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Powderkeg Punk GunnerCreature 0

Source Punks in a Powder Keg
Perception +4
Languages Common, Goblin
Skills Acrobatics +5, Athletics +2, Crafting +3, Lore +5, Intimidation +6, Stealth +5
Str +0, Dex +3, Con +2, Int +1, Wis +0, Cha +2

AC 16; Fort +5; Reflex +6; Will +2;
HP 13
Speed 25 feet

Fist One Action +4 (+0, -4) to hit (agile, finesse, nonlethal, unarmed) 1d4 Bludgeoning
Flintlock Pistol One Action +7 (+2, -3) to hit (concussive, fatal d8, range increment 40, reload 1) 1d4 Piercing

Blaze of Glory Reaction (concentrate, emotion, fear, visual, mental)

Trigger The Powderkeg Punk takes fire damage

The Powderkeg Punk Demoralizes the creature that dealt the fire damage. Demoralize loses the auditory trait and gains the visual trait, and the Powderkeg Punk doesn't take a penalty if the creature doesn't understand their language. The Powderkeg Punk can use this reaction even if the triggering damage reduced the Punk to 0 Hit Points.

Gut Shot One Action

Frequency once per round

Requirements The gunner is flanked by two or more creatures and the gunner's pistol is loaded

Effect The gunner turns their pistol on themself and pulls the trigger, firing through their own gut to catch the foe behind them unawares. The gunner makes a flintlock pistol Strike against an adjacent creature, who becomes Flat-Footed against this Strike. The gunner takes 1d4 piercing damage.

Sneak Attack

The gunner deals an additional 1d6 precision damage to flat-footed creatures.

When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Toss and Shoot Three Actions

Requirements The gunner is holding a loaded firearm

Effect The gunner Interacts to draw an alchemist's fire, throws it at a point within 30 feet, and then shoots the bomb in midair. Creatures within a 10-foot radius of the shot bomb must succeed at a DC 15 reflex save or take the splash and persistent damage from the alchemist's fire.



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.