move action 2/encounter 6 3
13 13 8 4 8 Fighting challenge +3 6 3
14 14 9 4 9 Major Aura +3 6 4
15 15 9 5 9 7 4
16 16 10 5 10 Grant Temporary Hit points (move) 2/encounter 7 4
17 17 10 5 10 7 4
18 18 11 6 11 Fighting Challenge +4 7 4
19 19 11 6 11 Grant standard action 1/encounter 8 4
20 20 12 6 12 Loyal Beyond Death, Major aura +4 8 5
Weapons and armor: all simple and martial weapons, all armor and all shields but tower for region.
Auras: may project one minor and one major aura at one time. Activating an aura is a swift action and they have an indefinite duration, affects self and all allies in 60’ who have an INT of 3 and understand the marshal’s language. All bonuses are circumstance bonuses. The bonus provided by major auras increases with level and starts with +1. Minor auras add the marshal’s CHA.
Knight Marshal’s challenge: # per day = ½ class level + CHA communicate challenge that is not language dependant.
Fighting Challenge +1: as swift issue use one of your knight marshal’s challenges against single opponent with int 5 or higher and have a CR greater then or = to your level – 2. You gain morale bonus on will saves and morale attack bonus equal to the plus shown in the chart above and a damage bonus equal to your knight class level. Against all other non-challenged foes, you have -2 AC. The challenge lasts until the enemy is defeated or until the end of the encounter. This can use more then once per combat but only after the first challenged foe is defeated or leaves the battle.
Knight Marshal Mount: At 1st level the knight gains a special mount, usually a horse (light war, heavy war, pony), that progresses as a druid’s animal companion based upon the knight’s class level. Feats that benefit animal companions can be used for the knight’s mount.
Class Lv HD Nat AC STR/DEX Tricks Special 
1-2 0 0 0 1 Link
3-5 2 2 1 2 Evasion
6-8 4 4 2 3 Devotion
9-11 6 6 3 4 Multi-Attack
12-14 8 8 4 5
15-17 10 10 5 6 Improved Evasion
18-20 12 12 6 7
  Test of Mettle: Use one of your knight’s challenges to shout a challenge to all enemies which have some sort of language and intelligence of 5+ and have line of sight as a swift action. All enemies within 100 with CR great then = to you character level -2 make will save (DC 10 + ½ class level + CHA) those that fail are forced to attack you with ranged or melee attacks and most target you if using spell or area of effect attacks. Foes don’t have to move towards you if that would provoke AoO and can attack those they threaten as normal. If anyone else attacks them it breaks the effect. This effect lasts 5 rounds + CHA. It is a mind-effect.
Grant Move Action: as standard action grant an extra move action to any or all allies but not self within 30’, these are taken immediately using current initiative order does not change the order. This is usable once per encounter. At 8th level this action requires only a move action. This can be done twice per encounter at 12th level.
Vigilant defender: foes trying to tumble through threatened area have DC increased by class level.
Grant Temporary Hit points: as a standard action, grant all allies in 30’ temporary hit points equal to your two times your class level. These last one minute per 2 class levels (rounded down). You may use this ability once per encounter. At 16th level you can use this ability twice per encounter and as a move action.
Bulwark of Defense: Foe that starts turn in a square you threaten treats all squares you threatened as difficult terrain 
Daunting Challenge: as swift use a knight’s challenge to cause all foes within 100’ to make will save (10 + ½ class level = CHA) or be shaken for rounds = CHA.
Grant Standard action: at 19th level, once per encounter as a standard action, all allies within 30 may take an extra standard action immediately.
Minor Auras:
  • Accurate strike: add CHA to confirm critical hits.
  • Art of war: Add CHA to CMB
  • Demand fortitude: Add CHA to Fort saves.
  • Determined Caster: Add CHA to rolls to overcome SR or dispel checks.
  • Force of Will: Add CHA to will saves.
  • Master of Opportunity: Add CHA to AC against provoked attacks of opportunity.
  • Master of tactics: Add CHA to damage rolls when flanking they are flanking.
  • Over the Top: Add CHA to damage rolls when charging.
  • Watchful Eye: Add CHA to reflex saves.
Major Auras:
  • Hardy Soldiers: gain DR/- equal to the major aura bonus
  • Motivate Ardor: bonus on all damage rolls equal to the major aura bonus
  • Motivate Care: gain bonus to AC equal to major aura bonus.
  • Motivate attack: gain bonus on all melee attack rolls.
  • Motive Urgency: increase speed of all movement types, 5’ per +1 bonus of the bonus.
  • Resilient troops: bonus on all saves equal to the major bonus
  • Steady Hand: bonus on all ranged attack rolls.
  • Loyal Beyond Death: when reduced below 0 hp or even below -10 hp, expand a knights challenge to remain alive and act normally, you can continue to expand challenges until you run out and die or you are healed.

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