| Post/Author/DateTime | Post |
|---|---|
| Necrochaos01-02-06, 02:36 PM | Any suggestions on good multiclassing wtih a Marshall or any prestige classes for it? I'm new to the class and trying to work towards and interesting character. |
| haferka01-02-06, 07:36 PM | Sorcerer, focused on Summoning. All your summons benifit from your auras, as long as you speak there language :) |
| Mommy was an Orc01-03-06, 12:20 AM | I have a couple of interesting builds here (http://boards1.wizards.com/showthread.php?t=511240) Any suggestions on good multiclassing wtih a Marshall or any prestige classes for it? I'm new to the class and trying to work towards and interesting character. |
| DuctShuiTengu01-03-06, 01:24 PM | with my Current Marshal, I'm planning to multi-class to Bard and then go Warchanter. Not sure how effective that's going to be in the long run, but the characters main functions so far are soaking up attacks (He's a Dwarf - and yes, the Charisma penalty hurts, but it fit the concept I had - with fullplate, so he can usually survive Melee longer than most of the other people at the table) and some buffing (from an optomization perspective, I chose the wrong minor aura, though the DR 1/- is very nice). Some thoughts on other builds with Marshal that could be effective: Marshal 2/Paladin X - "I kick :censored:. Therefore, so does everyone else in the party." Grab the Major and Minor Aura that will help you the most, and hope that the rest of the party is built such that they can benefit from them as well. [I'm more than a little tempted to go this route with some future character, though if I do, I'll probably end up taking the Warpriest PrC once the char qualifies for it] Marshal 1-2/Sorcerer X - There's two routes to go with this one, that I see. 1: Grab Determined Caster and you and your party can laugh at SR (though saving vs. your spells isn't any harder) or 2: focus your spells on summoning and gear your auras towards buffing your summoned creatures. Either way, it's debatable whether the Auras will make up for the lost caster-levels though [I'm not as fond of this one, but then, I'm not that big on primary casters anyway, especially summoners]. Basically, any build that's going to be Charisma-based anyway that you don't mind losing a couple levels from your primary class can benefit from a dip into Marshal, though I'd only go 2 or 4 levels in Marshal (2 gets you a single Minor and Major Aura, which if you choose well, can be plenty; 4 gets you a second Minor and lets you give the rest of the party an extra move action once per day). |
| Mommy was an Orc01-03-06, 01:50 PM | Basically, any build that's going to be Charisma-based anyway that you don't mind losing a couple levels from your primary class can benefit from a dip into Marshal, though I'd only go 2 or 4 levels in Marshal (2 gets you a single Minor and Major Aura, which if you choose well, can be plenty; 4 gets you a second Minor and lets you give the rest of the party an extra move action once per day). Marshal 7 is also very, very nice. You get 4 Minor and 2 Major(at +2) auras. 4 Minor Auras means that you can have 2 combat and 2 stat auras, giving the Marshal a wide range of options in and out of combat. I especially like how a Marshal 7/Monk 2/Fighter 2/Exotic Weapon Master 2/Hexblade 2 works as a Tripmaster with a Spiked Chain... |
| Puggle Halfwine01-03-06, 09:41 PM | An interesting idea was something I had along the lines of this. 1st - Bard 1 (For bardic music, bardic knowledge, skill points) 2nd - Marshall 1 (For a Minor aura) 3rd - Bard 2 (For Inspirational boost) 4th - Marshall 2 (For a Major aura) 5th - Cleric 1 (of a diety with the Destiny domain, and another domain that aids your allies somehow) 6th - Rogue or Scout 1 (for trapfinding) 7th - Marshall X Then, etc. Note that a bard who ceases to be non-lawful still retains all their class abilities, although they cannot progress further as a bard. |
| Artexerxees01-04-06, 03:20 PM | During conversion I have changed to nine Bard levels, one Marshal level and five levels of Sublime Chord. The Marshal level I chose motivate dex. It has not hurt me to loose one level of casting, since with Sublime Chord I boost my caster level anyway. It has been crack ever since I have used it. Mainly, the party I'm with gets a +6 modifier to their initiative. That means we always go first and that has been very powerfull. By the time the DM gets to go, half of his creatures are usually dead. That has been my crack and I'm sticking with it. |
| Sieylianna01-05-06, 07:41 AM | During conversion I have changed to nine Bard levels, one Marshal level and five levels of Sublime Chord. The Marshal level I chose motivate dex. It has not hurt me to loose one level of casting, since with Sublime Chord I boost my caster level anyway. It has been crack ever since I have used it. Mainly, the party I'm with gets a +6 modifier to their initiative. That means we always go first and that has been very powerfull. By the time the DM gets to go, half of his creatures are usually dead. That has been my crack and I'm sticking with it. You've been lucky. My wizard has a +11 initiative modifier and the bad guys still go before me regularly. You may also run into DM's who don't allow you to maintain the aura outside of combat. Ed |
| pedr01-05-06, 08:13 AM | You may also run into DM's who don't allow you to maintain the aura outside of combat. I don't usually dive into rules debates but, to quote from the MH (p12): "A marshall can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshall takes his first turn." Personally, my take on the auras is that they are inspiring and directing words - but not continually spoken ones (and I think I would allow a bard/marshall to be using bardic music (singing) at the same time as having auras active. I might be wrong there - but the fact that a marshall can have two active auras at the same time suggests that it shouldn't be impossible). What I mean is that the marshall activates an aura by "haranguing, ordering, directing, encouraging, cajoling or calming allies" then from time to time during the operation of the aura makes adjustments or suggestions. Note that having an aura up doesn't involve concentration. I agree that it's not all together perfectly worded though! I think the word 'aura' suggests more that it is the presence of an inspiring and competent leader who has given instructions which should give the bonus rather than the continually giving of instructions - but this interpretation is weakened by the fact that the aura is dismissed if the marshal is "otherwise unable to be heard or understood by his allies." |
| Reylance01-05-06, 05:56 PM | I'm thinking a half-elf marshal4/paladin2/outcast champion5 would work well. You have three fighting classes that make use of Charisma, and two classes that help your companions. Continue with marshal after outcast champion5. A marshal1/warmageX, with the feat that lets you ignore arcane spell failure of armor one category larger, could eventually walk around in adamantine full plate and cast freely. Take Marshal at 1st level to get 6 more skill points and 2 more hp; take Marshal at 3rd level and Skill Focus: Diplomacy at 1st level to take two builder book feats at 3rd level. |
| Sieylianna01-05-06, 10:38 PM | I agree that it's not all together perfectly worded though! I think the word 'aura' suggests more that it is the presence of an inspiring and competent leader who has given instructions which should give the bonus rather than the continually giving of instructions - but this interpretation is weakened by the fact that the aura is dismissed if the marshal is "otherwise unable to be heard or understood by his allies." The miniatures handbook was the earliest release and it shows. Personally, like you can't combat expertise or power attack until combat begins, I can't see a marshal having his aura in effect 24/7. Sure you can start your pep talk when combat seems imminent, but your rousing speech could alert enemies to your presence. I'd be more tolerant if I saw a PC using marshall as something other than a 1 or 2 level dip. If you have some time to kill, take a look at the highest character classes by level on the Nyrond web site. It's quite interesting. Ed |
| Artexerxees01-06-06, 07:46 PM | [QUOTE=pedr]"A marshall can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshall takes his first turn."QUOTE] The players I play with and I feel the same way. I haven't run into this problem in a convention either. :) |
| Azerin01-08-06, 11:06 AM | Nor have I encountered a problem with marshal auras from DMs, in fact they are nearly expected in a lot of high level parties i've seen of late. I wouldn't be supprised if the class was taken away, or modified in some way... its a bit broken. And if not broken, its definately abused. My regular party was always a high charisma group (paladin, clerics, sorc) so we all decided to take a level (even the straight casters) just to improve stats, and it's become frankly silly... 5 marshals can give huge bonuses to a party. When everyone in the party regularly makes spot checks for initiative, gets initiative rolls in the upper teens to 20's (and our archer hits 30's occasionally), gets bonuses for overcoming SR and charisma checks and has no low saves, fights tend to go in our favor, if we get damaged at all. I have to wonder though, if you were 1st or 2nd level, what single auras would you take? I have Dex/Init and was debating movement if it went 2nd level, as DR 1 isn't overly useful past 5th level... I dunno really though what else to take, if I took a 2nd level. -Jeremy Jordan "Alladan D'Paladin" Knight of the Malagari |
| Pmasusock01-08-06, 05:12 PM | I don't see what the problem is with having the aura up all the time, except when sleeping. There would of course be no chance of catching an enemy unaware, as they can hear you talking incessantly. |
| rbodine01-09-06, 03:28 PM | I think the word 'aura' suggests more that it is the presence of an inspiring and competent leader who has given instructions which should give the bonus rather than the continually giving of instructions - but this interpretation is weakened by the fact that the aura is dismissed if the marshal is "otherwise unable to be heard or understood by his allies." Your argument isn't significantly weakened because of the word "understood." Although 'unable to be understood' could refer to a party member who didn't speak the marshal's language, it likely doesn't because that would prohibit the marshal from inspiring him before combat as well. (Things often get lost in translation, and inspiration is almost impossible to translate.) Most communication is not spoken, so I would also think that hand signals and such would satisfy the requirement for communicating directions, etc., regardless of whether the 'listener' speaks the marshal's language. In a sense, 'presence' is all that's necessary, but the the marshal should be expected to behave actively rather than passively. Of course, it all depends on the DM. :) |
| paigeoliver01-10-06, 03:10 AM | I know always enjoy roleplaying the dex aura of my marshall both in and out of combat. Mind that rock. Be sure and move silently. Stop clanging that sword. Dodge the ogre on the left. Be sure to use the right lockpick for the job. Guide the horse, don't let the horse guide you. Etc, etc, etc. |
| Simpi01-10-06, 04:44 AM | I have to wonder though, if you were 1st or 2nd level, what single auras would you take? I have Dex/Init and was debating movement if it went 2nd level, as DR 1 isn't overly useful past 5th level... I dunno really though what else to take, if I took a 2nd level. Important to remember that same auras don't stack. However, I don't think Marshall is too overpowered. I think it is really a replacement bard for those of us who don't like playing guitar slingers. I think some of the best and most useful auras are 'Dex, Cha minor auras and +1 to hit, +1 to AC'. DR is nice but if the +1 AC prevents you getting hit in the first place, it's better. We actually thought about it among local players to start an all marshall group 'Officer's Mess'. What would be more than bunch of aristocratic (all have Celestial Scion feat of course) guys all screaming orders to each other and gaining huge powers as a result :D S.H, the guy from Naerie |
| paigeoliver01-10-06, 08:14 AM | Right now my Marshall has Minor Aura "Motivate Dex" Minor Aura "Art of war" (bonus to trip, disarm, bull rush and sunder). Major aura +1 Damage. I sacrificed EVERYTHING for an 18 CHA, 16 INT, and 14 DEX, so my marsall is a lot more roguelike than others. I am 3rd level. Normally I walk around with the DEX aura going on. That gives EVERYONE +4 on initiative and bumps my own initiative to +12 (improved iniative, blooded, dex bonus, etc). I also have multiple maxed dex skills to take advantage of this. At 3rd level I chose exotic weapon proficiency whip (and added art of war). So now once initiative is established (everyone has gone), I switch my Aura to art of war and the trip and disarm festival begins. I actually do more assists than actual trips/disarms. The range on the whip allows me to stand in the back of the party and assist the beefy fighters in trips and disarms (giving them +2 bonus from my assist, and +4 from my aura, which is usually enough to make them stick). I can also do a pretty decent job of tripping disarming spellcasters and gnomes, kobolds, etc (using the whip 2 handed, heh, heh, heh). I personally have seen the 18 charisma Marshall with motivate charisma combined with a few other things that pump up diplomacy/etc and I have to say that it isn't all that fun to play. I make almost any CHA skill check just with the 18 and the skill points, I don't need the +4. But if you want the marshall who can make attacking enemies slavishly loyal in a single action with a rushed diplomacy check then you are going to want a half-elf marshall 1, bard 1, Ranger 1. Make sure to get every possible synergy to diplomacy and you can have like a +33 to diplomacy at level 3. But, it is a one trick pony and the trick gets REALLY old. |
| Necrochaos01-13-06, 06:05 PM | I'm thinking a half-elf marshal4/paladin2/outcast champion5 would work well. You have three fighting classes that make use of Charisma, and two classes that help your companions. Continue with marshal after outcast champion5. A marshal1/warmageX, with the feat that lets you ignore arcane spell failure of armor one category larger, could eventually walk around in adamantine full plate and cast freely. Take Marshal at 1st level to get 6 more skill points and 2 more hp; take Marshal at 3rd level and Skill Focus: Diplomacy at 1st level to take two builder book feats at 3rd level. I'm human, so this doesn't work. Any other ideas? I do like the idea Marshall/Paladin. I'm currently a 3rd level Marshall. |
| Mommy was an Orc01-13-06, 07:01 PM | I'm human, so this doesn't work. Any other ideas? I do like the idea Marshall/Paladin. I'm currently a 3rd level Marshall. I think if you're at that point, it really depends on your stats. A Marshal 7/Paladin 2/Fighter 2/Pious Templar 4 with the right auras can be a very effective tank for the party. |
| Necrochaos01-14-06, 11:12 AM | I think if you're at that point, it really depends on your stats. A Marshal 7/Paladin 2/Fighter 2/Pious Templar 4 with the right auras can be a very effective tank for the party. I was thinking of going with the prestige class Knight Protector from Complete Warrior. I was thinking of a Meta-org as a Knight anyway, so this would make since. I could take a level or two of fighter and a few in paladain and get into knighthood. I already have the AR for it. Just curious to see what anyone else thinks. My stats aren't so good: Str14 Dex 10 con 14 Int 10 Wis 10 Cha 16 What do you think? |
| Mommy was an Orc01-14-06, 02:45 PM | Those aren't that bad - the one line cut off for you is that you don't have a high enough Int for Improved Trip - the basic goal is to get you the disruptive attack that causes enough havoc to force opponents to pay attention to you. If you get the bonus to Strength Aura and a couple of levels of Monk, that picks you up 3 feats real fast - namely Improved Unarmed, Improved Grapple, and Combat Reflexes in particular. You move up to the front and try to take down opponents in a grapple. You wear Full Plate just as you normally would. So your build could go something like this instead: Marshal 7/Monk 2/Fighter 2/4 levels of PrC to go along with it. But because you can eventually buy both a Belt of Strength and a Cloak of Charisma, you'll be about as an effective a grappler as you can be in Living Greyhawk unless you're a Barbarian/Monk... Str14 Dex 10 con 14 Int 10 Wis 10 Cha 16 What do you think? |
| Necrochaos01-16-06, 10:13 AM | Those aren't that bad - the one line cut off for you is that you don't have a high enough Int for Improved Trip - the basic goal is to get you the disruptive attack that causes enough havoc to force opponents to pay attention to you. If you get the bonus to Strength Aura and a couple of levels of Monk, that picks you up 3 feats real fast - namely Improved Unarmed, Improved Grapple, and Combat Reflexes in particular. You move up to the front and try to take down opponents in a grapple. You wear Full Plate just as you normally would. So your build could go something like this instead: Marshal 7/Monk 2/Fighter 2/4 levels of PrC to go along with it. But because you can eventually buy both a Belt of Strength and a Cloak of Charisma, you'll be about as an effective a grappler as you can be in Living Greyhawk unless you're a Barbarian/Monk... I'm going to be level 4 soon. Do I take my next level in monk or finish out Marshal until I get to 7 (I'm Marshal 3 right now) |
| Mommy was an Orc01-16-06, 12:16 PM | What are your current feats and auras? Who do you worship? The answer is probably stay in Marshal for the moment if you're going to do what I suggested. I'm going to be level 4 soon. Do I take my next level in monk or finish out Marshal until I get to 7 (I'm Marshal 3 right now) |
| Necrochaos01-16-06, 05:46 PM | What are your current feats and auras? Who do you worship? The answer is probably stay in Marshal for the moment if you're going to do what I suggested. Heironeous. WF Flail, Power Attack, Cleave I have the dex/int aura and the flanking aura My major aura is the AC aura |
| Mommy was an Orc01-16-06, 07:06 PM | Do you mean the dex/initiative? I'd go up to 7th level, make sure to pick up the Strength one + whatever else works for you. I'd also go for Shock Trooper(Complete Warrior) for the Domino effect - you'll be able to Bullrush people effectively with that strength. At 8th level, you'll be able to grapple effectively. Just make sure to have a +2 Gauntlets of Str and +2 Cloak of Charisma by that point. Heironeous. WF Flail, Power Attack, Cleave I have the dex/int aura and the flanking aura My major aura is the AC aura |
| JohnduBois01-16-06, 11:05 PM | Heironeous. WF Flail, Power Attack, Cleave I have the dex/int aura and the flanking aura My major aura is the AC aura Since you're in Furyondy, something you may want to consider is taking advantage of the meta-org access to Tactical Soldier that the Furyondy Infantry Foot-Troops provides. There's better classes out there mechanics-wise, but Tactical Soldier fits well with the flavor of many Marshals and there won't be many others out there... |
| Mortepierre01-21-06, 08:09 AM | I am not too familiar with that class but, recently, I ran a game with some foreign players. One of them had it and I am not sure I understood correctly one point. The description of the class states: The marshal may project one minor aura and (starting at 2nd level) one major aura at a time but the description of the auras states: The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor) So, my question is: can a Marshall have two active auras (1 minor AND 1 major) at the same time, or only one (1 minor OR 1 major)? The player involved claimed it was the latter, and I would like to know if that was really the case or if I was misled. |
| Mommy was an Orc01-21-06, 09:40 AM | So, my question is: can a Marshall have two active auras (1 minor AND 1 major) at the same time, or only one (1 minor OR 1 major)? The player involved claimed it was the latter, and I would like to know if that was really the case or if I was misled. 2 active at the same time. |
| Necrochaos02-04-06, 11:43 AM | I'm going into a Knight Meta-org, so I'm trying to find some classes to go along with it. I was thinking Marshall 4/ Fighter 2/ Paladin 2/ Knight Protector. Any thoughts on this? I worship Heironeous if that matters. I'm just hitting 5th level. |
| Necrochaos02-04-06, 01:51 PM | My other thought is Marshall 4/ Fighter 2/ Favored Soul then into Shining of Heironeous. I don't know what feats to take though. I was thinking of taking the favored soul to self buff myself into a better fighter/knight. |
| CaiasWard02-04-06, 04:02 PM | If you can get access to it, I recommend Paladin4/Fighter2/Marshal1/Tactical Soldier x You take Divine Might, the damage bonus aura while flanking, and use Tactical Soldier to flank at odd angles. Your damage output increases a great deal since you effectively double-dipping your Charisma. Keoland's Justice Blade metaorg (I'm the POC) offers Tactical Soldier at its second tier. The second teir requires a 6 BAB and some small skill and RP requirements, as well as residency in Keoland. Caias Ward |
| paigeoliver02-07-06, 08:01 AM | One of the absolute nastiest Marshall tricks involves the leadership feat. Start the Marshall with 17 or 18 charisma. If it is 17 then bump it to 18 at level 4. Buy a cloak of charisma while you are at it. You should have a 20 Charisma by then, granting you a +5 aura. Take leadership and build a one trick pony cohort based off your favorite aura. Do you have art of war? Good, then you want an 18 STR fighter cohort with spiked chain, improved trip and improved disarm. At level 4 his opposed trip roll should be around +13 (a hill giant only has +12). His disarm will be up around +29. That will knock two handed weapons out of locked gauntlets with ease. His basic trick should be trip, and then use the follow up attack to disarm. A tripped and disarmed character threatened by a spiked chain fighter is as good as dead. Do you have the flanking aura? Good, then get yourself a rogue cohort for some serious flanking damage. How about the charging auras? The amount of damage possible by a mounted charging character is nuts. I have a level 2 one that I have only played a few times, and she has never done less than 30 damage. With a charge boost marshall backing them up the damage moves from nuts right up to pornographic. |