Gunmarshal
CREATURE 2Rookie shieldmarshal
+10
Common, Kelish
Acrobatics +6, Athletics +9, Intimidation +7
Str +3, Dex +4, Con +2, Int +0, Wis +0, Cha +1
AC 18; Fort +10, Ref +10, Will +4
HP 30
25 feet
Melee Shortsword +11 (agile, finesse, versatile s), Damage 1d6+4 piercing
Ranged Flintlock Musket +11 (concussive, fatal d10, reload 1, range increment 70 feet), Damage 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
The gunmarshal marks a foe for judgment, granting the gunmarshal a +10-foot circumstance bonus to Speed when moving toward that creature.
Pathfinder #178: Punks in a Powder KegOGL