There is a Legacy version
here.
MarshalSource Player Core 2 pg. 204Marshals are leaders, first and foremost. Marshals can come from any class or background, though they all share a willingness to sacrifice their own glory for the greater good of the team. Some marshals lead from the front, sword and shield raised, while others may call instructions and encouragements from the rear while providing allied spellcasters with skilled support. Regardless of their preferred method of combat, marshals' ability to bring the best out in every ally is a valuable addition to any group. Though not every marshal is seen by their allies as a source of encouragement. Such marshals strike fear both in enemies and allies alike to inspire competence in battle and ensure that cowardice will not be tolerated. Such tactics are often seen as more practical than cruel, and the results speak for themselves. Quick action and the necessity to fight drive these leaders and their allies forward into the fray of battle. Regardless of what kind of marshal you wish to become, you will lead your allies to glory and victory.
While many see marshals as traditionally warriors of martial prowess, anyone could make for a potent marshal. Not every such leader charges into the thick of battle. While doing so may inspire bravery in desperate times, many leaders lead from the safety of the back lines. Spellcaster marshals often lead in this manner. In their mind, the practicality of their own survival outweighs the powerful yet fleeting courage a charge inspires. After all, more battles await in the future, and their skills may very well be needed again.
Additional Feats
Source Player Core pg. 215 2.0Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype’s dedication feat. When selected this way, a feat that normally has a class’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Archetype Dedication Source Player Core 2 pg. 204Archetype MarshalPrerequisites trained in
Diplomacy and
Intimidation; trained in martial weapons
You’ve combined your social skills and combat training to become a talented combat leader. Choose
Diplomacy or
Intimidation. You become trained in that skill or become an expert if you were already trained in it.
In addition, while you’re conscious, you’re surrounded by a marshal’s aura in a 15-foot emanation. Your aura has the
emotion,
mental, and
visual traits and grants you and allies in the aura a +1 status bonus to saving throws against
fear.
Legacy Content
Uncommon Archetype Open Stance Source Firebrands pg. 78 2.0PFS Note The Critical Success effect of Devrin’s Cunning Stance to deny an enemy’s reaction only applies if an ally’s Strike is successful against a flat-footed enemy.
Archetype MarshalPrerequisites Marshal Dedication; trained in
DeceptionAccess Members of the Firebrands at the rank of second mark or higher have access to this feat.
You've learned Devrin Arlos's guileful ways, and his sly teachings help you remind your allies to keep their wits about them. When you use this action, attempt a Deception check. The DC is usually a
standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Critical Success Your marshal's aura increases to a 20-foot emanation, and it grants you and your allies a +1 status bonus to skill checks. When you or an ally in the aura successfully Strike a
flat-footed enemy, that enemy can't use reactions until the beginning of its next turn.
Success As critical success, but your aura's size doesn't increase.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can't take this action again for 1 minute.
Archetype Stance Source Player Core 2 pg. 204Archetype MarshalPrerequisites Marshal Dedication; trained in
Diplomacy
Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks. When you use this action, attempt an
Intimidation check. The DC is usually an easy DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Success Your marshal’s aura grants you and your allies in the aura a +1 status bonus to damage rolls. When you or an ally in the aura critically hit an enemy with a
Strike, that enemy is
frightened 1. If you’re wielding a weapon that has more than one damage die (typically due to a
striking rune), you can have the status bonus equal the weapon’s number of damage dice instead of +1.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can’t take this action again for 1 minute.
Archetype Stance Source Player Core 2 pg. 204Archetype MarshalPrerequisites Marshal Dedication; trained in
Intimidation
You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a
Diplomacy check. The DC is usually an
easy DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Success Your marshal’s aura grants you and allies a +1 status bonus to attack rolls and saves against
mental effects.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can’t take this action again for 1 minute.
Legacy Content
Uncommon Archetype Auditory Emotion Stance Source Knights of Lastwall pg. 81Archetype MarshalPrerequisites Marshal DedicationAccess Knights of Lastwall have access to this feat.
You call to your ally and strengthen their resolve and abilities to defend against the horrific tricks
undead bring to bear. The ally gains a +2 circumstance bonus to saves against effects originating from undead. It also gains resistance to damage from Strikes made by undead creatures equal to half your Charisma modifier.
Archetype Auditory Emotion Mental Source Player Core 2 pg. 205Archetype MarshalPrerequisites Marshal Dedication
You give a quick shout, hoping to shake the fog clouding your ally’s thoughts. Choose one target ally in your marshal’s aura who is affected by a
mental effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect’s DC, ending the effect on a success. This can’t end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes.
Legacy Content
Archetype Auditory Emotion Mental Source Advanced Player's Guide pg. 180 2.0Archetype MarshalPrerequisites Marshal Dedication
You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a
mental effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes.
Archetype Auditory Emotion Mental Source Player Core 2 pg. 205Archetype MarshalPrerequisites Marshal Dedication
You encourage an ally to toughen up, giving them a fighting chance. Choose one ally in your marshal’s aura. The ally gains
temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn.
Archetype Auditory Flourish Source Player Core 2 pg. 205Archetype MarshalFrequency once per minute
Prerequisites Marshal Dedication
You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally in your marshal’s aura is
quickened until the end of their next turn, and they can use the extra action only to
Stride. If an ally uses this extra action, at the end of its turn that ally becomes
slowed 1 until the end of its following turn.
Archetype Visual Source Player Core 2 pg. 205Archetype MarshalPrerequisites Marshal Dedication
Your fearless charge into battle reinvigorates your allies to carry on the fight. You
Stride up to your Speed and make a melee
Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit gains
temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn.
Archetype Source Player Core 2 pg. 205Archetype MarshalPrerequisites Marshal Dedication
You excel at watching your allies’ backs and helping them watch yours. Any ally adjacent to you can’t be
off-guard due to
flanking unless you’re also flanked. Similarly, while you’re adjacent to at least one ally, you can’t be off-guard due to flanking unless at least one ally you’re adjacent to is flanked as well.
Barbarian Champion Swashbuckler Source Player Core 2 pg. 80Archetype MarshalTrigger A creature within your reach uses a
manipulate action or a
move action, makes a ranged attack, or leaves a square during a move action it’s using.
* This version of the Reactive Strike feat is intended for use with an Archetype and has a different level for access than the
original feat.
Your senses gain even greater clarity. While raging, if you have low-light vision you gain
darkvision, and if you have scent the range of your
imprecise scent increases to 60 feet.
To Battle! [one-action] or [two-actions] Feat 8
Archetype Auditory Flourish Source Player Core 2 pg. 205Archetype MarshalPrerequisites Marshal Dedication
With a resounding cry, you rally your ally to take the offensive. Choose one ally in your marshal’s aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately
Stride. If you spend 2 actions, that ally can use their reaction to immediately
Strike.
Archetype Source Player Core 2 pg. 205Archetype MarshalPrerequisites Marshal Dedication; trained in
AthleticsTrigger An ally succeeds at a melee
Strike against an enemy you are both adjacent to.
You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an
Athletics check to
Trip the target of the triggering attack.
Archetype Flourish Visual Source Player Core 2 pg. 205Archetype MarshalPrerequisites Marshal Dedication
You heroically dash into the fray, inspiring your allies to follow. You
Stride up to your Speed and make a melee
Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to Stride, but they each must end their Stride closer to the creature you hit than where they started.
Archetype Source Player Core 2 pg. 205Archetype MarshalPrerequisites Cadence Call;
Marshal Dedication
Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively, even in desperate situations. When you grant allies the
quickened condition using
Cadence Call, they can use the extra action to either
Stride or
Strike, and they aren’t
slowed 1 on their following turn if they use the extra action.
Archetype Manipulate Source Player Core 2 pg. 205Archetype MarshalPrerequisites Marshal DedicationTrigger An ally succeeds at a ranged
Strike against an opponent in your weapon’s first range increment.
Requirements You have a ranged or thrown weapon in hand.
You capitalize on your ally’s attack and use the opportunity to secure a blow of your own, adding to the oncoming barrage. Make a ranged
Strike with a –2 penalty against the opponent targeted by the triggering attack. This Strike doesn’t count toward your
multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. If this Strike is successful, combine the damage from the attack with the damage from your ally’s attack for the purpose of
resistances and
weaknesses.