Marshall class balanced with Fighter BAB or as is?

The Marshall class would be balanced with

  • No changes! It's already balanced.

    Votes: 12 37.5%
  • Fighter BAB.

    Votes: 11 34.4%
  • Some other change I will detail below.

    Votes: 6 18.8%
  • Fighter BAB and some other change.

    Votes: 3 9.4%

Mouseferatu said:
The bard has the same BAB, better skills, and only slightly lower HP. While the marshal doesn't have a daily limit on auras, he's limited to the ones he can throw at any one time. The bard's daily limit is fairly high, and--more to the point--they also get a pretty wide array of spells.

I'd say that, even when compared to the bard, the marshal as written comes out second-best.
Agreed. The bard's spellcasting certainly gives it an edge over a marshal. Not just in terms of raw power either: casting a spell usually consumes a standard action, thus giving the bard something to do!
 
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Felon,

It's not a disconnect at all. Sure, one could add additional "buffers," as you suggest. But frankly, buffing every round isn't fun. That's why bards get spells in addition to bardic music.

I have to say that, balance aside, the games in which I played the marshal as a "fighter who also buffs," as opposed to as a pure buffing class, made the character fun. No, he wasn't as good in melee as a straight-up fighter, nor as good at buffing as a bard, but he was still good enough at both to serve either purpose.
 

Mouseferatu said:
Felon,

It's not a disconnect at all. Sure, one could add additional "buffers," as you suggest. But frankly, buffing every round isn't fun.
C'mon, Mouse, you know telling people what is and isn't fun is the slipperiest of slopes.

I've played marshals in two separate campaigns, and the the RHoD campaign a friend is playing one. We have great fun seeing the divdends of our buffs pay off, and the rest of the gang going "sweeeet" whenever we remind them they've got a little DR or AC or damage they didn't remember to include.

Giving it BAB and HD boosts just makes it even more of a dip class. If it's a buffer, and buffing isn't fun for you...well, the conclusion is manifest.
 
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Felon said:
C'mon, Mouse, you know telling people what is and isn't fun is the slipperiest of slopes.

Perhaps it would have better been phrased, "For those who don't think buffing every round is fun, it's not a disconnect, because it gives the marshal a choice of things to do."

Better? :p

I wasn't saying that buffing isn't fun. Yeah, it's always cool to see how your one little power almost doubled the party's damage that round, or what have you. But it's not something I'm happy doing, if it means I spend every additional round twiddling my thumbs.

My point, though, was that every other dedicated buffing class--bards, dragon shamans--has other stuff it can do, and be very effective at. The marshal does not. Making him a front-line fighter who also buffs creates a (potentially ;)) fun character, with options as far as what to do, and is very much in keeping with the flavor of the class as presented.
 

Well, I take your point. I might prefer it to have some bonus fighter feats than matching the fighter's base bonuses straight-up.

Evne better, maybe some kind of enemy debuff, perhaps an action-killer like Charismatic and Smart Heroes get in D20 Modern.
 
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Felon said:
Evne better, maybe some kind of enemy debuff, perhaps an action-killer like Charismatic and Smart Heroes get in D20 Modern.

See, while I don't think that fits the persona or feel of the marshal as written, I do think it's a nifty idea for some other, new buffing class. :)
 

Gentlemen and Ladies, if I may suggest a published alternative to the marshal that does buffing better?

From the War of the Burning Sky Campaign Saga free Player's Guide:

New Class – The Commander
The commander class is primarily designed to be useful for characters to dip into, especially fighters. The traditional concept of a fantasy military leader is a soldier who has risen to the highest ranks of the army, yet fighters and paladins lack the necessary skill points to be effective leaders compared to bards or rogues. The commander class maintains the martial flavor, but eschews direct combat in favor of teamwork.

Of course, in a fantasy setting, theoretically anyone can command an army. We have tried to make sure that the Leader feats have enough variety that characters of any class could choose to be a leader and still keep the flavor of their original class. You might consider letting the commander class not count toward favored class experience penalties, in order to encourage different styles of commander.

Game Rule Information
Commanders have the following game statistics.

Code:
Table 1: The Commander
Level	BAB   Fort    Ref    Will      Special
1	+0	+2	+0	+2	Commander feat, direct orders
2	+1	+3	+0	+3	Commander feat, initiative bonus +1
3	+2	+3	+1	+3	Widen command +10
4	+3	+4	+1	+4	Battle cry
5	+3	+4	+1	+4	Commander feat
6	+4	+5	+2	+5	Initiative bonus +2
7	+5	+5	+2	+5	Direct orders (immediate)
8	+6	+6	+2	+6	Commander feat
9	+6	+6	+3	+6	Widen command +20
10	+7	+7	+3	+7	Initiative bonus +3
11	+8	+7	+3	+7	Commander feat
12	+9	+8	+4	+8	Chain of command
13	+9	+8	+4	+8	Implicit command
14	+10	+9	+4	+9	Commander feat, initiative bonus +4
15	+11	+9	+5	+9	Widen command +30
16	+12	+10	+5	+10	Inspire sacrifice
17	+12	+10	+5	+10	Commander feat
18	+13	+11	+6	+11	Initiative bonus +5
19	+14	+11	+6	+11	Seize command
20	+15	+12	+6	+12	Commander feat

Abilities: Different commanders have different styles, but Intelligence aids a commander in developing and deploying tactics, while Charisma determines how well the commander can motivate his allies. Some commanders like to be in the thick of combat, and so high Strength and Constitution are important.

Hit Die: d8.

Class Skills
The commander’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (none), Spot (Wis), and Survival (Wis). See PHB Chapter 4 for skill descriptions.

Skill Points per level: 6 + Int modifier.


Class Features
All of the following are class features of the commander.

Weapon and Armor Proficiency: A commander is proficient with all simple and martial weapons, all armor, and shields (but not tower shields).

Commander Feat: At 1st and 2nd level and every 3rd level thereafter, the commander gains either a Leader feat or a fighter feat. Leader feats are detailed below.

Direct Orders (Ex): A commander is skilled at directing his allies. Once per round as a swift action, the commander may choose one of the following types of rolls. All allies within 30 ft. gain a bonus to those rolls equal to the commander’s Charisma modifier, to a maximum of the commander’s class level. This benefit lasts until the beginning of the commander’s next turn, and only affects allies with an Intelligence score of 3 or higher who are able to understand the commander’s language.

• Attack rolls to confirm critical hits.
• Attack rolls while charging.
• Caster level checks.
• Disarm attempts, both to make and resist.
• Fortitude saves.
• Grapple checks.
• Reflex saves.
• Sunder attempts, both to make and resist.
• Trip attempts, both to make and resist.
• Will saves.

At 7th level, the commander can give an order as an immediate action. If the commander had given a different order on his turn, the new order supercedes the old one, and lasts until the beginning of the commander’s turn after next.

Initiative Bonus (Ex): Beginning at 2nd level, the commander and all his allies within 30 ft. when combat begins gain a +1 morale bonus to initiative checks. This bonus improves to +2 at 6th level, +3 at 10th level, +4 at 14th level, and +5 at 18th level.

Widen Command: At 3rd level, the range at which a commander can affect allies with his direct orders, initiative bonus, and leadership performances increases from 30 ft. to 40 ft. It increases to 50 ft. at 9th level, and 60 ft. at 15th level.

Battle Cry: At 4th level, the commander should choose one or two catchphrases, slogans, or battle cries that encompass his style of command. Once per hour he can speak or shout a battle cry as a free action during combat in order to gain an additional leadership performance, which must be used during that combat.

Chain of Command (Ex): At 12th level, a commander can grant uses of his leadership performances to others, usually his subordinates. When he does this, he must choose a specific leadership performance effect. Those subordinates must make use of that effect in an hour, or the benefit is lost. The effect of the performance is the same as if the commander himself had made it.

For example, a 14th level commander with 17 ranks in Perform and the Leadership Performance feat might grant each of his three warlords the ability to make a speech and give their allies a +3 bonus to attacks, damage, and saves against fear. To do so he uses up three of his own leadership performances.

Implicit Command (Ex): At 13th level, the commander no longer needs to share a language with his allies to grant them the benefits of his leadership performances.

Inspire Sacrifice (Ex): At 16th level, whenever an attack or spell with a visible component would reduce the commander to 0 hit points or below, an ally within 5 ft. may choose to take the damage instead. The ally must be aware of the attack and not flat-footed. The commander can benefit from this ability no more than once an hour (since, after the first sacrifice, not as many people are willing to risk their lives). The choice of whether to take the damage is wholly up to the ally.

Seize Command (Ex): At 19th level, a commander may use one of his leadership performances to exert his force of will upon a single creature with an intelligence of 3 or higher within 30 ft. If that creature fails a Will save (DC 10 + ½ commander’s level + commander’s Charisma modifier), it obeys the orders of the commander to the best of its ability for one hour. During this time, the creature acts as if it was completely loyal to the commander and his allies, even at the expense of its own normal allies. This is a mind-affecting compulsion effect.

Tactical Genius (Ex): At 20th level, once per day as a standard action a commander can direct his allies within range of his inspiration to perform swift and complicated maneuvers. All allies within range of his inspiration immediately take one full round worth of actions, keeping their normal initiative order. At the end of this bonus round, normal initiative resumes. The commander does not benefit from his own ability.



Leadership Performance [Leader]
You can inspire the courage of your allies.
Prerequisite: Perform (any) 3 ranks.
Benefit: Perform is a class skill for you, and you gain an ability similar to bardic music. You can use your leadership performance abilities a number of times each day equal to the number of Leader feats you possess. The feat Leadership counts as a Leader feat for this purpose. Unless otherwise noted, abilities granted by Leader feats are extraordinary abilities, and only affect creatures with an Intelligence of 3 or higher who can understand your language. They are not magical effects.

If you spend a minute giving an inspiring speech or other performance to your allies, their courage is bolstered. If they enter combat within the next hour, they gain a +1 morale bonus on saves against charm and fear effects, and a +1 morale bonus on attack rolls and weapon damage rolls. These benefits last for the first 5 rounds of combat. For the purposes of this ability, combat begins when a character attacks or must make a saving throw.

If you have two Leader feats and 11 ranks in Perform, the bonus increases to +2. If you have three Leader feats and 17 ranks in Perform, the bonus increases to +3. If four feats and 23 ranks, the bonus is +4.
Special: Most leaders focus in Perform (oratory) rather than musical performances.


Fearless Leader [Leader]
You help your allies avoid the effects of fear.
Prerequisite: Leadership Performance, Perform (any) 3 ranks, plus either Iron Will or resistance or immunity to fear effects.
Benefit: You can spend one minute giving a performance and use one of your leadership performances to try to remove fear. Make a Perform check. Each ally who hears your performance can use the result of your Perform check in place of his saving throw against the first fear effect that affects him within the next hour.

If you have three Leader feats and 9 ranks in Perform, you can use a leadership performance to help allies break free of a fear effect, though only if you have successfully saved against the fear. Make a Perform check. If your Perform check beats the DC to resist the fear effect, each ally within 30 ft. of you acts as if he had succeeded his save. If you have four Leader feats and 17 ranks in Perform, you can use this ability to help allies break free of any sort of mind-affecting effect, as long as you successfully saved against it.


Legendary Leader [Leader]
Your leadership shall become the stuff of legend.
Prerequisite: Cha 17, Leadership Performance, Perform (any) 17 ranks.
Benefit: Whenever you give an inspiring speech to an ally using the Leadership Performance feat, the benefits of that performance persists for as long as you remain within 30 ft. of that ally plus 5 rounds of combat, instead of lasting only 5 rounds of combat.

Additionally, you can use one of your leadership performances to inspire allies to greatness. All allies within 30 ft. gain 17 temporary hit points and a +2 dodge bonus to AC, lasting for as long as you are within 30 ft., and for 5 rounds thereafter. A given creature can only be inspired this way once per day.


Maneuver Leader [Leader]
You can direct the maneuvers of your allies.
Prerequisite: Leadership Performance, Perform (any) 6 ranks.
Benefit: You can use one of your leadership performances to grant all allies within 30 ft. of you (but not yourself) the ability to take a bonus move action immediately, acting in their normal initiative order. This movement does not count against their normal actions on their own turns, nor does it disrupt readied actions.

If you have three Leader feats and 14 ranks in Perform, you can use a leadership performance to let a single ally make a bonus single attack at his highest attack bonus, using whatever weapon he has available. The character may choose not to attack. If you have four Leader feats and 20 ranks in Perform, you can grant a single bonus attack to each ally within 30 ft. (but not to yourself).


Necrotic Leader [Leader]

Your leadership performances can affect mindless undead.
Prerequisite: Leadership Performance, Knowledge (religion) 12 ranks, Perform (any) 3 ranks, ability to cast animate dead.
Benefit: Your leadership performances can affect mindless undead creatures if they are under your control, or are under the control of one of your allies. This is a supernatural ability.


Operation Leader [Leader]

You can direct your allies in situations that require special skills.
Prerequisite: Leadership Performance, Perform (any) 6 ranks.
Benefit: If you have 5 ranks in Hide and Move Silently, you can make use of your leadership performances without making noise by using communicative gestures, though you can only affect those allies within 30 ft. who can see you. This only functions for the Leader feats that don’t require you to make a speech.

Likewise, if you have 5 ranks in Bluff and Sense Motive, you can use non-speech leadership performances while being observed. Make a Bluff check, and onlookers unfamiliar with your communication techniques must succeed a Sense Motive check (DC equal to your Bluff check result) or else not realize that you are doing anything unusual.

Either of these abilities only work with allies who you have taken time to establish a set of communication cues, usually taking ten minutes of discussion and practice.

You can use one of your leadership performances to make it easier for your allies to help each other with certain skills. Beginning this is a standard action, and continuing it require concentration. While directing your allies thus, if at least one ally within 30 ft. of you has 5 ranks in a given skill, all other allies with at least 1 rank gain a +2 bonus to checks with that skill.

The skills that can benefit from this are Balance, Bluff, Climb, Disguise, Hide, Jump, Move Silently, Ride, Search, Sense Motive, Survival, and Swim. Usually this is used to help the team navigate difficult terrain, maintain a façade while undercover, or perform an ambush. However, if you lack the skill ranks to communicate stealthily or discreetly while observed, there are obvious situations where you would not be able to benefit from this ability.


Primal Leader [Leader]
Your leadership performances can affect creatures of animal intelligence.
Prerequisite: Leadership Performance, Handle Animal 12 ranks, Perform (any) 3 ranks, ability to cast speak with animals.
Benefit: Your leadership performances can affect creatures of animal intelligence that are friendly or helpful to you, or are friendly or helpful to their masters, if their masters are allies of yours. This is a supernatural ability.


Spellwise Leader [Leader]
You can bolster the magical abilities of your allies.
Prerequisite: Leadership Performance, Perform (any) 6 ranks, Spellcraft 5 ranks.
Benefit: You can use one of your leadership performances to coordinate the magic of your allies. Starting to coordinate in this way is a standard action, and maintaining it requires concentration. As long as you coordinate in this way, if an ally within 30 ft. of you casts a spell targeting a creature that another allied spellcaster targeted within the last round, that creature takes a -2 penalty to its saving throw for this spell. Additionally, all allies within 30 ft. who have at least 1 rank in Spellcraft immediately can identify any spell or effect that you successfully identify with Spellcraft.

If you have three Leader feats and 14 ranks in Perform, while you coordinate your allies’ magic, the caster level of allies within 30 ft. of you is increased by +1. If you have four Leader feats and 22 ranks in Perform, the caster level bonus increases to +2.

These abilities are supernatural, not extraordinary.
 

I think it's a little weak, but not unplayably so. I like it for three purposes (none of which, unfortunately, seem to be the intended one):

1) It's a great cohort class, at least mechanically. Following your follower's orders seems a little odd, but it's a nice boost to the whole party, and doesn't really take up much face time at the table.
2) It's a wonderful dip class if you've got some charisma on a fighter-type anyway. You can afford one BAB in most fighterish builds.
3) It's terrific for qualifying for pclasses. Nice skill selections, and the minor aura you get at level 1 is probably more useful than the abilities you could get from other non-bab levels while trying to fulfil skill requirements.
 

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