Marshal
"Charge with me men and roar like lions! Over that hill lies victory and with it - immortality!" - Elysaire, Dwarf Marshal
HD: d10
Saves: Good Will, Poor Fortitude and Reflex
LV Base Attack Bonus Class Features Maneuvers Auras Known Auras Active
1. +1 Fearless, Battlefield Presence 2 2 1
2. +2 Marshal's Command 1/enc 2 2 1
3. +3 Hero's Luck +1 2 2 1
4. +4 2 3 1
5. +5 Zealous Surge 1/day 3 3 1
6. +6/+1 3 3 2
7. +7/+2 Marshal's Command 2/enc 3 3 2
8. +8/+3 Bonus Feat 3 4 2
9. +9/+4 4 4 2
10. +10/+5 Follow Me To Victory 4 4 2
11. +11/+6/+1 Hero's Luck +2 4 4 2
12. +12/+7/+2 Marshal's Command 3/enc 4 4 2
13. +13/+8/+3 5 5 2
14. +14/+9/+4 Bonus Feat 5 5 2
15. +15/+10/5 Unshakable Resolve 1/day 5 5 2
16. +16/+11/+6/+1 5 5 3
17. +17/+12/+7/+2 Marshal's Command 4/enc 6 5 3
18. +18/+13/+8/+3 6 6 3
19. +19/+14/+9/+4 Hero's Luck +3 6 6 3
20. +20/+15/+10/+5 To Hell And Back, Bonus Feat 6 6 3Class Skills (4+Int): Bluff, Craft, Diplomacy, Gather Information, Handle Animal, Intimidate, Knowledge (any), Listen, Perform, Profession, Ride, Sense Motive, Spot, Survival, and Swim.
Proficiencies: All simple and martial weapons, as well as light, medium, and heavy armor, and all shields (including Tower Shields).
Maneuvers: Marshals know a very small number of martial maneuvers drawn from the Devoted Spirit, Iron Heart, and White Raven disciplines. To recover his maneuvers he must spend a full-round action discussing strategy and offering encouragement to his allies. This has the side effect of healing allies adjacent to him an amount equal to twice his character level, and healing all allies within 60ft an amount equal to his character level.
The number in the above table under the maneuvers heading reflects the number of maneuvers the Marshal knows. All maneuvers known by a Marshal are considered readied.
At fourth level and every four levels thereafter a Marshal may choose to lose any maneuver he knows in order to learn a new maneuver of any level available to him. Marshals do not learn stances like other initiators.
Auras: Instead of stances, Marshals learn and use a number of Auras. These effects provide Morale type bonuses to allies within 60ft. Starting at 1st level, a Marshal can only activate a single aura at a time, but this number increases at 6th level, and by one every ten levels thereafter.
Activating an aura is a swift action, though when a Marshal is able to project more than one aura at a time he is able to project as many or as few auras with this action as he likes, up to the number of auras he is able to have active. A Marshal is able to have an aura active continuously, and thus is able to have an aura active even at the start of a battle, before he has gotten a turn.
To benefit from an aura, his allies must have an Intelligence score of at least 3, be able to hear and understand the Marshal's language, and not be dazed, paralyzed, stunned, unconscious, or dead. Likewise, if the Marshal is dazed, paralyzed, stunned, unconscious, dead, or otherwise unable to communicate verbally with his allies, his auras cease to function. A Marshal is able to benefit from his own auras.
AURASAccurate Strike - Int/Cha to confirm crits, also ignore 5% miss chance for attacks per point of modifier.
Art of War - Int/Cha to rolls made to initiate and resist bull rushes, disarms, sunders, and trips.
Demand Fortitude - Int/Cha to Fortitude saves.
Determined Caster - Int/Cha to caster level checks and spell penetration checks.
Force of Will - Int/Cha to Will saves.
Master of Opportunity - Int/Cha to opportunity attacks, and to AC against them.
Motivate (Str, Dex, Con, Int, Wis, Cha) - Int/Cha to your choice of Str/Dex/Con/Int/Wis/Cha ability and skill checks, chosen when you activate aura.
Over the Top - Int/Cha to all damage rolls (weapon, spell, etc).
Trained Reflexes - Int/Cha to Reflex saves.
Hardy Soldiers* - 1/2 Int/Cha as Damage Reduction.
Exercise Caution* - 1/2 Int/Cha to AC and Initiative.
Urgent Step* - +5ft speed per two points of Int/Cha modifier.
Melee Smash* - 1/2 Int/Cha to melee attack rolls.
Steady Hand* - 1/2 Int/Cha to ranged attack rolls.
Fearless (Ex): Marshals are immune to fear effects of all kinds.
Battlefield Presence (Ex): At first level, you must make the choice whether to be a Tactical Commander or an Inspiring Commander. This choice effects your Auras, and grants you a special class feature as described below.
Tactical Commander - Your auras are effected by your Intelligence modifier. Further, whenever your party rolls Initiative, add your Intelligence modifier to the character that rolled lowest. Finally, whenever an ally flanks with you, that character gains an additional bonus to attack rolls equal to your Hero's Luck bonus, and deals additional damage equal to your Intelligence modifier.
Inspiring Commander - Your auras are effected by your Charisma modifier. Further, whenever an adjacent ally hits with an attack or succeeds on a saving throw that character regains hitpoints equal to 1/2 your Marshal level +your Charisma modifier. Finally, whenever you roll a natural 19 or 20 on an attack roll or saving throw, all allies within 60ft regain hitpoints equal to your 1/2 your Marshal level+your Charisma modifier and gain a bonus to saves for 1 round equal to your Hero's Luck bonus.
Marshal's Command (Ex): Starting at 2nd level, a Marshal is able to use his significant ability to lead to grant his allies extra actions or to force his foes to obey him. Once per encounter, as a standard action, a Marshal may grant all allies within 60ft an immediate move action, or may target a single foe with a
Command effect as the spell. A Marshal gains additional uses of this ability every five levels hereafter. The saving throw to resist a Marshal's Command is 10+1/2Marshal level+your Intelligence modifier if you are a Tactical Commander, or +your Charisma modifier if you are an Inspiring Commander.
At 7th level, a Marshal may spend two uses of this ability to grant all allies within 60ft an immediate move action as well as the ability to make a single attack during that action, or he may target a single foe with a
Suggestion effect as the spell.
At 12th level, a Marshal may spend three uses of this ability to grant all allies within 60ft an immediate standard action, or he may produce a
Greater Command effect as the spell.
At 17th level, a Marshal may spend four uses of this ability to grant all allies within 60ft an immediate standard action and move action, or he may produce a
Mass Suggestion effect as the spell.
Hero's Luck (Ex): At 3rd level, a Marshal receives a +1 bonus to all saving throws. This bonus increases by 1 every eight levels hereafter.
Zealous Surge (Ex): Starting at 5th level, once per day, your boundless energy and dedication allow you to reroll a single saving throw. You must use this ability before the DM tells you whether or not your original save succeeded or failed, and you must abide by the result of the reroll even if it is worse than your original roll. This ability requires no action.
Bonus Feats: At 8th level and every six levels thereafter you gain a bonus feat which are be drawn from the Fighter's list of bonus feats. You must qualify for these feats as normal.
Follow Me To Victory (Ex): Starting at 10th level, all allies within 60ft and able to benefit from a your auras are immune to fear effects of all kinds.
Unshakable Resolve (Ex): After reaching 15th level, your deeds and spirit have become truly legendary. Once per day you may choose to cause you and all allies within 60 ft. to automatically succeed on a single saving throw against a single affect that targets or includes you. This ability is in addition to, not taking the place of, your zealous surge ability.
To Hell And Back (Ex): At 20th level your peerless command is such that your allies fear neither death nor pain in your company. All allies within 60ft and able to benefit from your auras are immune to Death effects, energy damage and drain, and you may spend four uses of your Marshal's Command ability to mimic the effects of the
Revivify spell.
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So, take the original class, strip out the Major Auras (mostly) then add in equal measures of Stormwind's Sublime Marshal, Heroes of Battle's Legendary Leader, and a bit of original content and see what develops. I enjoy the results.