GunmarshalCreature 2
Source Pathfinder #178: Punks in a Powder Keg
Perception +10
Languages Common, Kelish
Skills Acrobatics +6, Athletics +9, Intimidation +7
Str +3, Dex +4, Con +2, Int +0, Wis +0, Cha +1
AC 18; Fort +10; Reflex +10; Will +4;
HP 30
Speed 25 feet
Shortsword +11 (+7, +3) to hit (agile, finesse, versatile s) 1d6+4 Piercing
Flintlock Musket +11 (+6, +1) to hit (concussive, fatal d10, range increment 70, reload 1) 1d6+4 Piercing
Firearms Critical Specialization
When the gunmarshal makes a critical hit with a firearm, the target must succeed at a DC 18 fortitude save or be Stunned 1.
LawbringerThe gunmarshal marks a foe for judgment, granting the gunmarshal a +10-foot circumstance bonus to Speed when moving toward that creature.
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.