Marshal – The Marshall – D&D 3.5

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The Marshall

The nobleman and the woman in her white coat had managed to infiltrate the main camp via invisibility. They stood a slight distance from the dark army. An army that should have been defeated, yet still numbered in the thousands.

Their Grand Marshall & High Commander was to speak to this highly ordered formation. They were nothing like the dark army that assailed the Free City, but were extremely disciplined. All were on guard for the slightest disruption.

So…is your brother single?” The woman asked discreetly.

The nobleman looked over from his notes about force composition, “Yeah, why?

Just asking.”

“This is a weird moment to ask, don’t you think?”

Oh I’m sorry. See, I wasn’t raised learning etiquette,” she replied in a teasing manner.

“Shhh, they’re starting”, he replied. She peeked her head out of their hiding place and watched as the commander began his speech.

“Gentlemen, it has often been said that I like war…”

Race

Human

Class

Marshal 5/Spirit Lion Totem Barbarian 1/Zhentarim Soldier Fighter 9/Legendary Leader 5

Ability Scores

Str 16/Dex 10/Con 14/Int 10/Wis 10/Cha 16

Skills

Diplomacy, Intimidate, Sense Motive

Equipment

A Greatsword, the best armor you can afford.

Goal

Yep, you are essentially playing the Major, but competent in a fight.

You are a great talker, both excellent in Diplomacy and Bluff. But, above all else, you are the single most power intimidancer build that doesn’t uses spells in the entire game. You’re capable of sending enemies cowering with a swift action with the proper Skill Trick.

In a charge, you can deal significant damage with your greatsword. You also buff your allies with crazy good buffs with your Commander Auras, Marshal Auras and your ability “To Hell and Back.”

LevelClassHDFeatSpecial
1Marshal10Skill Focus(Diplomacy), Iron Will, Dreadful WrathMinor Aura, Art of War
2Marshal1d8+2Major Aura +1, Motivate Ardor
3Fighter1d10+2Power Attack
4Fighter1d10+2Weapon Focus (Greatsword)+1 Cha
5Fighter1d10+2Skill Focus (Intimidate)
6Fighter1d10+2Weapon Specialization (Greatsword), Imperious Command
7Fighter1d10+2Extended Intimidation
8Fighter1d10+2Improved Bullrush+1 Cha
9Fighter1d10+2Leadership
10Fighter1d10+2Improved Sunder
11Fighter1d10+2Swift Demoralization
12Legendary Leader1d8+2Shock TrooperFearless, Hero’s Luck +1, Natural Commander, Legendary Reputation, +1 Cha
13Legendary Leader1d8+2Greater Command 1/Day, Quick Rally
14Legendary Leader1d8+2Improved CohortHero’s Luck +2
15Legendary Leader1d8+2Combat BruteGreater Command 2/Day, Heroic Success
16Legendary Leader1d8+2Additional Commander Aura, Hero’s Luck +3, To Hell and Back, +1 Cha
17Barbarian1d12+2Rage 1/Day, Pounce
18Marshal1d8+2Intimidating RageOver the Top
19Marshal1d8+2Grant Move Action 1/Day
20Marshal1d8+2+1 Cha, Motivate Dexterity, Steady Aim
Synonyms:
The Marshall
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