Marshal in play

Full BAB, 6 skill points a level, and make the move round actions progress into standard and then full round actions. Booyah. Easiest "fix" in the world to make, takes about 2 minutes of looking at the class to figure it out.
 

log in or register to remove this ad

PHB 2 has a variant that changes Grant Move Action to something else - like a Standard Action?

I dunno - both abilities are pretty useful, perhaps granting both in some form or fashion would be good.
 

Eh, I guess 5 free full round actions a day is overkill but it should definately be more than a move action. As it is it doesn't really have a capstone ability. I also think that more auras should be in play, say, 3 minor and 2 major, by the end of the Marshal's career.
Edit post:And why doesn't it have a good Reflex save, too?
 
Last edited:

Fishbone said:
Full BAB, 6 skill points a level, and make the move round actions progress into standard and then full round actions. Booyah. Easiest "fix" in the world to make, takes about 2 minutes of looking at the class to figure it out.

I'm telling you this is entirely unnecessary. The marshal is not a front-line fighter, but a support character, like a cleric or dragon shaman in some ways, so 3/4 BAB is appropriate and still gives the class the ability to mix it up in combat. 4 skill points per level is generous for such a character class. Most marshals will not be hard up for skill points. Grant move action is an enormously powerful ability. If the group includes any character with multiple attacks per round, then this ability is a great boon. If you delay in the first round of combat for the marshal, then the marshal allows you to get a free move action up to the bad guys, you can make a full attack on the first round without having to let the bad guys go first. Rogues benefit greatly as well since it lets them move into sneak attack position before attacking, letting them get a favorable number of sneak attacks (many rogues smartly have TWF). And if you have the Motivate Dexterity aura, the marshal will rarely be going after the bad guys.
 

FunkBGR said:
PHB 2 has a variant that changes Grant Move Action to something else - like a Standard Action?

I dunno - both abilities are pretty useful, perhaps granting both in some form or fashion would be good.

The PHBII gives the marshal the Adrenaline Boost alternate class ability. Instead of granting allies within 30 feet a move action, the marshal grants them temporary HP equal to his class level, doubled for any ally currently at half hit points or less.

The ability is appealing to balancemongers because it's directly affected by class level, but not so appealing to effectivenessmongers because a move action is generally more useful than a token amount of temp hit points. Then again, the adrenaline boost can be used as a pre-battle buff.

The marshal does not need a fighter's BAB or more skill points. To think that he does suggests that you haven't gotten your head fully wrapped around the class, because the marshal's auras grant bonus to attack rolls, damage rolls, skill checks, saving throws, DR--pretty much you name it. And remember, the marshal benefits from his own aura.

I understand that just throwing more BAB, hit points, or skill points at a class is an easy boost, but if you really think the class needs improvement, then go a little deeper.

Personally, I don't find the class too weak or too strong, just too lacking in tactical options. The target demographic for this class should be players who fancy themselves as being expert tacticians, yet theiir only tactical decision is which aura to switch on. As I've suggested before, I think the class should be able to provide some single-target buff or debuff that it can direct from round to round.

My secret wish is that the next complete book for warriors will expand upon the marshal, providing it with some good feats, which is really what makes a lot of classes come alive. How about some tactical feats that revolve around setting up aura combos?
 

I like this class for bbeg cohorts, it works nicely for npc's

i just recently ran it with a marshall bbeg with a knight cohort, that worked well too, commanding over goblin berserkers, now that was a bit too much

never give barbarians bonuses to movement and a free move action

(the guy was level 7, for +10 to move, goblin 30', barbarian fast move 40', that put them at 50', free move then charge = 150'(effective) charge, yeowch)
 

I've had a marshal PC in a long-running D&D game (currently on hiatus) with no problems at all. I admit it's a temting 1-level dip, but a dedicated marshal seems to work just fine in play. While it is a support class, the fact the marshal can tune it's bonuses to whatever action the marshal is taking can be used to turn it into a much more effective fighter.

For example, a marshal with a keen scimitar can throw accurate strike when facing foes vulnerable to such attacks. If the marshal wants to disarm someone, art of war goes up instead. If the marshal flansk someone, master of tactics. While allies gain these bonuses as well, the marshal can build tactics around what he plans to do.

It's because I've run a game with a marshal PC Dragon Magic mentions marshals can take draconic auras in place of major auras. Tack double draconic aura on to the toughness aura (which works like hardy soldiers), have up motivate attack and over the top, and charge people a lot. Works fine.
 

Remove ads

Top