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Gunwitch

As wielders of both occult power and firearms, gunwitches pride themselves in using both unconventional weapons and obscure magic. To change their patron (The Spinner of Threads), swap out nudge fate and sure strike.

Recall Knowledge - Humanoid (Society): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

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 GunwitchCreature 8

Rare Medium Human Humanoid 
Source NPC Core pg. 78
Perception +15
Languages Common
Skills Acrobatics +19, Crafting +17, Intimidation +17, Occultism +19, Patron Lore +17
Str +0, Dex +4, Con +1, Int +4, Wis +2, Cha +2
Firearm Familiar The gunwitch's firearm acts as their familiar but remains a mindless item with no actions. The master abilities it grants are included in the stat block.
Items musket staff of force (20 rounds)
AC 25; Fort +14, Ref +17, Will +17
HP 110
Acrobatic Dodge [reaction] Trigger An attacker the gunwitch can observe targets them with an attack; Effect The gunwitch gains a +2 circumstance bonus to AC against the triggering attack, and after the attack the gunwitch Leaps.
Speed 25 feet
Melee [one-action] musket staff +17 [+12/+7] (finesse, magical, two-hand d6), Damage 1d4+2+6 bludgeoning plus 1d6 forceMelee [one-action] fist +17 [+13/+9] (agile, finesse, nonlethal, unarmed), Damage 1d4+2+6 bludgeoningRanged [one-action] musket staff +20 [+15/+10] (concussive, fatal d10, magical, range increment 70 feet, reload 1), Damage 1d6+2+6 piercing plus 1d6+2 forceOccult Prepared Spells DC 27, attack +19 (+4 dmg); 4th confusion, flicker, phantom pain; 3rd haste, paralyze, slow; 2nd invisibility, telekinetic maneuver (×2); 1st enfeeble (×2), sure strike; Cantrips (4th) daze, detect magic, light, read aura, telekinetic projectile
Witch Hex Spells DC 27, 1 Focus Point (+4 dmg); 4th needle of vengeance; Cantrips (4th) nudge fate
Bewitched Shot [two-actions] Requirements The gunwitch is wielding their firearm familiar and has a hex bullet loaded in it (see Hex Bullet); Effect The gunwitch Casts a Spell that takes 1 or 2 actions to cast into their bullet, then Strikes with their firearm familiar, shooting the magic bullet. This counts as two attacks for the gunwitch's multiple attack penalty. On a hit, the target is also affected by the spell, though the target gets any normal defenses allowed by the spell.
If the spell is targeted, it targets the creature that was hit and no one else. If the spell is an area, the target must be in the area. A burst is centered on a corner of the target's square if the target is Medium or smaller or the corner of a square closest to the creature's center if it's Large or larger. A cone or line emits from a square of the gunwitch's choice adjacent to the target.
Bullet Storm [two-actions] (concentrate, occult) Requirements The gunwitch is wielding their firearm familiar and has a hex bullet loaded into it (see Hex Bullet); Effect The gunwitch unleashes a flurry of projectiles. Each creature in a 60-foot emanation takes 8d6 piercing damage with a DC 27 basic Reflex save.Hex Bullet [one-action] (concentrate, occult) Frequency once per round; Effect The gunwitch conjures a magical hex bullet in their firearm. It can be used as a normal bullet or for the Bewitched Shot and Bullet Storm abilities. The bullet vanishes if not fired by the end of the turn.Recall Firearm [three-actions] (concentrate, occult, teleportation) Frequency once per day; Requirement The gunwitch's firearm familiar is within 1 mile; Effect The gunwitch summons their firearm into their hand or hands.

Sidebar - Additional Lore The Code

Most mavericks adhere to a code of conduct, often one that's in direct opposition to the norms of society. This can make them outsiders or rebels, but it also allows them to be true to themselves and follow their own path, rather than conforming to expectations or rules imposed on them by others.

All Monsters in "Maverick"

NameLevel
Arms Dealer2
Gunwitch7
High Roller11
Musketeer3
Peerless Duelist12
Political Upstart0
Runaway Blueblood3
Unsanctioned Sheriff5

Maverick

Source NPC Core pg. 76
These lone wolves have an aura of mystery, bravado, and swagger.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bill-band (level 5), gambling companion (level 3), goblin get gang (level 5)

Sidebar - Advice and Rules Draw!

Multiple mavericks carry the explosive ranged weapons called firearms. Many of these NPCs can be adapted to other ranged weapons, such as crossbows or bows, with minimal changes if you choose not to include firearms in your game. More firearms and the gunslinger class appear in Pathfinder Guns & Gears.

Sidebar - Additional Lore Dueling Etiquette

Some mavericks meet to size each other up before deciding whether or not to duel. Then, if they decide to challenge one another, the face-off's rules (or lack thereof) are agreed upon beforehand to prevent any ill will afterward. Being a sore loser is highly frowned on, even more than a duel to the death.

Sidebar - Additional Lore Familiar Firearms

Many gunwitches wield weapons that are both firearms and magic weapons or implements in some form, which serves in place of a regular witch's familiar. As most gunwitches—rare as they are—make their own weaponry, it's speculated that the gunwitch's patron is the one who provides the blueprints for their sophisticated magical firearm.

Sidebar - Advice and Rules Mavericks And Duels

Mavericks tend to jump into duels at the drop of a hat, ready for a true test of their intuition and reflexes. A duel encounter uses the duels subsystem. A peerless duelist is truly exceptional (and already has all the dueling actions used in the subsystem due to their skills). If you want another NPC to have more options in duels, you can swap one of their existing skills for Deception or Intimidation.