Corrupt Shieldmarshal (Clan Pistol)
CREATURE 7Various law enforcers
+18; +20 to sense motive or vs. conceal an object
Common, Dwarven, Kelish
Acrobatics +17, Crafting +15, Diplomacy +15, Legal Lore +13
Str +4, Dex +5, Con +2, Int +0, Wis +0, Cha +2
AC 25; Fort +15, Ref +18, Will +12
HP 120
25 feet
Melee Longsword +17 (versatile p), Damage 1d8+7 slashing
Ranged Clan Pistol +19 (concussive, fatal d10, magical, reload 1, range increment 80 feet), Damage 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.
Lawbringer
Reloading Strike
Pathfinder #180: The Smoking GunOGL