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Shieldmarshal

Shieldmarshal CR 8

Source Inner Sea NPC Codex pg. 50
XP 4,800
Human gunslinger 5/shieldmarshal 4
LN Medium humanoid (human)
Init +8; Senses Perception +15

Defense

AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +4 Dex, +1 dodge)
hp 72 (9d10+18)
Fort +8, Ref +11, Will +8
Defensive Abilities nimble +1

Offense

Speed 30 ft.
Melee handaxe +9/+4 (1d6/×3)
Ranged +1 double–barreled pistol +15/+10 (1d8+5) or mwk musket +14 (1d12/×4)
Special Attacks grit (2), gun training (double-barreled pistol, +4)

Statistics

Str 10, Dex 18, Con 14, Int 12, Wis 14, Cha 8
Base Atk +9; CMB +9; CMD 25
Feats Deadly Aim, GunsmithingUC, Iron Will, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload (double-barreled pistol), Weapon Focus (double-barreled pistol)
Skills Acrobatics +15, Craft (alchemy) +5, Diplomacy +6, Intimidate +11, Knowledge (local) +12, Perception +15, Sense Motive +11, Survival +13
Languages Common, Osiriani
SQ danger sense, deeds (deadeye, gunslinger initiative, gunslinger’s dodge, pistolwhip, quick clear, starting shot, targeting, utility shot), eye for detail, gunmarshal, gunsmith, labyrinthine cunning, legal judgment 2/day
Combat Gear oils of silenceUE (3), potion of cat’s grace, potions of cure moderate wounds (2), bulletsUE (20), flare alchemical cartridgesUE (10), paper alchemical cartridges (bullet)UE (50); Other Gear mwk chain shirt, +1 double-barreled pistolUE, handaxe, mwk musketUE, cloak of resistance +1, ring of protection +1, black powder horn with 20 doses of black powder, gunsmith’s kit, mwk manacles, shieldmarshal’s badge (worth 5 gp), 201 gp

Special Abilities

Danger Sense (Ex) The shieldmarshal gains a bonus on initiative checks equal to 1/2 his shieldmarshal level, and can always act during a surprise round, even if unaware of opponents.

Eye for Detail (Ex) The shieldmarshal adds his Intelligence bonus as well as his Wisdom bonus on Perception and Sense Motive checks. Additionally, he gains a bonus equal to 1/2 his shieldmarshal level on Perception checks opposed by another creature’s Disguise or Sleight of Hand checks.

Gunmarshal (Ex) The shieldmarshal adds 1/2 his shieldmarshal level to his gunslinger level for the purpose of gaining deeds. Within the Grand Duchy of Alkenstar, the shieldmarshal gains a bonus on all Charisma-based skill checks equal to 1/2 his shieldmarshal level if he openly displays his shieldmarshal’s badge.

Labyrinthine Cunning (Ex) The shieldmarshal never becomes lost in urban terrain, and he never takes penalties to movement for poor visibility in urban terrain, even while temporarily blinded. A shieldmarshal can open or close doors as a swift action instead of a move action.

Legal Judgment (Ex) The shieldmarshal can pronounce legal judgment upon his foes as a swift action, providing a bonus or ability based on the type of judgment made. This functions as an inquisitor’s judgment class feature and allows the shieldmarshal to use the legal judgment abilities on page 63.

Shieldmarshals uphold the law in the Grand Duchy of Alkenstar. Chief among their duties is preserving the secrets behind Alkenstar’s most advanced weapons. Their badges, an emblem of crossed rifles, grant them the authority to enter nearly any building in Alkenstar in the course of their investigations.