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Gunmarshall

Requirements

To qualify to become a gunmarshall, a character must fulfill all the following criteria.

Alignment: any Lawful
Base Attack Bonus: +6
Skills: Craft (gunsmithing) 5 ranks, Sense Motive 5 ranks
Feats: Weapon Focus (any firearm), Precise Shot
Level Advancement: Gunmarshall
Level B.A. Fort Ref Will Special Abilities
1st +1 +0 +1 +1 canny defense, intuition
2nd +2 +0 +1 +1 customization, deadeye +1d6
3rd +3 +1 +2 +2 customization, common ground
4th +4 +1 +2 +2 customization, deadeye +2d6
5th +5 +2 +3 +3 customization, law giver
Gunmarshalls are the lawmen of magic-bereft Alkenstar. In the land where gunpowder and firearms rule, gunmarshalls keep the peace with a steady gaze and deadly aim. Gunmarshalls are equally renowned for their fair judgement as they are for their unique weapons: heavily modified firearms that only the gunmarshall can use.

Most gunmarshalls are tied to a specific village or township, enforcing laws and settling disputs when necessary. Others range free, protecting trade routes and travelers from dangers of the Mana Wastes. Rangers are the most likely to take up the way of the gunmarshall, but rogues and multiclass fighter/rogues find their abilities welcomed in the small towns and on the lonesome roads of Alkenstar.

Role: Even without the aid of magic, a gunmarshall can hold his own in combat. Most gunmarshalls engage their foes from afar, to make the most use of their weapon of choice, but even a gumarshall who finds himself toe-to-toe with an enemy finds that going lightly armored makes regaining distance all the easier.

Hit Die: d10.

Class Skills
The gunmarshall's class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (local), Perception (Wis), Ride (Dex), Sleight of Hand (Dex), Sense Motive (Wis), Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.

Class Features

The following are class features of the gunmarshall.

Weapon and Armor Proficiency: A gunmarshall gains proficiency with all firearms.

Canny Defense (Ex): When wearing light or no armor and not using a shield, a gunmarshall adds 1 point of Wisdom bonus (if any) per gunmarshall class level to his Dexterity bonus to modify Armor Class while wielding a firearm. If a gunmarshall is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.

Intuition: The gunmarshall adds his gunmarshall level to Perception and Sense Motive checks and to Initiative. Additionally, the gumarshall always acts during the surprise round, even if he is surprised.

Table: Customizations
Customization Prerequisite Effect
Breech Cartridge Increase the ammo capacity by 1.
Breech Shield Molded Grip Gain Avoid Misfire feat.
Double-Tap Breech Cartridge Gain Manyshot feat
Drawn Barrel Gain Improved Critical or Weapon Specialization feat
Flash Trigger Gain Rapid Shot feat
Greased Breach Gain Rapid Reload feat
Molded Grip Gain Greater Weapon Focus feat
Refined Powder Drawn Barrel Your first damage roll explodes on maximum or maximum -1.
Reinforced Stock Treat gun as one size category larger when using as improvised weapon.
Sight Balance Aim as a swift action.
The gunmarshall can select this customization up to a number of times equal to twice the gun's original capacity.
The gunmarshall can select this customization with any firearm, even if the firearm is not normally compatible with this feat.
Customization (Ex): The gunmarshall discovers or adapts a method of improving his firearm. At each level that grants a customization, the gunmarshall selects one customization to learn from Table: Customizations. Customizations only apply to the firearm that receives the customization. To gain use of a customization with a firearm, the gunmarshall must spend 1 hour modifying a firearm to accept the customization. There is no limit to the number of customizations a single firearm can have. There is no limit to the number of firearms the gunmarshall can customize. A customization only works for the gunmarshall that applies it.

Deadeye (Ex): A gunmarshall learns to eye his targets, picking his shots for maximum effectiveness; as a move action, a gunmarshall can aim, gaining listed dice as bonus precision damage with a successful ranged firearm attack. This bonus damage only applies to the next attack the gunmarshall makes; if he does not make a ranged firearm attack before the start of his next turn, he loses the bonus damage until he spends another move action to aim.

Common Ground (Ex): Characters that would normally have a neutral attitude toward the gunmarshall instead are treated as friendly. This ability has no affect on characters that are unfriendly or hostile toward the gunmarshall; if such a character is later made neutral, this ability does not make them friendly (though such a character can be made friendly through normal means).

Lawgiver (Ex): Once per day, the gunmarshall can take 10 on a Diplomacy or Intimidate check, even if he normally couldn't.
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