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Marshall Tweaks
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<blockquote data-quote="airwalkrr" data-source="post: 3091031" data-attributes="member: 12460"><p>I have seen several marshals and they have never been underpowered at all. Not even close. If anything they are prone to heavy abuse. If you play a marshal with a 12 Charisma, you will not be that impressive, but if you start with a decent score like 16+ then you will be in for one awesome character. Many years ago in one of my earlier 3e campaigns a marshal was personally responsible for breaking more combats than all the other characters combined. His trip bonus was so good, he once tripped a behir... twice! It was not until later campaigns that my players discovered the Motivate Dexterity aura and the initiative bonus it grants. Before long they were asking if they could play monster races (with bonuses to Charisma) with marshal levels just so they could get the initiative bonus. I usually do not allow monster races so that idea never flew in my campaigns, but I have seen other campaigns where it did, to great effect.</p><p></p><p>IMC, the marshal gets a downgrade. The minor aura starts at +1 and improves to +2 at 5th, +3 at 10th, etc. I allow the marshal to get Grant Move Action a level earlier (3rd) and get it every 3 levels to make it a smidgen better. To keep Charisma relatively important, the range of the marshal's auras and grant move action ability is equal to his Charisma modifier x 10 feet (minimum 10 feet). It probably wouldn't <em>hurt</em> to toss in a couple bonus feats, but I am usually reluctant to do that as I see it as stepping on the fighter's turf. And a couple bonus feats is where I would cap it. No more than two. Maybe one at 10th level and one at 17th.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3091031, member: 12460"] I have seen several marshals and they have never been underpowered at all. Not even close. If anything they are prone to heavy abuse. If you play a marshal with a 12 Charisma, you will not be that impressive, but if you start with a decent score like 16+ then you will be in for one awesome character. Many years ago in one of my earlier 3e campaigns a marshal was personally responsible for breaking more combats than all the other characters combined. His trip bonus was so good, he once tripped a behir... twice! It was not until later campaigns that my players discovered the Motivate Dexterity aura and the initiative bonus it grants. Before long they were asking if they could play monster races (with bonuses to Charisma) with marshal levels just so they could get the initiative bonus. I usually do not allow monster races so that idea never flew in my campaigns, but I have seen other campaigns where it did, to great effect. IMC, the marshal gets a downgrade. The minor aura starts at +1 and improves to +2 at 5th, +3 at 10th, etc. I allow the marshal to get Grant Move Action a level earlier (3rd) and get it every 3 levels to make it a smidgen better. To keep Charisma relatively important, the range of the marshal's auras and grant move action ability is equal to his Charisma modifier x 10 feet (minimum 10 feet). It probably wouldn't [i]hurt[/i] to toss in a couple bonus feats, but I am usually reluctant to do that as I see it as stepping on the fighter's turf. And a couple bonus feats is where I would cap it. No more than two. Maybe one at 10th level and one at 17th. [/QUOTE]
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