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Marshal in play
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<blockquote data-quote="airwalkrr" data-source="post: 3297306" data-attributes="member: 12460"><p>Also QFT.</p><p></p><p>The marshal class as written is really problematic for this reason. If your player intends to play a marshal and take no other class levels, it causes no problems, but that is the least attractive way to actually use the marshal class (dipping for a bard or sorcerer is the best). Attached is my variant marshal which I use in my campaigns. It is scaled by level and much more balanced. There is relatively little incentive to take just one level in this modified class.</p><p></p><p>*You can take or leave the bonus feats at 5th, 11th, and 17th. They are there to compensate for "dead levels" in which the marshal gains little or nothing besides hp and skill points.</p><p></p><p>A quick-fix if you don't like my house rule marshal is to just cap the bonus at the marshal's level. So even a 1st-level marshal with a Charisma of 18 can only get +1 with his minor aura.</p><p></p><p>Edit: Also, I should add that I did have one player play a marshal as written back a few years ago from 1st level all the way to 12th in a fairly traditional D&D campaign. He was the only character who never died in a group of six and he was clearly one of the most powerful characters, if not THE most powerful (and his ability scores were not that impressive; on the low end of most players in the group). With Art of War and a few related feats he became the ultimate tool of battlefield control. Force of Will kept the party virtually immune to enchantments and illusions. Determined Caster made spell resistance almost meaningless. Motivate Dexterity ensured that the party almost always got the drop on their enemies. I don't think he ever worried about the 3/4 BAB. I have also played a marshal in the Legacy of the Green Regent campaign. The class is hardly as underpowered as some people claim, even as an actual class and not a dip. I have lots of experience with the class to back that up.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3297306, member: 12460"] Also QFT. The marshal class as written is really problematic for this reason. If your player intends to play a marshal and take no other class levels, it causes no problems, but that is the least attractive way to actually use the marshal class (dipping for a bard or sorcerer is the best). Attached is my variant marshal which I use in my campaigns. It is scaled by level and much more balanced. There is relatively little incentive to take just one level in this modified class. *You can take or leave the bonus feats at 5th, 11th, and 17th. They are there to compensate for "dead levels" in which the marshal gains little or nothing besides hp and skill points. A quick-fix if you don't like my house rule marshal is to just cap the bonus at the marshal's level. So even a 1st-level marshal with a Charisma of 18 can only get +1 with his minor aura. Edit: Also, I should add that I did have one player play a marshal as written back a few years ago from 1st level all the way to 12th in a fairly traditional D&D campaign. He was the only character who never died in a group of six and he was clearly one of the most powerful characters, if not THE most powerful (and his ability scores were not that impressive; on the low end of most players in the group). With Art of War and a few related feats he became the ultimate tool of battlefield control. Force of Will kept the party virtually immune to enchantments and illusions. Determined Caster made spell resistance almost meaningless. Motivate Dexterity ensured that the party almost always got the drop on their enemies. I don't think he ever worried about the 3/4 BAB. I have also played a marshal in the Legacy of the Green Regent campaign. The class is hardly as underpowered as some people claim, even as an actual class and not a dip. I have lots of experience with the class to back that up. [/QUOTE]
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