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Gunmarshal

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite GunmarshalCreature 3

Legacy Content

Uncommon LN Medium Humanoid 
Source Pathfinder #178: Punks in a Powderkeg pg. 57
Rookie shieldmarshal
Perception +12
Languages Common, Kelish
Skills Acrobatics +8, Athletics +11, Intimidation +9
Str +3, Dex +4, Con +2, Int +0, Wis +0, Cha +1
Items flintlock musket (10 rounds), leather armor, shortsword
AC 20; Fort +12, Ref +12, Will +6
HP 45
Speed 25 feet
Ranged [one-action] flintlock musket +13 [+8/+3], Damage 1d6+2+4 piercingMelee [one-action] shortsword +13 [+8/+3], Damage 1d6+2+4 piercingFirearms Critical Specialization When the gunmarshal makes a critical hit with a firearm, the target must succeed at a DC 20 Fortitude save or be stunned 1.Lawbringer [one-action] he gunmarshal marks a foe for judgment, granting the gunmarshal a +10-foot circumstance bonus to Speed when moving toward that creature.