Marshal: Who likes this class, and why?

While I wouldn't want to play one (which is probably a sign that it's not that great), I think it makes a pretty good cohort; the four vital "food groups" in your party are probably covered, and as other posters have mentioned, he's a pretty good fifth wheel.
 

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I love the marshal I'm playing. They are an odd class in many ways, in that they are better at making the people around them better than they are at doing anything themselves; they're like the bard in that. But having two effects going at any time and being able to switch them out as the situation changes is potentially a very powerful effect (and the more allies you have in range of it, the more powerful it is) and for me it also changes the way I view the whole battle, since even though it's indirectly, I'm able to effect a much larger area of the battlefield.

My current approach with the character I have is that his job is to make sure we never get ambushed effectively or otherwise let enemies get the drop on us. His "Spot" is maximized at all times, he has Improved Initiative, and I'm planning on taking Danger Sense from Complete Adventurer. The idea is that should someone catch us unawares, he will probably not be surprised; if his initiative is poor he rerolls it; he uses his Grant Movement ability to let everyone take a few steps to avoid being flat-footed and to step out of flanked positions if possible.
 

I like them.

Because I like martial types and I like talky types and the Marshall is both.

if you want to be that sort of character the other main choices are bard (And the likes of Alexander, Hannibal or Rommel are not bards) or Fighter/Rogue (which tends to force you into a light armour niche)


My main concern is that their class abilities are totally dependent upon being heard, which makes silence or stealth a bit of a problem.
 

I think the Marshal is pretty neat, but lacking a bit. If it were up to me, I would add bard casting/spell list to them, and call it great.

I play in a campaign with someone who plays a marshal/bard/chameleon, and he gives us +7 damage when we're flanking or +7 to all intelligence rolls. It's great!

/ali
 

In my experience, a marshall's saving throw bonuses can combine with the paladin's Divine Grace ability to make one kind of the paladin's saves far too high for any creature of an appropriate CR to cope with. That's not to say that that's a problem with the class, but that you should watch how high you let the Charisma bonuses climb. ;)
 

Didn't the Marshal get Will and Holly into trouble, during a "routine" expedition? I remember something about the greatest earthquake ever known...
 

In the current (gestalt) campaign I'm running one of the players plays a Knight / Marshall. The combination seems to be working out for him so far and he's enjoying it.

Alone, the Marshall is a bit on the weak side but, as the others have said, he makes a real good right hand man for the big bad.

I think it appeals to many roleplayers; those seeking a leadership role. In that respect, it excels.
 

Nyaricus said:
I admit never having taken a close look at the Marshall 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?
I like the idea of it as an alternative to the bard. I'm not sold on its overall power level or the nebulous "fun factor," but I'm willing to let someone give it a shot before I start modifying things. If I did make a modification, I'd probably give it a d10 HD and a full BAB progression. Why not? I'd argue that his abilities are roughly as powerful as a fighter's bonus feat progression, or a knight's special abilities.
 

The computer game "Diablo II" has a Paladin class that uses auras in a similar fashion as the Marshall. I wouldn't mind seeing a less holy warrior, more military paladin. A gestalt Paladin/Marshall, Knight/Marshall, or a Paladin/Marshall core class would fit very nicely into most campaigns. YMMV.
 

The marshal (note the single "l") is a great character class that suffers from a lack of features. To augment it, I'd give it Grant Move Action 1/day starting at 1st level and then add another use every 4 levels afterward. I'd also consider combining some of the more meager minor auras into one.
 

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