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 Display. Signature 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
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.
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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