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View Full Version : [PF] The Death Marshal Corps, an ebon initiate/gunslinger (and more) [PrC + 3 alts]



ErrantX
2012-11-06, 01:58 AM
This class is based of the models of the wonderful miniatures game known as Malifaux (http://www.malifaux.com/), a super cool game world with fantastic ideas. I'd totally recommend you check it out.

Death Marshal

http://www.malifaux.com/Images/LadyJ.png
Lady Justice (http://www.malifaux.com/LadyJ.php), a death marshal

In the world of the living, there are exactly two kinds of people: the Quick and the Dead. The Quick are the living people of the world who are best served if the Dead stayed dead. The Dead beg to differ, and insist that the Quick join them in unholy unlife. For some, the draw of the Dead is a lure of strength and power, and for some it is a damning legacy that some must carry to see that the living are protected from the dead. To that end, by sword, gun, and coffin the Guild was established to train gunslingers in the ways of the Dead to protect the Quick from their depredation.
Some gunslingers are recruited by the Guild to aid them in the search for and destruction of renegade necromancers and the undead that prey upon the populace and inconvenience the Guild’s endeavors. These gunslingers eschew some more traditional techniques to instead focus their training on fighting their chosen foes by learning the hated arts of the very beings that they hunt. To that end, nearly all death marshals are to some extent multiclass gunslinger/ebon initiates, and some dabble in wizard or sorcerer in learning their necromantic arts and a rare few are members of religions that are renowned as foes of the undead. A minority of death marshals gain entry though the Amateur Gunslinger feat.
Hit Die: d10

Prerequisites:
Skills: Knowledge (arcana) 5 ranks, Knowledge (religion) 5 ranks, Survival 5 ranks.
Feats: Exotic Weapon Proficiency (firearms), Improved Initiative, Quick Draw
Invocations: Capable of using least invocations, including the necrotic blast nethershape invocation and the touch of the dead necromantic invocation.
Special: Must possess both a Grit reserve and the netherchannel class feature. (Alternate entry is list below)


Death Marshal
http://i262.photobucket.com/albums/ii99/lythonv66/DeathMarshall_zpsedb17c0f.png (http://s262.photobucket.com/user/lythonv66/media/DeathMarshall_zpsedb17c0f.png.html)

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Points per Level: 4 + Intelligence modifier

Class Features:

Weapon and Armor Proficiencies: The death marshal gains proficiency with one martial or exotic weapon of their choosing. They gain no new shield or armor proficiencies.

Invocations: At each level except for 1st and 10th level, the death marshal gains an increase in caster level and new invocations as if he had gained a level in a previous invocation-using class. He does not gain any additional class features from this class; he gains an increase to caster level and new invocations only. If he possessed more than one invocation-using class previous to becoming a death marshal, the he must choose one to increase. This does not increase his netherchannel damage.

Dead Gunman: As both gunslingers and ebon initiates, the death marshal learns to blend and combine some of the unique talents that both occupations have to offer as they progress their training. The character may add his death marshal level to his gunslinger level to determine the amount of grit he may possess as well as his Nimble class feature. He may also add his class level to his ebon initiate level to determine the strength of his ability to netherchannel.

A number of times per day equal to 1 + the character’s Charisma modifier, as a standard action the character may generate a burst of quasi-positive energy. His knowledge of necromantic magic allows him to generate this 30ft radius burst that inflicts 1d6 points of arcane energy damage per level of the spell sacrificed to all undead within its range, but as it’s not true positive energy it does not restore health to the death marshal or the living around him.

The Order of the Death Marshalls grants simple lodgings to any member of their order within their barracks. The character must obey the orders of his superiors and refrain from using restricted necromancy (spells or effects that bear the [Evil] descriptor or spells that create undead creatures) or be expelled from the order.

Resource Access: All death marshals have at their disposal Guild safehouses and hideaways as well as field agents and other death marshals who are willing to help. Once per week the character may make a Charisma check and add his class level to the check; the result is multiplied by 100 to determine the amount of gp worth of mundane items he can requisition from the Guild to achieve his goals. Alternately, he may make this check once in a month to borrow a wondrous item or gain the use of consumable magical items such as potions or scrolls. To do this, he makes a Charisma check and adds his class level to the roll; multiply the result by 1,000 to determine the gp value of the items. Any magical items gained in this way are returned at the end of the mission under strict fines and potentially lethal ramifications for theft from the Guild.

Necromantic Endurance (Ex): Starting at 1st level, the death marshal is inured to the powers and abilities of his foes. He gains a +1 bonus to saving throws against the abilities of undead creatures and any spells of the necromancy school. This bonus also applies to saving throws used to remove negative levels. This bonus improves by +1 every odd level.

Coffin Wielder: At 2nd level, the death marshal gains access to the eldritch coffins of their order, having been trained in their use. The character may use the coffin as a tower shield (even if he does not have proficiency in their use) or alternately may bash foes with it as a two-handed weapon inflicting 1d8 points of damage or as a secondary attack at a -4 penalty due to its weight and unwieldy nature as a one-handed weapon. If the coffin is occupied by a creature, it becomes too heavy to use as a weapon but can be used as cover (as a tower shield). The coffin can be enchanted as both a weapon and a shield, in addition to its other properties.

Upon receiving this class feature, the death marshal can requisition one coffin from the Guild at no cost to do with as he pleases; subsequent coffins can be purchased at cost if the first is lost, stolen, or destroyed (DM’s discretion if its destroyed in the line of service but only a basic coffin is available from the guild). The character does not count the coffin’s weight against his normal weight allowance; he is numb to its weight and it feels like an extension of his arms.


Death Marshal Coffin: This is a medium sized coffin etched with burnt in necromantic sigils that spell death for any undead creature that finds itself inside of it. To put a creature inside of it, the wielder of this item must make a successful grapple attempt against the being and instead of attempting to pin the target, he instead hits a special trigger on the coffin causing it to spring open and he shoves the target inside. If the creature is undead, he immediately begins taking 1d4 points of Charisma drain per round he is within the coffin (this is an exception to the rule of undead being unable to take stat damage or drain). If the creature does not break free of the coffin (a DC 25 + enhancement bonus if any Strength check or Escape Artist check) before all of its Charisma is drained away, it is destroyed. Creatures not of the undead type are unharmed by the coffin but are trapped in the same way. Moderate necromancy; CL 8th; Price 8,000gp. To create: Must be capable of casting disrupt undead or channel positive energy, Craft Wondrous Item, CL 8th, 4,000gp.

Deeds: At 3rd level, 5th level, and again at 8th level, death marshals get the following deeds:


Nether-Ammo: At 3rd level, the death marshal’s necromantic talent lends him the ability to use his netherchanneling to form shards of bone within the bullets loaded in his firearm. By spending one grit point, he may infuse the bullets loaded in his wielded firearms to be able to deliver his netherchannel damage (in addition to any other effects or damage the firearm would cause on a successful attack) when he fires them as part of the attack. Alternately, if he has at least one grit point remaining, he may use his firearm’s attack bonus when using his necrotic blast nethershape invocation if he channels the attack through his firearm. He cannot use any other netheressence or nethershape invocation with this.

Bane Shot: At 5th level, the death marshal may focus fire on the weak points in a corporeal undead creature’s anatomy and inflict extra damage against it by shunting overwhelming, destructive negative energy through his attacks. By spending one grit point, all attacks the death marshal makes against the targeted undead creature during that round add the death marshal’s netherchannel damage to the attack. He cannot use any other netheressence or nethershape invocation with this.

Disrupting Shot: Upon reaching 8th level, the death marshal’s critical hits from his firearms are exceptionally deadly to the undead foes he loathes. When a critical hit is threatened, the death marshal may spend one grit and cause the corporeal undead target to make a Fortitude save (DC 10 + class level + Wisdom modifier) or be destroyed as if by a disrupting weapon. A successful save causes the character to roll for critical confirmation as per normal.


Inquisitor (Ex): The death marshal’s knowledge of the ways of the necromancy aids him in hunting them. The character gains a +2 insight bonus to Bluff, Intimidate, and Sense Motive checks when speaking with persons or creatures of evil alignment. In addition, the character is familiar with all of the foci and material components of arcane and divine necromantic spells and spells with the [Evil] descriptor. This familiarity grants the character a +2 bonus to Spellcraft checks when attempting to identify a spell being cast or a spell already in place if it is spell from the school of Necromancy or with the [Evil] descriptor.

Dead Savant (Su): The death marshal has successfully learned to blend magic and firearm as a unified force against the forces of the undead, gaining the following benefits:

When being threatened by an undead creature the character no longer provokes attacks of opportunity for firing a firearm or for using an invocation as he has mastered the art of avoiding the life-hating strikes of his chosen foes. Additionally, he gains a +2 bonus to overcome the spell resistance of undead creatures and to counterspell attempts when using dispel magic for a counterspell against undead spellcasters.

Lastly, the death marshal gains resistance to necromantic magics, gaining spell resistance equal to 10 + character level (max 30) against spells and spell-like abilities of the necromancy school or against any spell or spell-like ability cast from an undead creature. This class feature stacks with the necromantic endurance class feature, making a death marshal incredible resilient to the power of necromancy.

Grand Marshal: At 10th level, the death marshal has reached the upper echelons of field agents in the Guild, and may requisition greater resources. The multiplier for mundane resources improves to 1,000, and the multiplier for magical resources improves to 10,000. Additionally, the grand death marshal may call on 1d8 loyal 6th level gunslingers to assist him on a mission once per year.

Ebon Gunslinger: As a master of his craft, a veritable artist of death-bringing to those who are already Dead, a death marshal’s ties to the deathly essence of his foes become unbreakable as he exemplifies what it is to be the Quick amongst the Dead. Already a regrettable and uncomfortable connection, the tie has deadly consequences to the creatures he has dedicated his life to eradicating. At 10th level, on a full attack action for the cost of one point of grit, he may make a full attack with his firearm as well as use a necromantic invocation or add a netheressence invocation to use of the nether-ammo or bane shot deeds as a swift action.


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ALTERNATE ENTRY AND CLASS FEATURES

There are others within the Guild that follow in the ways of the Death Marshal, but bring slightly different talents to the table. Members of the magus class that learn to use firearms become known as Black Marshals, and are known for their black metal firearms that spell disaster for their foes. Grim Marshals are inquisitors who've taken to the Guild and often are followers of gods with less than sterling reputations but still have a use for the living. Finally, rangers who have joined the fold are known as Death Huntsmen, and they range far and wide to track down their prey.

Black Marshal
Prerequisites:
Skills: Knowledge (arcana) 5 ranks, Knowledge (religion) 5 ranks, Survival 5 ranks.
Feats: Exotic Weapon Proficiency (firearms), Improved Initiative, Quick Draw
Spells: Capable of casting 1st level arcane spells.
Special: Must possess both a Grit reserve and the spell combat class feature.

Class Features:

Spells: At each level except for 1st and 10th level, the black marshal gains an increase in caster level and new spells as if he had gained a level in a previous arcane spellcasting class. He does not gain any additional class features from this class; he gains an increase to caster level and new spells only. If he possessed more than one arcane spellcasting class previous to becoming a black marshal, the he must choose one to increase.

The black marshal gains access to vast libraries of necromantic lore and captured knowledge taken from the very foes they hunt. The character gains one the following spells per level added to his known spells or to his spellbook: 1st- chill touch or ray of enfeeblement; 2nd- command undead or false life; 3rd- gentle repose or halt undead; 4th- bestow curse or enervation; 5th- magic jar or symbol of pain; 6th- circle of death or undeath to death.

Arcane Gunman: As both gunslingers and arcane spellcasters, the black marshal learns to blend and combine some of the unique talents that both occupations have to offer as they progress their training. The character may add his black marshal level to his gunslinger level to determine the amount of grit he may possess as well as his Nimble class feature. He may also add his class level to his magus level to determine the strength of his spell combat ability which he may use with firearms now, and may cast magus spells with a pistol in one or both hands. Finally, if the character possessed a black blade (http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/bladebound), he may instead reforge it with his Gunsmithing feat into a black pistol, which otherwise retains the normal functions of a black blade.

At the cost of a point of power from his arcane pool and the use of a standard action, the character may generate a burst of quasi-positive energy. His knowledge of necromantic magic allows him to generate this 30ft radius burst that inflicts 1d6 points of arcane energy damage per level of the spell sacrificed to all undead within its range, but as it’s not true positive energy it does not restore health to the black marshal or the living around him.

The Order of the Death Marshals grants simple lodgings to any member of their order within their barracks. The character must obey the orders of his superiors and refrain from using restricted necromancy (spells or effects that bear the [Evil] descriptor or spells that create undead creatures) or be expelled from the order.

Nether-Ammo: At 3rd level, the black marshal’s necromantic talent lends him the ability to use his magic to form shards of bone within the bullets loaded in his firearm. By spending one grit point, he may infuse the bullets loaded in his wielded firearms to inflict an additional 2d6 points of force damage (in addition to any other effects or damage the firearm would cause on a successful attack) when he fires them as part of the attack. Alternately, if he has at least one grit point remaining, he may use his firearm’s attack bonus when using his ray spell attacks if he channels the attack through his firearm.

Bane Shot: At 5th level, the black marshal may focus fire on the weak points in a corporeal undead creature’s anatomy and inflict extra damage against it by shunting overwhelming, destructive negative energy through his attacks. By spending one grit point, all attacks the black marshal makes against the targeted undead creature during that round are considered to possess the undead bane special weapon property.

Bleak Gunslinger: As a master of his craft, a veritable artist of death-bringing to those who are already Dead, a black marshal’s ties to the deathly essence of his foes become unbreakable as he exemplifies what it is to be the Quick amongst the Dead. Already a regrettable and uncomfortable connection, the tie has deadly consequences to the creatures he has dedicated his life to eradicating. At 10th level, critical hits with magus spells or his firearms automatically confirm when using his spell combat class feature against undead creatures.

Grim Marshal
Prerequisites:
Skills: Knowledge (arcana) 5 ranks, Knowledge (religion) 5 ranks, Survival 5 ranks.
Feats: Exotic Weapon Proficiency (firearms), Improved Initiative, Quick Draw
Spells: Capable of casting 1st level spontaneous divine spells.
Special: Must possess both a Grit reserve and the judgement class feature.

Class Features:

Spells: At each level except for 1st and 10th level, the grim marshal gains an increase in caster level and new spells as if he had gained a level in a previous divine spellcasting class. He does not gain any additional class features from this class; he gains an increase to caster level and new spells only. If he possessed more than one divine spellcasting class previous to becoming a grim marshal, the he must choose one to increase.

The grim marshal gains access to vast libraries of necromantic lore and captured knowledge taken from the very foes they hunt. The character gains one the following spells per level added to his known spells: 1st- chill touch or ray of enfeeblement; 2nd- command undead or false life; 3rd- gentle repose or halt undead; 4th- bestow curse or enervation; 5th- magic jar or symbol of pain; 6th- circle of death or undeath to death.

Death Judge: As both gunslingers and divine spellcasters, the grim marshal learns to blend and combine some of the unique talents that both occupations have to offer as they progress their training. The character may add his grim marshal level to his gunslinger level to determine the amount of grit he may possess as well as his Nimble class feature. The character also gains the Black Powder inquisition as a bonus inquisition, and he may also add his class level to his inquisitor level to determine the strength of his judgement ability, and may cast inquisitor spells with a pistol in one or both hands.

A number of times per day equal to 1 + the character’s Charisma modifier, as a standard action the character may generate a burst of quasi-positive energy. His knowledge of necromantic magic allows him to generate this 30ft radius burst that inflicts 1d6 points of arcane energy damage per level of the spell sacrificed to all undead within its range, but as it’s not true positive energy it does not restore health to the the living around him, but he is restored that health as his hatred of the dead rejuvenates him.

The Order of the Death Marshals grants simple lodgings to any member of their order within their barracks. The character must obey the orders of his superiors and refrain from using restricted necromancy (spells or effects that bear the [Evil] descriptor or spells that create undead creatures) or be expelled from the order.

Nether-Ammo: At 3rd level, the grim marshal’s necromantic talent lends him the ability to use his magic to form shards of bone within the bullets loaded in his firearm. By spending one grit point, he may infuse the bullets loaded in his wielded firearms to inflict an additional 2d6 points of force damage (in addition to any other effects or damage the firearm would cause on a successful attack) when he fires them as part of the attack.

Bane Shot: At 5th level, the grim marshal may focus fire on the weak points in a corporeal undead creature’s anatomy and inflict extra damage against it by shunting overwhelming, destructive negative energy through his attacks. By spending one grit point, all attacks the grim marshal makes against the targeted undead creature during that round are considered to possess the undead bane special weapon property. If the grim marshal has called a judgement against the creature, then this attack bypasses the undead target's damage reduction (if any).

Grim Gunslinger: As a master of his craft, a veritable artist of death-bringing to those who are already Dead, a grim marshal’s ties to the deathly essence of his foes become unbreakable as he exemplifies what it is to be the Quick amongst the Dead. Already a regrettable and uncomfortable connection, the tie has deadly consequences to the creatures he has dedicated his life to eradicating. At 10th level, on a full attack action for the cost of one point of grit, he may make a full attack with his firearm as well as cast an inquisitor spell as a swift action without provoking attacks of opportunity.

Death Huntsman
Prerequisites:
Skills: Knowledge (arcana) 5 ranks, Knowledge (religion) 5 ranks, Survival 5 ranks.
Feats: Exotic Weapon Proficiency (firearms), Improved Initiative, Quick Draw
Spells: Capable of casting 1st level divine spells.
Special: Must possess both a Grit reserve and the favored enemy (undead) class feature.

Class Features:

Spells: At each level except for 1st and 10th level, the death huntsman gains an increase in caster level and new spells as if he had gained a level in a previous divine spellcasting class. He does not gain any additional class features from this class; he gains an increase to caster level and new spells only. If he possessed more than one divine spellcasting class previous to becoming a death huntsman, the he must choose one to increase.

The death huntsman gains access to vast libraries of necromantic lore and captured knowledge taken from the very foes they hunt. The character gains one the following spells per level added to his known spells or to his spellbook: 1st- chill touch or ray of enfeeblement; 2nd- command undead or false life; 3rd- gentle repose or halt undead; 4th- bestow curse or enervation.

Death Stalker: As both gunslingers and divine spellcasters, the death huntsman learns to blend and combine some of the unique talents that both occupations have to offer as they progress their training. The character may add his death huntsman level to his gunslinger level to determine the amount of grit he may possess as well as his Nimble class feature. The character advances his favored enemy ability (but undead must always be his highest bonus), and he may advance his hunter's bond as well at half progression, and may cast ranger spells with a pistol in one or both hands. Finally, he gains a +4 insight bonus on Knowledge (religion) checks and Survival checks in relation to understand and tracking undead creatures.

The Order of the Death Marshals grants simple lodgings to any member of their order within their barracks. The character must obey the orders of his superiors and refrain from using restricted necromancy (spells or effects that bear the [Evil] descriptor or spells that create undead creatures) or be expelled from the order.

Nether-Ammo: At 3rd level, the death huntsman's necromantic talent lends him the ability to use his magic to form shards of bone within the bullets loaded in his firearm. By spending one grit point, he may infuse the bullets loaded in his wielded firearms to inflict an additional 2d6 points of force damage (in addition to any other effects or damage the firearm would cause on a successful attack) when he fires them as part of the attack.

Bane Shot: At 5th level, the death huntsman may focus fire on the weak points in a corporeal undead creature’s anatomy and inflict extra damage against it by shunting overwhelming, destructive negative energy through his attacks. By spending one grit point, all attacks the death huntsman makes against the targeted undead creature during that round are considered to possess the undead bane special weapon property.

Tenacious Gunslinger: As a master of his craft, a veritable artist of death-bringing to those who are already Dead, a death huntsman's ties to the deathly essence of his foes become unbreakable as he exemplifies what it is to be the Quick amongst the Dead. Already a regrettable and uncomfortable connection, the tie has deadly consequences to the creatures he has dedicated his life to eradicating. At 10th level, on a full attack action for the cost of one point of grit, he may make a full attack with his firearm as well as make an offhand attack with his coffin at no attack penalty (if he has a free hand) or cast a ranger spell as a swift action without provoking attacks of opportunity.

BlackMKIII
2012-11-07, 12:58 AM
I really like this, but is there no way in for other divine casters? I'm considering trying this out for a future campaign, but there isn't a way to come in other than as an Ebon Initiate or as an arcane caster. Alternate for those of us that want to add to a cleric or ranger? Just a thought...

ErrantX
2012-11-07, 12:05 PM
I really like this, but is there no way in for other divine casters? I'm considering trying this out for a future campaign, but there isn't a way to come in other than as an Ebon Initiate or as an arcane caster. Alternate for those of us that want to add to a cleric or ranger? Just a thought...

I could see an Inquisitor/Gunslinger/Death Marshal, but I don't see this as a full caster capable class, and its ideology doesn't mesh well with Paladins. Rangers maybe, and Magus definitely. I'll put together something for Inquisitors and maybe rangers, and see what I get. I thought that if you didn't do the whole Ebon Initiate thing, then Magus was an appropriate good 2nd fit.

-X

BlackMKIII
2012-11-07, 12:48 PM
I could see an Inquisitor/Gunslinger/Death Marshal, but I don't see this as a full caster capable class, and its ideology doesn't mesh well with Paladins. Rangers maybe, and Magus definitely. I'll put together something for Inquisitors and maybe rangers, and see what I get. I thought that if you didn't do the whole Ebon Initiate thing, then Magus was an appropriate good 2nd fit.

-X

Mostly I was thinking for a Ranger/Gunslinger/DM build, depending on the campaign being run. Paladins are right out, it doesn't fit at all. I hadn't thought of Inquisitors, but I can totally see it.

ErrantX
2012-11-07, 08:29 PM
Mostly I was thinking for a Ranger/Gunslinger/DM build, depending on the campaign being run. Paladins are right out, it doesn't fit at all. I hadn't thought of Inquisitors, but I can totally see it.

Alright, three new alternate class builds for this prestige class, using Magus, Inquisitor, and Ranger respectively.

Alright, anyone and everyone, thoughts?

-X

BlackMKIII
2012-11-08, 11:21 AM
(if the character entered the class with Amateur Gunslinger, than he gains one grit point per two levels; if he ever gains a level in gunslinger, recalculate his grit accordingly)

This is a little confusing to me. Are you saying that the PrC grants additional Grit/2 lvls on top of what their existing Gunslinger/Am. Gunslinger grants? This seems out of place as the basic Gunslinger doesn't have this. Can you clarify?

ErrantX
2012-11-08, 12:04 PM
This is a little confusing to me. Are you saying that the PrC grants additional Grit/2 lvls on top of what their existing Gunslinger/Am. Gunslinger grants? This seems out of place as the basic Gunslinger doesn't have this. Can you clarify?

I was operating on an assumption that Grit maximum increased. It does not, so therefore its removed.

-X

BlackMKIII
2012-11-08, 02:33 PM
Another question, regarding Disrupting Shot. If someone's built a Mysterious Stranger 'slinger, would that save go off Charisma?

Sorry for all the questions, but this really interests me and I want to cover all my bases if I ever build one :smallbiggrin:

ErrantX
2012-11-08, 02:57 PM
Another question, regarding Disrupting Shot. If someone's built a Mysterious Stranger 'slinger, would that save go off Charisma?

Sorry for all the questions, but this really interests me and I want to cover all my bases if I ever build one :smallbiggrin:

Nope, Mysterious Stranger does not reset your abilities to run off of Charisma, it changes one deed and your grit. That's a case you'd have to make for your DM. :smallbiggrin:

I make this for base gunslinger, but I did put a specific caveat for Bladebound Magi that take the class because it bore mentioning.

-X