From Compendium of Worldly Lore
Marshals are a team player often finding themselves at the center of the madness in order to give all of their allies the variety of buffs that they need to make every fight easier.
Role: Tank Support
Characteristics: Tank who gives a variety of buffs using auras
Source: Miniatures Handbook
Game Rule Information
The Marshal has the following game statistics.
Abilities: Charisma for the auras, Constitution for being beefy and staying alive, Strength for class abilities and damage
Alignment: Any
Hit Die: d8
Starting Gold: 6d4 x 10
Class Skills
The Marshal's class skills are Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge(all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Swim (Str), and Wilderness Lore (Wis)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the Marshal.
Weapon and Armor Proficiency: A Marshal is proficient with all simple and martial weapons, all armor and shields except tower shields
Aura Ex: The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras.
All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.
Minor Aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls.
Skill Focus (Diplomacy): Because a marshal has a way with people, he gains this feat as a bonus feat. If the marshal already has the feat, he can choose a different one.
Major Aura: Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.
Grant Move Action Ex: Starting at 4th level, a marshal can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order.
This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)
At 8th level, a marshal gains the ability to grant an extra move action to his allies twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.
A character can take only one extra move action per round. (In other words, two marshals can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.