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GunmarshalCreature 2

Source 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 One Action +11 (+7, +3) to hit (agile, finesse, versatile s) 1d6+4 Piercing
Flintlock Musket One Action +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.

Lawbringer One Action

The gunmarshal marks a foe for judgment, granting the gunmarshal a +10-foot circumstance bonus to Speed when moving toward that creature.



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.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.