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From Pathfinder #180: The Smoking Gun, which isn't enabled.

Leadsmith

CREATURE 5

Various dwarven investigators for hire

Perception +12; darkvision
Languages Common, Dwarven
Skills Athletics +17, Crafting +12, Intimidation +15, Society +15, Stealth +12
Str +4, Dex +4, Con +2, Int +2, Wis +0, Cha +0

AC 22; Fort +12, Ref +15, Will +10
HP 75

Speed 20 feet
Melee Club +15, Damage 1d6+6 bludgeoning
Melee Club +15 (thrown 10), Damage 1d6+6 bludgeoning
Ranged Dwarven Scattergun +15 (concussive, dwarf, kickback, reload 2, scatter 10, range increment 50 feet), Damage 1d8 piercing
Bully Effect

The Leadsmith's melee and ranged Strikes deal an additional 2d6 bludgeoning damage to creatures that were Shoved within the past round.

Clear A Path
Requirements The Leadsmith is wielding a firearm or crossbow in one hand, and their other hand either wields a one-handed melee weapon or is empty

Effect The Leadsmith makes a melee attack and then reloads their gun in one fluid movement. The Leadsmith makes a one-handed melee weapon Strike or unarmed Strike against an opponent within reach, then Interacts to reload. The Leadsmith doesn't need a free hand to reload in this way.
Private Detective
Frequency once per hour

Effect The Leadsmith spends 1 minute examining a subject for clues. For the next 24 hours, whenever the Leadsmith makes a Perception check or a skill check using Intelligence, Wisdom, or Charisma to Recall Knowledge about this subject, the Leadsmith gains a +2 circumstance bonus to the check.
Pathfinder #180: The Smoking GunOGL