Marshal

All archetypes

Marshals 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: 8th Reactive Strike

Marshal Dedication Feat 2

  • archetype
  • dedication

Prerequisites trained in martial weapons and either Diplomacy or Intimidation


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, 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 within the aura a +1 status bonus to saving throws against fear.

Source: Pathfinder Player Core 2

Devrin's Cunning Stance Feat 4

  • Uncommon
  • archetype
  • stance

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.

Stance: Devrin's Cunning Stance


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 an Off Guard 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.

Source: Pathfinder Lost Omens Firebrands

Dread Marshal Stance Feat 4

  • archetype
  • stance

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.

Stance: Dread Marshal Stance


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.

Source: Pathfinder Player Core 2

Inspiring Marshal Stance Feat 4

  • archetype
  • stance

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.

Stance: Inspiring Marshal Stance


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.

Source: Pathfinder Player Core 2

Push Back The Dead! Feat 4

  • Uncommon
  • archetype
  • auditory
  • emotion
  • stance

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.

Effect: Push Back The Dead!


Source: Pathfinder Lost Omens Knights of Lastwall

Snap Out Of It! (Marshal) Feat 4

  • archetype
  • auditory
  • emotion
  • mental

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.

Effect: Snap Out Of It! (Marshal)


Source: Pathfinder Player Core 2

Steel Yourself! Feat 4

  • archetype
  • auditory
  • emotion
  • mental

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.

Effect: Steel Yourself!


Source: Pathfinder Player Core 2

Strategist Stance Feat 4

  • archetype
  • stance

You find the most strategic options for you and your allies. When you use this action, attempt a Society or Warfare Lore check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances.

Stance: Strategist Stance


Critical Success Your marshal's aura increases to a 20-foot emanation, and it grants you and allies a +1 status bonus to Reflex saving throws. Once per turn, when you succeed or critically succeed at a Recall Knowledge check to gain information about an enemy creature, the target of the Recall Knowledge check becomes Off Guard to the next attack made against it by you or an ally in your aura.

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.

Source: Pathfinder Lost Omens Tian Xia Character Guide

Cadence Call Feat 6

  • archetype
  • auditory
  • flourish

Frequency once per minute


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.

Source: Pathfinder Player Core 2

Rallying Charge Feat 6

  • archetype
  • visual

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.

Effect: Rallying Charge (Marshal)


Source: Pathfinder Player Core 2

Back To Back Feat 8

  • archetype

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.


Source: Pathfinder Player Core 2

Know Your Enemy Feat 8

  • archetype

Requirements You're in Strategist Stance.


You aim to turn knowledge into power against your foes. Attempt a Recall Knowledge check against an enemy you're observing. Any ally within your aura who's trained in the skill you use to attempt the Recall Knowledge check can use their reaction to Aid you on the check without having prepared to help first.

Source: Pathfinder Lost Omens Tian Xia Character Guide

To Battle! Feat 8

  • archetype
  • auditory
  • flourish

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.


Source: Pathfinder Player Core 2

Form Up! Feat 10

  • archetype
  • auditory
  • flourish

You've trained in battle formations for a plethora of situations. Choose a formation. Allies within your aura can use their reaction to Stride up to their Speed and take a place in the chosen formation. Allies can't benefit from this movement if there isn't room for them in the chosen formation. If there are more eligible allies than there are available spaces in the chosen formation, you choose which allies benefit.

  • Line Your allies gather adjacent to you and each other to form a straight line in a direction of your choosing.
  • Wedge Your allies gather into any space that would be covered by a 15-foot cone originating from you in a direction of your choosing.
  • Cluster Your allies gather into any space that would be covered by a 15-foot emanation in an aura around you.

Source: Pathfinder Lost Omens Tian Xia Character Guide

Topple Foe Feat 10

  • archetype

Trigger 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.

Source: Pathfinder Player Core 2

Coordinated Charge Feat 12

  • archetype
  • visual

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.


Source: Pathfinder Player Core 2

General's Gambit Feat 12

  • archetype

You move strategically forward to draw the enemy's attention away from your allies. You Stride toward an enemy and attempt to Create A Diversion, except you can use Society or Warfare Lore instead of Deception.

On a success, in addition to the normal outcome for Creating a Diversion, the enemy becomes Fascinated with you until the start of your next turn and can't use reactions against allies in your aura. On a critical success, the enemy becomes fascinated with you until the end of your next turn.


Source: Pathfinder Lost Omens Tian Xia Character Guide

Tactical Cadence Feat 14

  • archetype

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.


Source: Pathfinder Player Core 2

Target Of Opportunity Feat 14

  • archetype
  • manipulate

Trigger 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.

Source: Pathfinder Player Core 2

Marshal Feats