Anyone played a Marshall?

The MHb is an excellent book. It's main flaw is to be half D&D and half Miniatures - but if you like both, there's no reason not to get it.

I don't think of the Marshall as a chatterbox, but instead someone who will give reassurance and support if required, and keep his auras going in such a manner.

I really like the new monsters in the MHb, btw.

Cheers!
 

log in or register to remove this ad

In our current campaign, I've been playing a character that has ended up going a very Marshall-like route, and has a couple levels in a homebrewed prestige class that gives many of the same benefits. I've been thinking about asking the DM how he feels about a rebuild of the character to include those levels. I think the big sticking point will be the Grant Move Action ability: can anyone give me anecdotes as to exactly how sick this ability is?
 

I agree with a couple of others that the Marshall doesn't have to chatter constantly. I view it that he gives orders, like a sergeant in an army, and the orders are followed.

hunter1828
 

Felon said:
And since the description of the ability specifically states that the auras require the marshal to keep speaking because they represent the marshal "haranguing, ordering, directing, encouraging, cajoling, or calming" .

How many weightlifters does it take to change a light bulb?

Three one to change it and two more to stand by and say "Yeah mon looking good looking good"


Thats how I'd imagine the Marshall (but less jockish) - like Cyrano De Bergerac whispering in the shadows of the balcony, or a good coach that gives pep talks and the occasional call of encouragemnent, in fact as long as he's in view even a simple hand gesture could be sufficient
 

MerricB said:
I don't think of the Marshall as a chatterbox, but instead someone who will give reassurance and support if required, and keep his auras going in such a manner.

Vocenoctum said:
Well, "activating an aura involves..." doesn't mean it's non stop. He would have to offer his input when needed, but I don't think he's a chatterbox automatically. :)

Well, just taking the ability description on face value:

"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."

It does seem to be purely a vocal ability, and you lose the benefit the second you can't hear him. Now, I'm obsessed with literal interpretations...but your DM might be, and that's basically what I was getting at.

And I agree with you that it's unfortunate that solid D&D material is overlooked in a book that provides material for a separate game that nobody I know is interested in (even the ones who own the minis).
 

Felon said:
Well, just taking the ability description on face value:

"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."

It does seem to be purely a vocal ability, and you lose the benefit the second you can't hear him. Now, I'm obsessed with literal interpretations...but your DM might be, and that's basically what I was getting at.
But, literally, it never says you have to keep talking. Technically, they have to be able to hear you, but you don't have to talk? :)
 

Lol. Well, let's get literal then. ;) It says a marshal's auras affect all allies who can hear the marshal. If a marshal isn't talking, there's nothing for allies to hear. Moreover, since the aura is dismissed the instant allies can't hear him, that also pretty strongly implies that constant talking is required to sustain the effect. Otherwise, there would be at least some short-term lasting effect on the allies after the ability stops functioning, as there is for the inspirational bonuses provided by bardic music. After all, allies would't necessarily know if the marshal's been hit with a Silence or Hold Person spell that round, or whether he's just being quiet for a few seconds, would they? :D

See, I've had this conversation with my groangard [sic?] friends who like to make fun of new stuff.
 
Last edited:

The auras have no duration. A player can have them going every waking minute, so of course, the player does exactly that.

The DM is within his rights to rule that the character save vs. losing his voice. I put this in about the same category as walking around with weapons unsheathed in town or wearing plate armor to the ball.
 

Well, the DM's certainly within his rights to do as he pleases, but the abilities are intended to be in constant effect. Don't be too hard on your marshal.

As for walking around with weapons drawn--well, after the first five times my character gets jumped and beaten down by a goon squad that suddenly appears from nowhere in the middle of the street, it starts to look more and more justifiable. The goon squads certainly seem to have no problem escaping the eye of the local constabulary. :)
 
Last edited:

I'm playing a half-elf marshal in my current game. He's the party leader, and he's basically bent on wiping out the vigilantes in the area, as some killed his parents (and whole village), and he sees them as parasites to Manfort, the last human city in the world. Humans are already almost doomed and my marshal cannot abide with people who jepordize the little hope that is left for thier own selfish greed.
 

Remove ads

Top