Mythic Adventures | Rules | Mythic Heroes | Marshal | Marshal Features | 3rd-Tier Marshal Path Abilities

3rd-Tier Marshal Path Abilities

You must be at least 3rd tier to select these path abilities.

Aura of Perseverance

Your leadership keeps your allies going even when they're at death's door. Allies within 30 feet of you don't become unconscious or disabled when reduced to 0 hit points or fewer. As soon as you and an ally at 0 hit points or fewer are more than 30 feet apart, that ally becomes unconscious or disabled. You can expend one use of mythic power to stabilize all dying allies within 30 feet and let all allies within this range ignore the staggered condition for a number of rounds equal to your tier.

Caster's Friend

You bolster the concentration of spellcasting allies standing next to you. A spellcaster who is adjacent to you gains a bonus on concentration checks equal to your tier. Furthermore, if a spellcaster fails a concentration check while adjacent to you, as an immediate action you can expend one use of mythic power to allow that spellcaster to instead automatically succeed at that concentration check.

Commanding Presence

Your force of presence is so overwhelming that others know what you want and can comprehend what you are saying even if they don't understand the words you speak. You can use your body language and tone of voice alone to ask questions and make statements to those who don't know your language. When they answer or respond to your communications, you must succeed at a DC 20 Sense Motive check to get the general idea of what they are saying in return. Furthermore, when you use a spell or ability with the language-dependent descriptor, you can still affect creatures that cannot understand the language you are using, but they must be able to hear you and must have an Intelligence score of 1 or higher.

Confidence

You can draw upon a deep reserve of confidence in times of need. You can call on confidence three times per day to use the surge mythic ability without expending one use of mythic power. You can select this ability up to three times. Each additional time you select it, you gain three additional uses of confidence per day.

Demagogue

You have an unnatural ability to call and sway crowds with your commanding presence and flawless rhetoric. When in a small town or larger settlement, you can expend one use of mythic power to gather a crowd. Doing so takes 4d10 minutes. Add your tier to your Charisma bonus and then multiply the sum by 5 to determine how many creatures are in the crowd (as long as the settlement has a sufficient population to provide a crowd of that size, as determined by the GM). For example, a 4th-tier marshal with a +6 bonus to Charisma could gather as many as 50 creatures. The crowd remains for 1 hour, and you gain a +10 competence bonus on Diplomacy and Intimidate checks to direct the crowd. You can expend another use of mythic power to extend the effect for another hour. This is a language-dependent effect.

Dispel Fear

You can rally your allies and relieve their fear. As a swift action, you can expend one use of mythic power to either end all fear effects affecting allies within 30 feet of you, or end all fear effects on one ally within line of sight who can clearly see you and hear you.

Flexible Confidence

Your resolve is more useful that others'. You can expend the uses of your confidence ability as uses of mythic power for the purposes of your marshal path abilities.

Glorious Charge

You call your allies to make a coordinated charge at the same time. As an immediate action when you start a charge, you can expend one use of mythic power and allow an ally to charge immediately after your charge is complete. You can expend additional uses, allowing one more ally to charge per use spent. An ally's charge doesn't count toward the number of actions it can take on its next turn.

Master of Mercy

Your touch provides great relief. If you have the mercy class feature, when you lay on hands, you can expend one use of mythic power to apply all the mercies of your level or lower instead of just the mercies you've selected. If you don't have the mercy class feature, you can expend one use of mythic power as a standard action to remove a single condition from a creature you touch, using your tier as your paladin level to determine what mercies are available to you. You can select a different mercy each time you use this ability.

Master of Shadows

You are a master of moving unseen and unheard, and adept at guiding others in quiet and undetected movement. When you or any ally within 30 feet attempts Stealth checks, each of you rolls twice and takes the higher result. As a swift action, you can expend one use of mythic power to add your tier to one ally's next Stealth check. The ally must be within 30 feet and the check must occur within the next minute.

Mythic Bond

Your hunter's bond ability is more powerful than most. If your bond is with an animal, that animal gains half your favored enemy bonuses. If your hunter's bond is with your companions, you can activate the bond as a swift action, granting your allies your full favored enemy bonus instead of just half.

Shared Alertness

Your presence and guidance allow others to avoid traps and other dangers. Allies within 30 feet of you that can clearly see and hear you gain your trap sense ability. If you have evasion or improved evasion, you can expend one use of your mythic power as an immediate action to grant that ability to one ally within 30 feet until the beginning of your next turn.

Shatter Resilience

You can channel your mythic power through your strike to lower your target's damage reduction. When you hit a creature that has DR, you can expend one use of mythic power as part of the attack to lower the target's DR by an amount equal to your tier (to a minimum of 0) for 1 minute. Multiple uses of this ability on the same creature don't stack.

Words of Hope

As a standard action, you can expend one use of mythic power to inspire allies within a 30-foot radius, granting each of them the ability to roll twice and take the higher result on one attack roll, saving throw, skill check, or ability check. An ally can use this ability once per round for a number of rounds equal to half your tier, and must choose whether to roll twice before rolling the die. This is a language-dependent emotion effect.