Green Faith Marshal

The Green Faith marshal serves as a literal force of nature, hunting down and punishing those who have committed sins against nature through enslavement and mistreatment of animals or destruction of wild places.

Power of Nature

The Green Faith marshal gains one domain selected from the animal and terrain domains. The 1st-though 6th-level bonus spells from this domain are added to the Green Faith marshal’s spell list.

This ability alters the inquisitor’s domain ability and replaces the stern gaze ability.

Wild Lore (Ex)

The Green Faith marshal adds her Wisdom modifier on Knowledge (nature) skill checks, in addition to her Intelligence modifier.

This ability replaces monster lore.

Nature’s Ally (Sp)

At 5th level, the Green Faith marshal gains the ability to cast commune with nature once per week.

This ability replaces discern lies.

Wild Step (Ex)

Starting at 11th level, a Green Faith marshal can move through any sort of naturally occurring difficult terrain (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed without taking damage or suffering any other impairment.

Terrain that is enchanted or magically manipulated to impede motion, however, still affects her.

This ability replaces stalwart.

Section 15: Copyright Notice

Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Authors: Tyler Beck, Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, and William Thrasher.

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