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Powderkeg Punk Gunner

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11

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 Powderkeg Punk GunnerCreature 2

Legacy Content

Uncommon NE Medium Humanoid 
Source Pathfinder #178: Punks in a Powderkeg pg. 39
Various gang toughs
Perception +6
Languages Common, Goblin
Skills Acrobatics +7, Athletics +4, Crafting +5, Gunpowder Lore +7, Intimidation +8, Stealth +7
Str +0, Dex +3, Con +2, Int +1, Wis +0, Cha +2
Items flintlock pistol (10 rounds), leather armor, lesser alchemist's fire, lesser searing suture
AC 18; Fort +7, Ref +8, Will +4
HP 23; Weaknesses fire 3
Blaze of Glory [reaction] (concentrate, emotion, fear, visual, mental) Trigger The Powderkeg Punk takes fire damage; Effect The Powderkeg Punk Demoralize the creature that dealt the fire damage. Demoralize loses the auditory trait and gains the visual trait, and the Powderkeg Punk doesn't take a penalty if the creature doesn't understand their language. The Powderkeg Punk can use this reaction even if the triggering damage reduced the Punk to 0 Hit Points.
Speed 25 feet
Melee [one-action] fist +6 [+2/-2] (agile, finesse, nonlethal, unarmed), Damage 1d4+2 bludgeoningRanged [one-action] flintlock pistol +9 [+4/-1] (concussive, fatal d8, range increment 40 feet, reload 1), Damage 1d4+2 piercingGut Shot [one-action] Frequency once per round; Requirements The gunner is flanked by two or more creatures and the gunner's pistol is loaded; Effect The gunner turns their pistol on themself and pulls the trigger, firing through their own gut to catch the foe behind them unawares. The gunner makes a flintlock pistol Strike against an adjacent creature, who becomes flat-footed against this Strike. The gunner takes 1d4 piercing damage.Sneak Attack The gunner deals an additional 1d6 precision damage to flat-footed creatures.Toss and Shoot [three-actions] Requirements The gunner is holding a loaded firearm; Effect The gunner Interacts to draw an alchemist's fire, throws it at a point within 30 feet, and then shoots the bomb in midair. Creatures within a 10-foot radius of the shot bomb must succeed at a DC 17 Reflex save or take the splash and persistent damage from the alchemist's fire.