Bone Minuteman
Death's Head Gang Male bone human Ftr24/Marshal24: CR 24; AL LE; Size M; Medium Undead

AC 36 (+10 Dex, +2 natural, +8 bracers of armor, +3 amulet of natural armor, +3 ring of protection; touch 23, flat-footed 26)
HD 24d12 plus 24; hp 312
Init +14 (+10 Dex, +4 Improved Initiative)
SV Fort +8, Ref +24, Will +15

Spd 30 ft. (6 squares)
BAB +24/+19/+14/+9/+4; Grapple +25
Atk +34 melee (1d4+1, crit. 20/x2, claw) or +44 ranged (2d8+15, crit. 19-20/x3, 60 ft., +5 exit wound force flintlock musket)
Full Atk +34 melee (1d4+1, crit. 20/x2, 2 claws) or +44 ranged (2d8+15, crit. 19-20/x3, 60 ft., +5 exit wound force flintlock musket)

Space/Reach 5 ft./5 ft.
SA Structural weakness +12
SQ Damage reduction 10/bludgeoning, darkvision 60 ft., fire resistance 10, grant move action 6/day, immunities, major aura +4, minor aura
Abilities: Str 13, Dex 31, Con —, Int 10, Wis 12, Cha 16
Languages: Common
Skills and Feats: Diplomacy +29, Listen +27, Sense Motive +27, Spot +27, Survival +27; Combat Reflexes, Distance Shot, Epic Weapon Focus (flintlock musket), Epic Weapon Specialization (flintlock musket), Exotic Weapon Proficiency (firearms), Extraordinary Weapon Focus (flintlock musket), Extraordinary Weapon Specialization (flintlock musket), Far Shot, Great Dexterity, Greater Weapon Focus (flintlock musket), Greater Weapon Specialization (flintlock musket), Improved Critical (flintlock musket), Improved Firearms Reload, Improved Hit Dice, Improved Initiative, Improved Refocus, Improved Threaten Zone, Last Ditch, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload (firearms), Rapid Shot, Skill Focus (Diplomacy), Threaten Zone, Weapon Finesse, Weapon Focus (flintlock musket), Weapon Specialization (flintlock musket)
Grant Move Action (Ex): 6/day—A marshal can direct and motivate his allies to act immediately. As a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)
A character can take only one extra move action per round. (In other words, two marshals can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.
Immunities (Ex): Immune to cold.
Major Auras (Ex): Swift action, affects all allies (and himself) within 60 ft., lost if dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard. Adds +4 modifier to specified rolls.
  • Motivate Ardor: Bonus on damage rolls.
  • Motivate Attack: Bonus on melee attack rolls.
  • Motivate Care: Bonus to Armor Class.
  • Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides. For example, the allies of a 10th-level marshal (+2 major aura) add 10 feet to their base land speed.
  • Steady Hand: Bonus on ranged attack rolls.
Minor Auras (Ex): Swift action, affects all allies (and himself) within 60 ft., lost if dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard. Adds character's Charisma modifier to specified rolls.
  • Accurate Strike: Bonus on rolls made to confirm critical hits.
  • Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
  • Determined Caster: Bonus on rolls to overcome spell resistance.
  • Force of Will: Bonus on Will saves.
  • Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
  • Master of Tactics: Bonus on damage rolls when flanking.
  • Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
  • Over the Top: Bonus on damage rolls when charging.
  • Watchful Eye: Bonus on Reflex saves.

Possessions: +3 amulet of natural armor (18,000 gp), +8 bracers of armor (64,000 gp), +5 exit wound force flintlock musket (162,800 gp), +6 gloves of dexterity (36,000 gp), mantle of fire resistance (18,000 gp), 40 musket balls (1 sp each), 40 powder charges (10 gp each), 2 powder horns (50 gp each), +3 ring of protection (18,000 gp), 269 pp, 6 gp.