DiscipleofBob
2007-11-07, 11:37 AM
So I'm making a level 10 character, well actually two characters, to join a friend's campaign. The first was a underground-style dwarf druid who could basically mob you with earth elementals. But that's not who I want to talk about.
For a long time I've looked at the Marshall and went, "Meh..." Minor support class, good auras, but medium BAB and not much else to work with. Then I actually made one, a level 10 half-elf (for skill bonuses and flavor reasons) Marshall. I have not done equipment yet, as I'm not sure how the DM is going to handle that. Good god is this class ridiculous.
The big deal isn't the Major Auras or the Grant Move Action (although those are nice), but the Minor Auras.
Now, while this character won't be spectacular in combat and could be taken down by any one of the PC's, that's not his point. He's a pseudo-skill monkey. Charisma is boosted as high as possible (18+2 for levels is 20.) Intelligence is close behind at 16 with everything else being really average. No, he won't have crazy Open Lock, Disable Device, Hide, or Move Silently like a rogue. Heck, I didn't even put any ranks in Spot or Listen.
Diplomacy has 12 ranks in it. Could've gone for 13, but it was easier to calculate at the time, and in retrospect I really don't need it. I get +2 for being Half-Elf (14), +4 from various synergy bonuses (I think it was Sense Motive and Bluff) (18), 3 more points from Skill Focus (Diplomacy) a class feature (21), and, thanks to one of my minor auras, double my charisma bonus (+5x2=+10) for a total of +31 before equipment, which will almost definitely include a Cloak of Charisma, some Potions of Eagle Splendor, and other Cha-boosting stuff. Thanks to my Minor Auras, I can add my Charisma to, among other things, any Charisma check or Charisma-based skill check, any Intelligence check or skill check, and all saves. I could also have gotten Wisdom and Dexterity based skill auras, which will basically let my skyrocketing Charisma score be added to any and every skill check, not to mention all of my allies' skill checks. The only skills I won't be competent in are those that I can't use untrained if I don't put ranks into them. Oh, and all Knowledges are class skills for the Martial. 12 ranks in Knowledge (Warfare) and Knowledge (Geography) since this is a large war-based campaign, and 5 ranks in pretty much every other important knowledge for synergy bonuses and competence.
Now, having all these ridiculously high skills and auras is nice, but what about in combat? Auras are active as long as I shout out tactics, and I can grant Move Actions, but other than that I have very little to do in combat. With only medium BAB and no direct combat-oriented class features or feats, I won't be able to do too much damage with any sort of weapon. Back to skills, which I have plenty of left. I spend another 12 skill points to take max ranks in UMD. Sure, it's cross-class, but I only need to beat a 20 DC to use any wand. 6 + twice my Charisma bonus is 16. So far, as long as I roll above a 3 I make it. For good measure, and I'm sure there are other Magic Devices with higher DC's I could use, I take Skill Focus (UMD). Now, I only fail using a wand on a natural 1, which I'm pretty sure the DM would have fail anyway. Now, I can use wands to buff my party, cast smaller healing spells, or just Magic Missile the enemy (better than nothing).
Finally, what better way to make use of an astronomical Charisma than with Leadership. Now, I'm not going to munchkin ridiculously powerful minions that ride ahead of me into combat. I'm just going to use the main cohort as an after-battle Healer and secretary, and all the minions I'm going to have as Rangers, Rogues, Scouts, Ninjas, etc. whose only task is to gather intelligence and map out the area so I can make good use of Knowledge (Geography) to come up with winning tactics.
To make a long story short (Peanut Gallery: TOO LATE!), I haven't even gotten to play this character yet OR buy equipment and I'm already loving how he's turned out. I now have a deep respect for the Marshall class.
For a long time I've looked at the Marshall and went, "Meh..." Minor support class, good auras, but medium BAB and not much else to work with. Then I actually made one, a level 10 half-elf (for skill bonuses and flavor reasons) Marshall. I have not done equipment yet, as I'm not sure how the DM is going to handle that. Good god is this class ridiculous.
The big deal isn't the Major Auras or the Grant Move Action (although those are nice), but the Minor Auras.
Now, while this character won't be spectacular in combat and could be taken down by any one of the PC's, that's not his point. He's a pseudo-skill monkey. Charisma is boosted as high as possible (18+2 for levels is 20.) Intelligence is close behind at 16 with everything else being really average. No, he won't have crazy Open Lock, Disable Device, Hide, or Move Silently like a rogue. Heck, I didn't even put any ranks in Spot or Listen.
Diplomacy has 12 ranks in it. Could've gone for 13, but it was easier to calculate at the time, and in retrospect I really don't need it. I get +2 for being Half-Elf (14), +4 from various synergy bonuses (I think it was Sense Motive and Bluff) (18), 3 more points from Skill Focus (Diplomacy) a class feature (21), and, thanks to one of my minor auras, double my charisma bonus (+5x2=+10) for a total of +31 before equipment, which will almost definitely include a Cloak of Charisma, some Potions of Eagle Splendor, and other Cha-boosting stuff. Thanks to my Minor Auras, I can add my Charisma to, among other things, any Charisma check or Charisma-based skill check, any Intelligence check or skill check, and all saves. I could also have gotten Wisdom and Dexterity based skill auras, which will basically let my skyrocketing Charisma score be added to any and every skill check, not to mention all of my allies' skill checks. The only skills I won't be competent in are those that I can't use untrained if I don't put ranks into them. Oh, and all Knowledges are class skills for the Martial. 12 ranks in Knowledge (Warfare) and Knowledge (Geography) since this is a large war-based campaign, and 5 ranks in pretty much every other important knowledge for synergy bonuses and competence.
Now, having all these ridiculously high skills and auras is nice, but what about in combat? Auras are active as long as I shout out tactics, and I can grant Move Actions, but other than that I have very little to do in combat. With only medium BAB and no direct combat-oriented class features or feats, I won't be able to do too much damage with any sort of weapon. Back to skills, which I have plenty of left. I spend another 12 skill points to take max ranks in UMD. Sure, it's cross-class, but I only need to beat a 20 DC to use any wand. 6 + twice my Charisma bonus is 16. So far, as long as I roll above a 3 I make it. For good measure, and I'm sure there are other Magic Devices with higher DC's I could use, I take Skill Focus (UMD). Now, I only fail using a wand on a natural 1, which I'm pretty sure the DM would have fail anyway. Now, I can use wands to buff my party, cast smaller healing spells, or just Magic Missile the enemy (better than nothing).
Finally, what better way to make use of an astronomical Charisma than with Leadership. Now, I'm not going to munchkin ridiculously powerful minions that ride ahead of me into combat. I'm just going to use the main cohort as an after-battle Healer and secretary, and all the minions I'm going to have as Rangers, Rogues, Scouts, Ninjas, etc. whose only task is to gather intelligence and map out the area so I can make good use of Knowledge (Geography) to come up with winning tactics.
To make a long story short (Peanut Gallery: TOO LATE!), I haven't even gotten to play this character yet OR buy equipment and I'm already loving how he's turned out. I now have a deep respect for the Marshall class.