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Thread: help

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    Dwarf in the Playground
     
    AssassinGuy

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    Default help

    hello im a bit new here i have a question, one of my players wants to use an sublime marshal but i see it, too powerfull how i can supress or negate or limit the auras ?
    Last edited by Kurtmuran; 2010-07-02 at 12:11 AM.

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    Ogre in the Playground
     
    BlackDragon

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    Default Re: help

    kill the marshal. its the only way to counter the aura permanently
    Last edited by DragonOfUndeath; 2010-07-02 at 01:01 AM.
    call me Dragon

    I have left this site for a while. I probablt wont be coming back.

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    Firbolg in the Playground
     
    Temotei's Avatar

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    Default Re: help

    You're DM, right? Say it is so, and it shall be so.

    I hate saying that.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

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    AssassinGuy

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    Default Re: help

    damn XD i tink in some homebrew monster or class that counter the auras or supress or steal or an item nobody implemented yet?

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    Djinn_in_Tonic's Avatar

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    Default Re: help

    Quote Originally Posted by Kurtmuran View Post
    damn XD i tink in some homebrew monster or class that counter the auras or supress or steal or an item nobody implemented yet?
    Nope.

    The Sublime Marshal isn't really all that powerful. It's a solid Tier 3 o4 4 class, but it doesn't compare to many things out there. The auras are a nice little bonus, but that's it.

    If you want to throw one or two aura-suppressing encounters (I wouldn't recommend more, or the player will get annoyed and think you're specifically trying to stop him from playing the character he wants to play), isolating the marshal where his allies can't hear or see him will do the trick. Silence and Darkness, or other tricks to get the Marshal out of line of sight and unable to be heard.

    I don't recommend doing this more than once or twice in a campaign though. The Sublime Marshal is good, but not overpowered, and nerfing him every encounter will go poorly for your player happiness. If it's causing that much of a problem, just up the average power of the enemies you throw at your party. That said, it really shouldn't be that large a power bonus.

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    AssassinGuy

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    Quote Originally Posted by Djinn_In_Tonic View Post
    Nope.

    The Sublime Marshal isn't really all that powerful. It's a solid Tier 3 o4 4 class, but it doesn't compare to many things out there. The auras are a nice little bonus, but that's it.

    If you want to throw one or two aura-suppressing encounters (I wouldn't recommend more, or the player will get annoyed and think you're specifically trying to stop him from playing the character he wants to play), isolating the marshal where his allies can't hear or see him will do the trick. Silence and Darkness, or other tricks to get the Marshal out of line of sight and unable to be heard.

    I don't recommend doing this more than once or twice in a campaign though. The Sublime Marshal is good, but not overpowered, and nerfing him every encounter will go poorly for your player happiness. If it's causing that much of a problem, just up the average power of the enemies you throw at your party. That said, it really shouldn't be that large a power bonus.
    i see pheraps the sublime marshal who he plays is a monstruosity its combined whit knight ( hestlad rule) and leadership feats so i want to moderate him a litle

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    Dwarf in the Playground
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    Default Re: help

    Is the sublime Marshal different from the Marshal from the miniature's handbook?

    Assuming you mean he's a gestalt Knight/Marshal then this is by no means the worst thing he could be doing. The ones to watch out for are the well played casters.

    Leadership: just say no. It's a stupid feat - you get an extra character of your own level - 2 for a feat? There's a reason most people don't allow it. Also the whole load of other people too, but the cohort is the main issue. If you want people to have an army or stronghold then give them one - that's your prerogative as the DM, and if you want to do that why make them pay a feat for it? If you don't want them to do that then don't let them.

    edit - ok, I've researched Sublime Marshal. Even with the Sublime version he should be fine.
    Last edited by elpollo; 2010-07-02 at 10:34 AM.
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    Djinn_in_Tonic's Avatar

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    Quote Originally Posted by Kurtmuran View Post
    i see pheraps the sublime marshal who he plays is a monstruosity its combined whit knight ( hestlad rule) and leadership feats so i want to moderate him a litle
    Are the rest of the party members Gestalt classes? If not, there's your problem. If they are, there's really not an issue except perhaps Leadership, in which case you should address the Leadership problem, not the class combination.

    Knight + Sublime Marshal is an effective and flavorful Gestalt combo, but not overpowered in a Gestalt game by any means.
    Last edited by Djinn_in_Tonic; 2010-07-02 at 09:20 AM.

    Ingredients

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    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

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    Dwarf in the Playground
     
    AssassinGuy

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    Quote Originally Posted by Djinn_In_Tonic View Post
    Are the rest of the party members Gestalt classes? If not, there's your problem. If they are, there's really not an issue except perhaps Leadership, in which case you should address the Leadership problem, not the class combination.

    Knight + Sublime Marshal is an effective and flavorful Gestalt combo, but not overpowered in a Gestalt game by any means.
    yes maybe all clases be gestalt ( the adventure begins nex weekend) , and i see i supose to limit the access of the cohords and followers in the history of the adventure

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