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Gunmarshal

Creature 2 (uncommon) — humanoid

Pre-Remaster content. May include legacy alignment.

SniperCrasherLANDhumanoid

Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)

Perception +10
Languages common, kelish
Skills acrobatics +6, athletics +9, intimidation +7
Str
+3
Dex
+4
Con
+2
Int
+0
Wis
+0
Cha
+1
Items Flintlock Musket, Shortsword, Leather Armor
AC 18 Fort +10 Ref +10 Will +4
HP 30
Speed 25 feet

Offense

Melee Shortsword (agile, finesse, versatile-s) +11, Damage 1d6+4 piercing
Ranged Flintlock Musket (concussive, fatal-d10, reload-1) +11, range increment 70 feet, Damage 1d6+4 piercing

Abilities

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.

WORKS WELL WITH

AnvilLANDAn Anvil holds enemies in place, giving the Sniper stationary targets and raising the odds of a firearm critical that stuns the foe.
FlankerLANDA Flanker supplies off-guard, increasing the Sniper's crit rate against a marked target and feeding the Firearms Critical Specialization stun.
SnareLANDA Snare channels enemy movement into predictable lanes, letting the Sniper position for fatal-d10 volleys without wasting actions on pursuit.

PUNISHES

✖ kiting✖ low Fort
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #178: Punks in a Powder Keg.

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