Green Marshal

Green marshals serve 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

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

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

Wild Lore (Ex)

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

This replaces monster lore.

Nature’s Ally (Sp)

At 5th level, a Green marshal gains the ability to cast commune with nature once per week. This replaces discern lies.

Wild Step (Ex)

At 11th level, a Green 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 still affects her.

This replaces stalwart.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.

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