Marshal
Miniature's Handbook p11

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D&D Home > Character Classes > Core Classes > Marshal

Marshals are war leaders. They are inspirational heroes who lead armies into battle. They are equipped with abilities that greatly improve the fighting effectiveness of military units, but these powers can also be used to affect a very small fighting unit - an adventuring party. The marshal has a great deal to offer a party but, like the bard, he is a support character. His greatest powers and abilities usually only come to fore through others. Alone he is little more than a weaker version of the fighter.

Game Rule Information

The following changes have been made to the powers and abilities of the Marshal. Any published rules for the marshal that do not directly contradict the contents of this page still apply.

Class Features

Weapon and Armour Proficiency: I use the rules for Weapon Group Feats (UE p94). At 1st level the Marshal gains the Basic Weapons feat and his choice of any other four weapon group feats. This replaces the weapon proficiencies listed on MHB p11. He is also proficient in light, medium and heavy armour and with shields (but not tower shields).

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