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Marshal in play
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<blockquote data-quote="Felon" data-source="post: 3309058" data-attributes="member: 8158"><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Felon, post: 3309058, member: 8158"] 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? [/QUOTE]
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