Grand marshals are gun-wielding law enforcement officials. The skill with which they wield their firearms makes them a force to be reckoned with, and their badges are enough to open virtually any door and to hold any citizen to account.
Hit Die: d10.
To qualify to become a grand marshal, a character must fulfill all the following criteria.
- Feats: Gunsmithing, Quick Draw.
- Skills: Diplomacy 5 ranks, Intimidate 5 ranks, Knowledge (local) 5 ranks, Perception 5 ranks, Sense Motive 5 ranks.
- Special: Must have a grit pool of at least 1 grit point and proficiency with at least two firearms.
The grand marshal’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Disable Device (Dex), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).
Skill Ranks at Each Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+1||+0||+1||+1||Eye for detail, legal judgment 1/day|
|2nd||+2||+1||+1||+1||Danger sense, gunmarshal|
|4th||+4||+1||+2||+2||Legal judgment 2/day|
|7th||+7||+2||+4||+4||Legal judgment 3/day|
|10th||+10||+3||+5||+5||High grand marshal, legal judgment 4/day|
The following are class features of the grand marshal prestige class.
Weapon and Armor Proficiency: A grand marshal gains no additional weapon or armor proficiencies.
Eye for Detail (Ex)
A grand marshal adds his Intelligence bonus as well as his Wisdom bonus on Perception and Sense Motive checks. In addition, he gains a bonus equal to 1/2 his level on Perception checks opposed by another creature’s Disguise or Sleight of Hand checks.
Legal Judgment (Ex)
A grand marshal can pronounce legal judgment upon his foes as a swift action, providing a bonus or ability based on the type of judgment made. Once activated, the ability lasts until the combat ends. If the grand marshal is dazed, frightened, panicked, paralyzed, stunned, unconscious, or otherwise unable to participate in combat, the effect does not end but provides no benefit until he is again able to participate in combat. As a swift action, the grand marshal can change his legal judgment to another type.
This ability can be used once per day, plus once for every three levels beyond 1st. It is equivalent to an inquisitor’s judgment ability for the purpose of feats, magic items, or other game effects that affect the judgment ability; however, levels in the two classes do not stack.
Bulletproof: A grand marshal gains DR 1/— against ranged attacks. Starting at 4th level, this DR is equal to 1/2 the grand marshal’s class level. A grand marshal must be wearing armor or using a shield to use this judgment.
Destruction: A grand marshal gains a +1 competence bonus on attack rolls with firearms or light blades, increasing to +2 at 5th level and +3 at 10th level. This bonus is doubled on critical hit confirmation rolls.
Justice: A grand marshal gains a +1 bonus on damage rolls with firearms or light blades. Starting at 4th level, this bonus is equal to 1/2 the grand marshal’s class level.
Lucky Dodge: A grand marshal gains a +1 dodge bonus to Armor Class, increasing to +2 at 5th level and +3 at 10th level. This bonus is doubled against attack rolls made to confirm critical hits against him.
Sure Shot: A grand marshal reduces his miss chance with firearms due to concealment, blink, blur, or similar effects by 5% per two grand marshal levels (to a maximum reduction of 25% at 10th level). He must still target the correct square to hit a creature with concealment. This judgment can’t decrease his miss chance to lower than 0%.
Danger Sense (Ex)
Starting at 2nd level, a grand marshal gains deeds as a gunslinger of half his level. If he also has gunslinger levels, these levels stack. In addition, within a specific region, he gains a bonus on all Charisma-based skill checks equal to 1/2 his grand marshal level if he openly displays his grand marshal’s badge.
Labyrinthine Cunning (Ex)
At 3rd level, a grand marshal never becomes lost in urban terrain, and he never takes penalties to movement for poor visibility in urban terrain, even while temporarily blinded. A grand marshal can open or close doors as a swift action instead of a move action.
Urban Commando (Ex)
At 10th level, his favored terrain bonus increases to +4 but he does not gain a second favored terrain. If he already has a favored terrain bonus in urban terrain from another class, these bonuses stack but do not affect bonuses in other terrain types.
A grand marshal is well versed in covert operations, especially in urban settings.
At 6th level, the grand marshal can move through crowds and difficult terrain without impediment in urban terrain. He can use Stealth to hide in urban terrain even without cover or concealment; if he has cover or concealment, he gains a bonus on Stealth checks equal to 1/2 his class level.
Double Jeopardy (Ex)
At 8th level, whenever a grand marshal uses his legal judgment ability, he selects two different judgments, instead of one. This consumes only one use of his legal judgment ability. As a swift action, he can change one of these effects to another type.
At 9th level, a grand marshal can declare one target within his line of sight as his quarry. This ability functions exactly like the ranger ability of the same name.
High Grand marshal (Ex)
At 10th level, a grand marshal attains the highest rank among his order. He can expend one use of his legal judgment ability to create a non-magical effect equivalent to discern lies (caster level equal to his class level; DC = 20 + the grand marshal’s Wisdom modifier), or expend one use as part of an initiative check or Charisma-based skill check to take 20 on that check.
Pathfinder Campaign Setting: Paths of Prestige © 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason Bulmahn, Matt Goodall, and Jason Nelson.