TEXT: The Marshal
  A New Hybrid Class
  #112
  
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  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2010, Paizo Publishing, LLC; 
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  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
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  Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, 
  Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale 
  C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K 
  Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
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  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik 
  Mona, Chris Pramas, and Robert J. Schwalb.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
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  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
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  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer 
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  based on original material by Gary Gygax.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Player Paraphernalia #112 The Marshal, A New Hybrid Class © 2017, The Knotty-
  Works; Author: John Buckley.
  Stock Art: Female Gunslinger © 2016, Purple Duck Games; Artist: Brett Neufeld.
  Some artwork derrived from images found at the British Library Digital Collection on 
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  d20pfsrd.com. Copyright 2010, John Reyst.
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  1
  Player Paraphernalia #112
  By The Knotty-Works
  Welcome to issue one hundred and twelve of  the 
  Player Paraphernalia series, short supplements 
  designed to offer players new options for use with the 
  Pathfinder RolePlaying Game (©Paizo, Inc.).   This 
  issue introduces a new hybrid class, the marshal.  
  When lawlessness reigns, the marshal steps in and 
  provides order through the barrel of  his gun, facing 
  evil no matter what form it takes.
  The Marshal
  When lawlessness reigns, the marshal steps in 
  to put things in order.  Where some claim the 
  authority through faith or supernatural powers, 
  the marshal’s authority comes from  his own 
  hand and desire to set things right and - 
  sometimes - from others seeking relief from the 
  chaos and wickedness that prey upon them.  
  While justice for many is black and white, the 
  marshal understands that the merging of the 
  two often results in a gray border that may be 
  used to provide both compassion as well as 
  vengeance.
  Role
  With his faith in the right and might of law,and 
  his trusty sidearm the marshal brings down the 
  fiercest of evil opponents.  Marshals fear little 
  when taking on lawlessness and evil, and may 
  even inspire his allies to willingly face such evils 
  in the name of the law.
  Alignment
  The marshal must be lawful good.
  Hit Die
  d10
  Parent Classes
  Gunslinger and Paladin.
  Starting Wealth
  The marshal begins with 5d6 X 10 gp (average 
  175 gp) and an outfit worth 10 gp or less.
  Class Skills
  The marshal gains the following class skills: 
  Acrobatics (Dex), Climb (Str), Craft (Int), 
  Diplomacy (Cha), Handle Animal (Cha), 
  Heal (Wis), Intimidate (Cha), Knowledge 
  (engineering) (Int), Knowledge (geography) 
  (Int), Knowledge (local) (Int), Perception (Wis), 
  Profession (Wis), Ride (Dex), Sense Motive (Wis), 
  Survival (Wis), and Swim (Str).
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
  Weapons and Armor Proficiency
  The marshal is proficient with simple weapons, 
  martial weapons, and all firearms.
  The marshal is proficient with light and medium 
  armor but not with shields.
  Detect Evil (Sp)
  The marshal can Detect Evil – as the spell – 
  beginning at 1st level.  By concentrating as a 
  move action, the marshal may determine if a 
  single item or individual within 60 ft. is evil.  By 
  concentrating for 3 rounds, the marshal 
  
  2
  may determine the subject’s aura strength.  
  The marshal may only concentrate on one 
  object or individual at a time, losing the ability 
  to sense any other evil within range.
  Grit (Ex)
  At 1st level, the marshal’s determination mixed 
  with luck results in grit, the ability to perform 
  extraordinary shots with his firearm.  The 
  marshal gains a number of grit points at the 
  beginning of each day equal to his Wisdom 
  modifier (minimum of 1).  The marshal may 
  spend 1 grit point to gain a +1 competence 
  bonus to his attack roll when using his fire arm 
  or gain the effects of the Point-Blank shot feat 
  for his next shot made that round.  This feature 
  does not count in regards to any prerequisite 
  feat requirements for other feats.  Spending 
  grit for either benefit is a swift action, as well as 
  other benefits granted at higher levels.
  At 6th level and every six levels thereafter, the 
  marshal’s competence bonus increases by 
  +1 when spending a grit point to hit with his 
  firearm (maximum of +4 at 18th level).  At 
  6th level, he may spend a grit point 
  to gains the effects of Precise Shot for his next 
  shot that round.  At 12th level, the marshal may 
  spend a grit point to grant his next shot that 
  round the effect of the Far Shot feat.  At 18th 
  level, the marshal may spend a grit point to 
  grant his next shot that round the effect of the 
  Improved Precise Shot feat.  
  The marshal may gain additional grit during 
  the day, but he cannot exceed his maximum 
  allowed based on his Wisdom modifier.  
  However, feats and magic items that grant 
  additional grit may be used to increase the 
  maximum grit allowed.
  The marshal may gain grit by confirming a 
  critical hit with his firearm attack as long as the 
  target wasn’t helpless or denied its Dexterity 
  modifier to its AC.  If the marshal reduces an 
  opponent to 0 or less hit points from his firearm 
  attack, he also gains 1 point of grit as long as 
  the opponent’s level or HD is at least equal to 
  ½ the marshal’s class level and isn’t helpless or 
  denied its Dexterity bonus to it’s AC.
  Marshal Progression Table
  Level
  Base Attack
  Fort
  Ref
  Will
  Special
  1st
  +1
  +2
  +0
  +2
  Detect evil, grit, gunsmith (silver)
  2nd
  +2
  +3
  +0
  +3
  Deeds, smite evil 1/day
  3rd
  +3
  +3
  +1
  +3
  Aura of courage
  4th
  +4
  +4
  +1
  +4
  Deeds
  5th
  +5
  +4
  +1
  +4
  Bonus feat, gunsmith (magic)
  6th
  +6/+1
  +5
  +2
  +5
  Smite evil 2/day
  7th
  +7/+2
  +5
  +2
  +5
  Aura of resolve
  8th
  +8/+3
  +6
  +2
  +6
  Deeds
  9th
  +9/+4
  +6
  +3
  +6
  Bonus feat
  10th
  +10/+5
  +7
  +3
  +7
  Gunsmithing (cold iron), smite evil 3/day
  11th
  +11/+6/+1
  +7
  +3
  +7
  Aura of justice
  12th
  +12/+7+/2
  +8
  +4
  +8
  Deeds
  13th
  +13/+8/+3
  +8
  +4
  +8
  Bonus feat
  14th
  +14/+9/+4
  +9
  +4
  +9
  Smite evil 4/day
  15th
  +15/+10/+5
  +9
  +5
  +9
  Aura of law, gunsmithing (aligned)
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Deeds
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  Bonus feat
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Smite evil 5/day
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Aura of fortitude
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Deeds, gunsmithing (adamantine), peerless
  
  3
  This feature is treated as the gunslinger 
  grit feature in regards to meeting any feat 
  prerequisites.
  Gunsmith (Su)
  The marshal gains a single firearm of his choice 
  at 1st level.  It must be a pistol, musket, or 
  blunderbuss and is treated as broken if used by 
  anyone other than the marshal.  If the weapon 
  actually gains the broken condition, no one 
  else may be able to use the weapon at all.  If 
  sold, the weapon is only worth its scrap value 
  of 4d10 gp.
  The marshal’s gun also grants him the ability to 
  overcome some forms of damage reduction. 
  Beginning at 1st level, any shots made by 
  the marshal with his firearm overcome silver 
  damage reduction.  The firearm is treated as 
  magic at 5th level and cold iron at 10th level.  At 
  15th level, the marshal may choose either law 
  or good as a swift action and treat any shots 
  made that round with his firearm as aligned in 
  regards to overcoming damage reduction.  At 
  20th level, the gunsmith treats any shots made 
  with his firearm as adamantine for purposes of 
  damage reduction and hardness.
  The marshal may only have one firearm at 
  a time that gains the ability to overcome 
  damage reduction.  If the marshal’s gun is 
  lost or destroyed, or if the marshal decides to 
  trade up to another firearm, he must spend a 
  week of intense practice and training with his 
  new weapon before it grants him the ability to 
  overcome damage reduction.
  The marshal also gains Gunsmith as a bonus 
  feat at 1st level. 
  Deeds
  The marshal gains the ability to spend grit to 
  perform deeds, small bonuses or abilities that 
  enhance the marshal’s gun–toting powers.  
  Some deeds may not cost grit, but will require 
  the marshal to have at least 1 or more points of 
  grit in order to gain its effects.
  Unless otherwise specified, any deed that 
  requires expending grit to gain its benefit is a 
  swift action.
  This feature is treated as the gunslinger 
  deeds feature in regards to meeting any feat 
  prerequisites.
  Deadeye (Ex)
  At 2nd level, the marshal may resolve his next 
  shot against the touch AC of the target, 
  regardless of the range.  It costs 1 point of grit 
  for every range increment beyond the first and 
  penalties for range still apply.
  Quick Clear (Ex)
  At 2nd level, the marshal may remove the broken 
  condition from his firearm that resulted from a 
  misfire as a standard action.  The marshal must 
  have at least 1 point of grit to gain this benefit, 
  and he may spend 1 point of grit to clear the 
  broken condition as a move action.
  Stanch the Wound (Ex)
  At 2nd level, the marshal may use his firearm 
  to end the bleed condition from himself or an 
  adjacent ally by firing his gun then pressing 
  the barrel against the wound.  This requires 1 
  point of grit and a standard action and uses 
  up ammunition normally, but does not require 
  an attack roll to perform the deed.
  At 8th level, he may use this deed to stabilize a 
  dying character as well.
  Standing Tall (Ex)
  At 2nd level, the marshal may treat his firearm 
  as a club, causing bludgeoning damage 
  based on the size of the firearm as long as he 
  as at least 1 point of grit.  One handed firearms 
  cause 1d6 points of damage and two-handed 
  firearms cause 1d10 points of damage for a 
  medium sized marshal.  Smaller and Larger 
  marshals adjust damage based on their size 
  appropriately.    The marshal is considered 
  proficient with his firearm when wielding it in 
  this fashion and it has a critical threat of 20 
  with a x2 multiplier.  The marshal gains any 
  enhancement bonuses of the firearm to his 
  attack and damage rolls while wielding it in 
  this fashion.
  The marshal may spend a point of grit to 
  attempt to knock a target prone when he 
  successfully clubs an opponent with his firearm, 
  making a combat maneuver check as a free 
  action that does not provoke an attack of 
  opportunity.
  At 4th level, the marshal gain the benefits of his 
  smite while wielding his firearm as a club.
  
  4
  Fast Draw (Ex)
  At 4th level, the marshal gains a +2 bonus to 
  his Initiative check as long as he has at least 1 
  point of grit.  If he has the Quick Draw feat and 
  his hands are free, unrestrained and his firearm 
  is not concealed, he may draw a single firearm 
  as part of the initiative check.  
  The marshal may also spend 1 point of grit as 
  an immediate action during a surprise round 
  to take a single shot from his firearm if it is in 
  hand.  If he has the Quick Draw feat, he may 
  also draw the weapon in the surprise round 
  as long as he meets the requirements listed 
  above.
  Shrug it Off (Su)
  At 4th level, the marshal may spend 1 point 
  of grit as a standard action to remove the 
  fatigued, shaken, or sickened condition from 
  himself.
  At 12th level, the marshal adds exhausted, 
  frightened, or nauseated conditions to this 
  deed.
  Sidestep (Ex)
  The marshal is adept at avoiding being shot at 
  starting at 4th level.  Using an immediate action, 
  the marshal may attempt to step out of the 
  line of fire from a ranged weapon that targets 
  a single opponent, spending 1 point of grit to 
  move 5 ft. and gaining a +2 bonus to his AC 
  against the originating attack.  This movement 
  does provoke attacks of opportunity from 
  opponents threatening the marshal.
  The marshal may choose to drop prone 
  instead of moving, gaining a +4 bonus to his 
  AC against the attack that triggered this deed.
  At 12th level, the marshal may spend 1 point of 
  grit as an immediate action when caught in 
  an area-effect attack.  If the attack grants a 
  Reflex save and still causes damage even if the 
  saving throw is successful, the marshal suffers 
  no damage from the attack if he successfully 
  makes his save.
  The marshal may not use this deed if wearing 
  heavy armor or carrying a heavy load. 
  Compassionate Shot (Ex)
  At 8th level, the marshal may spend 1 grit point 
  while making a single shot as a standard action 
  to gain one of the following effects.
  • The target only suffers nonlethal damage if 
  the shot is successful.
  • The target is staggered for 1d4 rounds if the 
  shot is successful, but suffers no damage.
  • The marshal uses the result of the shot in 
  an attempt to disarm an opponent, using 
  the result as his effective CMB against 
  the target’s CMD.  This action has no 
  effect against opponents not wielding 
  a manufactured weapon or carrying an 
  object.
  Confounding Shot (Ex)
  The marshal may spend a standard action to 
  purposely miss his target at 8th level, as long as 
  he has at least 1 point of grit.  As long as the 
  target is susceptible to the marshal’s attack, 
  it looses its Dexterity bonus to its AC until the 
  beginning of its next turn.
  
  5
  Crack Shot (Ex)
  At 8th level, the marshal may spend 1 point 
  of grit to make a full-round attack action to 
  make a single precise shot with his firearm.  He 
  rolls his attacks normally from highest to lowest 
  granted by his base attack bonus.  For each 
  successful attack, the damage of the shot 
  increases by the base damage of the firearm.  
  Bonus damage from special effects, precision 
  damage, feats, or magical effects are not 
  increased by this deed.
  If one or more of the attacks is a critical 
  threat, the marshal only rolls to confirm once 
  all the rolls are completed using his highest 
  base attack with a -5 penalty (reduced by 1 
  for each critical threat beyond the first to a 
  maximum of 0).  The marshal only misfires if all 
  the attack rolls were misfires.  Only firearms that 
  fire a single bullet may be used with this deed 
  (scatter based weapons cannot be used).
  Bonded Gun (Sp)
  At 12th level, the marshal may spend 1 point of 
  grit to grant his firearm the Distance, Flaming, 
  Frost, Limning, Merciful, Reliable, or Shock 
  special ability.  The effect lasts for 1 minute.  He 
  may only apply one effect to his firearm at a 
  time.  If the weapon is dropped or handed to 
  another, the effect immediately ends.
  At 16th level, the marshal adds Flaming Burst, Icy 
  Burst, Lesser Designating, Seeking, or Shocking 
  Burst special abilities to the list of special effects 
  he may grant his firearm with this deed.
  At 20th level, the marshal adds Greater 
  Designating, Greater Reliable, and Speed to 
  the list of special abilities he may add to his 
  firearm.
  If the marshal’s firearm already possesses the 
  special ability, the effects do not stack.
  Dampen The Pain (Ex)
  At 12th level, the marshal may spend 1 point 
  of grit when he rolls a misfire while using a 
  firearm with the broken condition to diffuse the 
  resulting explosion.  The firearm does retain the 
  broken condition.
  Snap Load (Ex)
  As long as the marshal has at least 1 point of 
  grit, he can reload a single barrel of a one-
  handed or two-handed firearm as 
  a swift action at 12th level.  If the marshal has 
  the Rapid Reload feat or using an alchemical 
  cartridge (or both), he may reload a single 
  barrel as a free action each round.
  The marshal does not provoke attacks of 
  opportunity when reloading while this deed is 
  in effect.
  Demoralize (Ex)
  At 16th level, anyone shot by the marshal 
  whose HD or level is less than or equal to ½ the 
  marshal’s class level becomes shaken for 1d4 
  rounds as long as he has 1 point of grit.  This is a 
  fear based mind-affecting effect.
  The marshal may spend 1 point of grit and 
  shoot his firearm in the air, causing all living 
  creatures within 30 ft. to make a Will save or 
  become panicked for a number of rounds 
  equal to the marshal’s class level.  The DC is 
  equal to 10 + ½ the marshal’s class level + his 
  Wisdom modifier.
  Evasive (Ex)
  At 16th level, the marshal gains the benefit 
  of Improved Evasion, Uncanny Dodge, and 
  Improved Uncanny Dodge class features as 
  long as he has at least 1 grit point.  The marshal 
  uses his class level as the effective rogue level 
  for the Improved Uncanny Dodge effect.
  As a result, the marshal cannot be caught 
  flat-footed, nor can he be flanked unless the 
  attacker has at least four more class levels 
  than the marshal.  The marshal does not lose 
  his Dex bonus when attacked by an invisible 
  opponent unless he is immobilized, but is still 
  susceptible to being feinted.
  If the marshal is subject to an area based 
  attack that grants a Reflex save to reduce the 
  damage, he takes on damage on a successful 
  save and only suffers ½ damage on a failed 
  save.
  The marshal may not use this deed if wearing 
  heavy armor or carrying a heavy load.
  Marshal’s Fortitude (Ex)
  As long as the marshal has at least 1 point of 
  grit, he is immune to diseases (mundane and 
  magical including mummy rot) at 16th level.
  The marshal may spend 1 point of grit as 
  an immediate action when making a 
  
  6
  Fortitude saving throw, rolling his saving throw 
  twice and taking the best result.
  Door Buster (Ex)
  The marshal may use his firearm to sunder 
  objects or bull rush opponents at 20th level. 
  The marshal may make a single attack as a 
  standard action while spending 1 point of 
  grit.  He uses the attack as his CMB versus the 
  opponent CMD when attacking held objects 
  or attempting to bull rush it.  He uses his attack 
  versus the object’s AC when attempting to 
  sunder an unattended object.  Opponents 
  and objects suffer normal damage from the 
  attack as well, if it would have successfully hit.
  The marshal does not provoke attacks of 
  opportunity while using this deed.
  Last Stand (Ex)
  At 20th level, the marshal may expend all 
  remaining grit (minimum of 1) as an immediate 
  action when he is reduced to 0 or fewer hit 
  points to remain with 1 hit point.
  Stunning Shot (Ex)
  The marshal may attempt to stun a creature 
  with his shot by spending 2 points of grit at 
  20th level.  The creature struck must make a 
  Fortitude save (DC 10 + ½ the marshal’s class 
  level + his Wisdom modifier) or be stunned for 
  1 round.  Creatures immune to critical hits are 
  immune to this deed.
  Smite Evil (Su)
  Beginning at 2nd level, the marshal may spend 
  a swift action to choose one target within his 
  line of sight to smite.  If the target is evil, the 
  marshal adds his Charisma bonus (minimum of 
  +0) to his attack rolls and adds his class level to 
  all damage rolls while firing his firearm at the 
  target.  The marshal’s firearm automatically 
  bypasses any Damage Reduction possessed 
  by the target as long as it is evil.  If the target 
  is an evil dragon, outsider, or undead, the 
  marshal’s first successful attack adds twice 
  his class level to the damage caused by his 
  firearm.  The marshal also gains a deflection 
  bonus equal to his Charisma bonus from 
  attacks made by an evil target.  Using a smite 
  on a non-evil target has no effect.
  The smite only ends when the marshal chooses 
  to end it, the target is dead or rendered 
  helpless, or 24 hours have elapsed.  
  The marshal may smite evil 1/day at 2nd level, 
  gaining one additional use at 6th level and 
  every four levels thereafter.
  Aura of Courage (Su)
  The marshal is immune to fear (magical and 
  mundane) beginning at 3rd level.  The marshal’s 
  mere presence grants allies within 10 ft. a +4 
  morale bonus on any saving throws versus fear 
  based effects.  This benefit only functions while 
  the marshal is conscious and not helpless, 
  paralyzed, or stunned.
  Bonus Feats
  At 5th level, the marshal may choose from 
  the following feat, gaining it as a bonus feat:  
  Clustered Shots, Dodge, Deadly Shot, Improved 
  Precise Shot, Mobility, Parting Shot, Pinpoint 
  Targeting, Point-Blank Shot, Precise Shot, Prone 
  Shooter, Quick Draw, Rapid Reload, Rapid 
  Shot, and Shot on the Run.  The marshal must 
  meet any prerequisites for any feat chosen.
  Aura of Resolve (Su)
  At 7th level, the marshal gains immunity from 
  charm spells and spell-like abilities.  Allies within 
  10 ft. of him gain a +4 morale bonus on saving 
  throws versus charm based effects, but only 
  while the marshal is conscious and not helpless, 
  paralyzed, or stunned.
  
  7
  Aura of Justice (Su)
  The marshal may grant allies within 10 ft. the 
  benefits of his Smite Evil for one chosen target 
  as a free action by expending two of his daily 
  uses of Smite Evil beginning at 11th level.  Evil 
  allies gain no benefit from this effect and 
  the same limitations regarding the target’s 
  alignment as Smite Evil apply.
  Unlike the marshal, the Smite Evil effect only 
  lasts for 1 minute when granted to allies, and 
  only while the marshal is conscious and not 
  helpless, 
  Aura of Law (Su)
  At 15th level, all allies within 10 ft. of the marshal 
  treat their weapons as lawful for purposes of 
  overcoming damage reduction.  This only 
  applies while the marshal is conscious and not 
  helpless, paralyzed, or stunned.
  The marshal may overcome any damage 
  reduction 
  granted 
  by 
  his 
  Gunsmithing 
  class ability while wielding any weapon by 
  expending 1 grit point as a free action, lasting 
  for a number of rounds equal to his class level.
  Aura of Fortitude (Su)
  At 19th level, the marshal grants all allies within 
  10 ft. (including himself) the effects of the 
  Diehard feat while the marshal is conscious 
  and not helpless, paralyzed, or stunned.  If an 
  ally moves out of the area of the marshal’s 
  aura, the effect immediately ends and the 
  ally falls unconscious if reduced below 0 hit 
  points while within the aura, though the ally is 
  stabilized unless more damage is suffered.
  Peerless (Su)
  At 20th level, the marshal may use his Smite Evil 
  ability to Smite Chaos as well, though he must 
  choose which alignment he is targeting.  If the 
  opponent is not chaotic and Smite Chaos is 
  chosen, the smite has no effect and is wasted.
  The marshal may use his smite ability to banish 
  a chaotic or evil outsider – based on the 
  smite used – as the Banishment spell, using his 
  class level as the effective caster level.  The 
  DC for the banishment is equal to 10 + ½ the 
  marshal’s class level + his Wisdom modifier, and 
  regardless of the effect the smite immediately 
  ends.
  The marshal may spend one of his daily uses 
  of Smite To cast Magic Circle against Evil or 
  Magic Circle against Chaos as a spell-like 
  ability, using the marshal’s class level as the 
  effective caster level.
  Code of the West
  The marshal follows a strict code of conduct 
  and must adhere to his lawful good alignment.  
  If the marshal knowingly commits an evil act 
  loses access to his class abilities other than his 
  weapon and armor proficiencies.
  The marshal must respect legitimate authority, 
  act with honor (including but not limited to 
  refraining from lying, cheating, poisoning, 
  stealing, etc.), help the helpless and innocent 
  (as long as doing so does not result in acts of 
  evil or chaos), and punish those that seek to 
  harm or subjugate the weak and defenseless 
  for their own gratification.
  The marshal may ally himself with good or 
  neutral individuals, even those of a chaotic 
  bent.  The marshal will avoid assisting anyone 
  of evil alignment unless doing so will result in the 
  defeat of a greater evil.  The marshal should 
  periodically seek atonement when he finds 
  himself in such an alliance and he may not 
  bargain with the original evil to grant a pardon 
  unless the evil individual seeks redemption.
  The marshal may only accept lawful good 
  followers and cohorts.
  Ex-Marshals
  If a marshal willfully commits and evil act or 
  falls away from the lawful good alignment 
  loses all marshal class abilities save for weapon 
  and armor proficiencies.  He may not gain any 
  additional class levels as a marshal or regain his 
  abilities until he atones for his violations through 
  the Atonement spell or fulfilling a Geas–Quest 
  to prove his faith and commitment to his desire 
  to uphold the law of good and right.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 112 - The Marshal (Hybrid Class).pdf