Thursday, April 28, 2016

Grand Marshal, Gunslinger (Musket Master); Hobgoblin



Self-Interested Preface: This character was built to find out if the Grand Marshal was a viable prestige class.  The overwhelming majority of prestige classes in Pathfinder are, frankly, embarrassing bullshit seemingly created to trade effectiveness for flavor.  Like the Deep Sea Pirate, a prestige class that answers the question 'what if rogues had a shitty nautical theme instead of rogue talents'.

The Grand Marshal is a little hit-and-miss with its abilities, but it has some capabilities.  The main foci of this build are Diplomacy, Intimidate, and gunfighting.  Really, this character ended up being more thematic than anything else- it's pretty much a gunslinger that gives up some of its combat efficacy for face skills and Dazzling DisplaySignature Skill (Intimidate) is a feat that comes up a lot in my Intimidate-focused builds.  It lets a character change shaken to frightened at level 5, to panicked or frightened at level 10, and to cowering, panicked, or frightened at level 15, which previously was only possible by taking a level in the otherwise-shitty thug rogue archetype.  This build was a neat experiment that I would ultimately probably never play.  It was also the first build where I had to create the Base Saving Throws By Level chart to calculate saving throw progression while multi-classing.

Build created in October of 2015.

Grand Marshal 8, Gunslinger (Musket Master) 12

Race: Hobgoblin +2 CON, +2 DEX, (+1 Hit Point/+1 Skill Point/+¼ Grit Point)

Racial Traits
Fearsome (+4 Intimidate)
Darkvision 60’

Character Traits/Drawbacks
Drawback: Headstrong (Must directly and outspokenly oppose any course of action differing from worldview.  Failure to change things or try to change things results in shaken condition for 1 hour.)
Combat: Larger Than Life (Count as one size category larger for purposes of intimidation when wielding a gun)
Faith: Unnatural Presence (Can Intimidate animals and vermin)
Social: Memorable (Diplomacy/Intimidate skill effects last 50% longer; fear/mind-affecting effects last +1 round)

Point Buy 20              Racial              Lvl. 4               Lvl. 8               Lvl. 12             Lvl. 16             Lvl. 20
STR     7
DEX    15                    17                    18                    19                    20                    21                    22
CON   14                    16
INT     12                   
WIS     16                                           
CHA   10                   

Class Skills: Acrobatics, Bluff, Climb, Craft (Any), Handle Animal, Heal, Intimidate, Knowledge (Engineering), Knowledge (Local), Perception, Profession (Any), Ride, Sleight Of Hand, Survival, and Swim.

Languages: Common, Goblin, +1

1: Gunslinger (Musket Master) 1, +1 Skill Point
BAB: +1
            Saves: +5/+5/+3
Feats: Simple, Martial, and Two-Handed Firearm Weapon Proficiencies, Light Armor Proficiency, Gunsmith (Musket), Gunsmithing, Grit, Rapid Reload: Musket, [1st Level Feat] Weapon Focus: Musket, [Anti-Hero] Dazzling Display
Deeds: Deadeye, Steady Aim, Quick Clear
Skills(6): Craft (Alchemy), Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

2: Gunslinger (Musket Master) 2, +¼ grit
BAB: +2
            Saves: +6/+6/+3
Feats: Nimble 1
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

3: Gunslinger (Musket Master) 3, +¼ grit
BAB: +3
            Saves: +6/+6/+4
Feats: [3rd Level Feat] Rapid Shot
Deeds: Gunslinger Initiative, Fast Musket, Pistol-Whip
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive


4: Gunslinger (Musket Master) 4, +¼ grit
BAB: +4
Attribute Score Increase: DEX +1 (18)
            Saves: +7/+8/+4
Feats: [Gunslinger Bonus Feat 4th] Quick Draw
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

5: Gunslinger (Musket Master) 5, +¼ grit (currently +1)
BAB: +5
            Saves: +7/+8/+4
Feats: Musket Training 1, [5th Level Feat] Signature Skill (Intimidate)
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

Additional Class Skills at Level 6: Diplomacy, Disable Device, Intimidate, Knowledge (Engineering), Knowledge (Local), Sense Motive, and Stealth.

6: Grand Marshal 1
            BAB: +6/+1
            Saves: +7/+9/+5
Feats: Eye For Detail, Legal Judgment 1
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

7: Grand Marshal 2 (currently Gunslinger 6 in regard to deeds)
BAB: +7/+2
            Saves: +8/+9/+5
Feats: Danger Sense, Gunmarshal, [7th Level Feat] Point-Blank Shot
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

8: Grand Marshal 3
BAB: +8/+3
Attribute Score Increase: DEX +1 (19)
            Saves: +8/+10/+6
Feats: Labyrinthine Cunning
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

9: Grand Marshal 4 (currently Gunslinger 7 in regard to deeds)
BAB: +9/+4
            Saves: +8/+10/+6
Feats: Legal Judgment 2, [9th Level Feat] Precise Shot
Deeds: Startling Shot, Targeting Shot
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

10: Grand Marshal 5
BAB: +10/+5
            Saves: +9/+11/+7
Feats: Signature Skill Unlock (10th), Urban Commando
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive



11: Grand Marshal 6
BAB: +11/+6/+1
            Saves: +9/+11/+7
Feats: Gunhunter, [11th Level Feat] Improved Critical (Musket)
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

12: Grand Marshal 7 (currently Gunslinger 8 in regard to deeds)
BAB: +12/+7/+2
Attribute Score Increase: DEX +1 (20)
            Saves: +9/+13/+8
Feats: Legal Judgment 3
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

13: Grand Marshal 8 (currently Gunslinger 9 in regard to deeds)
BAB: +13/+8/+3
            Saves: +10/+13/+8
            Feats: Double Jeopardy, [13th Level Feat] Clustered Shots
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

14: Gunslinger (Musket Master) 6, +¼ grit (currently +1), (Deed level 10)
BAB: +14/+9/+4
            Saves: +10/+14/+8
Feats: (none)
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

15: Gunslinger (Musket Master) 7, +¼ grit (currently +1), (Deed level 11)
BAB: +15/+10/+5
            Saves: +11/+14/+9
Feats: Nimble 2, Signature Skill Unlock (15th), [15th Level Feat] Signature Skill (Sense Motive)
Deeds: Bleeding Wound, Expert Loading, Lightning Reload
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

16: Gunslinger (Musket Master) 8, +¼ grit (currently +1), (Deed level 12)
BAB: +16/+11/+6/+1
Attribute Score Increase: DEX +1 (21)
            Saves: +11/+15/+9
Feats: [Gunslinger Bonus Feat 8th] Shatter Defenses
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

17: Gunslinger (Musket Master) 9, +¼ grit (currently +2), (Deed level 13)
BAB: +17/+12/+7/+2
            Saves: +12/+15/+10
Feats:, [17th Level Feat] Improved Precise Shot
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

18: Gunslinger (Musket Master) 10, +1 Hit Point, (Deed level 14)
BAB: +18/+13/+8/+3
            Saves: +12/+16/+10
Feats: Musket Training 2
Deeds: (none)
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

19: Gunslinger (Musket Master) 11, +1 Hit Point, (Deed level 15)
BAB: +19/+14/+9/+4
            Saves: +13/+16/+10
Feats: Nimble 3, [19th Level Feat] Deadly Aim
Deeds: Evasive, Menacing Shot, Slinger’s Luck
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive

20: Gunslinger (Musket Master) 12, +1 Hit Point
BAB: +20/+15/+10/+5
Attribute Score Increase: DEX +1 (22)
            Saves: +13/+18/+11
Feats: Signature Skill Unlock (20th)
Skills(5): Diplomacy, Intimidate, Knowledge (Local), Perception, Sense Motive


(Blogger did a shitty job on the format when I pasted this chart, so I'm uploading a picture instead.)
 
Skills By Level With Modifiers

Skills denoted are class skills except Diplomacy and Sense Motive, which become class skills at level 6. All skills are purchased at first level and assume there is no skill-point investment deviation.


Diplo-macy
Intim-idate
Know-ledge (Local)
Percep-tion
Sense Motive
Modifying Feats and Abilities
-
CHA (0)
CHA (0)
INT (+1)
WIS (+3)
WIS (+3)
(Ability Modifiers)
Lvl. 1
1
8+size
5
7
4
Fearsome (+4 Intimidate),
Larger Than Life (+size* bonus to Intimidate)
Lvl. 2
2
9+size
6
8
5

Lvl. 3
3
10+size
7
9
6

Lvl. 4
4
11+size
8
10
7

Lvl. 5
5
12+size
9
11
8

Lvl. 6
9
13+size
10
13
13
Eye For Detail (+INT to Perception and Sense Motive, +½ Grand Marshal level to Perception opposing Disguise or Sleight Of Hand, currently +0)
Lvl. 7
11
15+size
11
14
14
Eye For Detail +1, Gunmarshal (+½ Grand Marshal level to CHA skills, currently +1)
Lvl. 8
12
16+size
12
15/16
15

Lvl. 9
14
18+size
13
16/18
16
Eye For Detail +2, Gunmarshal +2
Lvl. 10
15
19+size
14
17/19
17
Urban Commando (+2 Perception in urban terrain)
Lvl. 11
17
21+size
15
18/20
18
Eye For Detail +3, Gunmarshal +3
Lvl. 12
18
22+size
16
19/22
19

Lvl. 13
20
24+size
17
20/23
20
Eye For Detail +4, Gunmarshal +4
Lvl. 14
21
25+size
18
21/25
21

Lvl. 15
22
26+size
19
22/26
22

Lvl. 16
23
27+size
20
23/27
23

Lvl. 17
24
28+size
21
24/28
24

Lvl. 18
25
29+size
22
25/29
25

Lvl. 19
26
30+size
23
26/30
26

Lvl. 20
27
31+size
24
27/31
27


*Intimidate grants a +/- 4 bonus or detriment per size category difference; the Larger Than Life trait grants a +size category bonus to Intimidate when holding a gun.

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