Marshal: Who likes this class, and why?

Nyaricus

First Post
I admit never having taken a close look at the Marshal class, but more and more I see people liking this sorta-fighter/sorta-buffer (from what I understand) class.

So, what's to like, and what's to look out for? I'm just curious if I should allow it in my games, and if I do what does it contribute?
 
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It's a non-mystical class that improves all the combatants around it and does a good job of mechanically representing an officer-type. It's a touch on the weak side (or maybe more than a touch), but a nice class to add to the stable.
 

I like the marshal conceptually, but as Whizzy just mentioned, it's pretty weak. (Compare it to the dragon shaman in PH2.)

In a few months, I'll be playing a modified* marshal in a new campaign. I'm looking forward to seeing how it plays.

* (Modified, in this case, means BAB raised to a fighter's, and skill points raised to 6/level.)
 

Mouseferatu said:
I like the marshal conceptually, but as Whizzy just mentioned, it's pretty weak. (Compare it to the dragon shaman in PH2.)

In a few months, I'll be playing a modified* marshal in a new campaign. I'm looking forward to seeing how it plays.

* (Modified, in this case, means BAB raised to a fighter's, and skill points raised to 6/level.)

Before the Marshal came out, we put together a 4 skill point, full BAB, 10 HD PrC with a similar set of abilities (though in this case, the abilities were more less powerful but more flexible than the Marshal's).
 

Thansk for the quick responses so far guys :D

So, where is this guy in the party, assuming it's straight out of the package (read: no houseruling on BAB, etc)?

And where is he if you give him full BAB?
 

Nyaricus said:
Thansk for the quick responses so far guys :D

So, where is this guy in the party, assuming it's straight out of the package (read: no houseruling on BAB, etc)?

And where is he if you give him full BAB?

As is, he's a great 5th man for the party. With full BAB he might take the "tank" position by himself.
 


Why people play a marshal
Its fun. They want to play the smart, rakish, suave military mastermind that makes everybody better. Great roleplayer and in a larger party always appreciated
They enjoying playing "helper" type classes
Why DMs use Marshals
They make awesome BBEG or lieutenants for monsters with high Charisma mods like Barghests, Succubi, etc.
Why people think the Marshal is weak
11 Nulls, i.e. 11 levels where the Marshal doesn't gain anything
Only 3/4 BAB
4 Skill points a level, most think this should be higher, perhaps 6.
How I "fixed" the Marshal: What Mouseferatu did. The nulls were a total pain the arse and have always frustrated me. Maybe toss them some appropriate bones like the ability to swap Auras they are not satisfied with like Sorcerers can swap spells, have more than 1 major and 1 minor aura up at a time, larger distance for auras, and some EWPs.
The class can be found here so you can make up your own mind.
http://www.wizards.com/default.asp?x=dnd/ex/20030906b
 

The Marshall makes the perfect 'support' class, its aura's have nice effects on those around them and also affect themselves. It might be a bit weak for a military class but with the right combo's these can be ironed out(I have a character who is a Barbarian/Pysch Warrior/Marshal Were-Tiger). The extra move action for all allies is a great ability.
They do make great Leiutenants to BBEGs (I have a couple of Werewolf Marshalls myself) and probably have the same role in a PC party (ie they help make everyone look good whilst being effective themselves).
The full fighter BAb 'fix' is a good option and create a few more auras and aura feats would be kewl
 

Quickie fix for those who don't want a full BAB Marshal
1st +0 +2 +0 +2 Skill Focus (Diplomacy), minor aura 1 0
2nd +1 +3 +0 +3 Major aura +1 1 1
3rd +2 +3 +1 +3 - 2 Expanded Aura
4th +3 +4 +1 +4 Grant move action 1/day 2 1
5th +3 +4 +1 +4 - 3 2 Run
6th +4 +5 +2 +5 - 3 2
7th +5 +5 +2 +5 Major aura +2 4 2
8th +6/+1 +6 +2 +6 Grant Standard Action 2/day 4 2,
9th +6/+1 +6 +3 +6 - 5 3 Multiple Auras( 2 Minor, 1 Major)
10th +7/+2 +7 +3 +7 - 5 3
11th +8/+3 +7 +3 +7 - 5 3 Diehard
12th +9/+4 +8 +4 +8 Grant Full Round Action 3/day 6 3
13th +9/+4 +8 +4 +8 - 6 3
14th +10/+5 +9 +4 +9 Major aura +3 6 4
15th +11/+6/+1 +9 +5 +9 - 7 4
16th +12/+7/+2 +10 +5 +10 Grant Full Round and Move Action 4/day 7 4
17th +12/+7/+2 +10 +5 +10 - 7 4 Multiple Aura (2 Minor 2 Major)
18th +13/+8/+3 +11 +6 +11 - 7 4
19th +14/+9/+4 +11 +6 +11 - 8 4
20th +15/+10/+5 +12 +6 +12 Grant Full Round and Standard Action 5/day, major aura +4 8 5
Self Explanatory except for the Expanded Aura, Strengthen Morale, Die Hard,
Run:All allies within your auras receive are treated as though they had the Run Feat
Diehard Same Deal
Expanded Aura: For every 2 levels of Marshal you have your aura affects another 5' radius.
Try that on for size if you can sweet talk a DM into allowing it. The granting ability might be a little over the top, though.
 

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