Corrupt Shieldmarshal (Clan Pistol)Creature 7
Source Pathfinder #180: The Smoking Gun
Perception +18 (+20 to Sense Motive or vs. Conceal An Object)
Languages Common, Dwarven, Kelish
Skills Acrobatics +17, Crafting +15, Diplomacy +15, Lore +13
Str +4, Dex +5, Con +2, Int +0, Wis +0, Cha +2
AC 25; Fort +15; Reflex +18; Will +12;
HP 120
Speed 25 feet
Longsword +17 (+12, +7) to hit (versatile p) 1d8+7 Slashing
Clan Pistol +19 (+14, +9) to hit (concussive, fatal d10, magical, range increment 80, reload 1) 1d6+3 Piercing
Firearms Critical Specialization
When the shieldmarshal makes a critical hit with a firearm weapon, the target must succeed at a DC 25 fortitude save or be Stunned 1.
LawbringerThe shieldmarshal marks a foe for judgment, granting the shieldmarshal a +10-foot circumstance bonus to Speed whenever it Strides toward that creature. The shieldmarshal's Strikes against that creature deal an additional 2d8 precision damage.
Reloading StrikeThe shieldmarshal makes a melee Strike against an opponent within reach and Interacts to reload a firearm in their other hand.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.