Unsanctioned Sheriff
Creature 5 — human, humanoid
SniperLANDhumanoid
Believing the ends justify the means, the unsanctioned sheriff is unafraid to use others for their own gain, through bribes, manipulation, or force. These lone wolves have an aura of mystery, bravado, and swagger.
Source: pathfinder-npc-core
Perception +13; (+15 to Sense Motive)
Languages common
Skills athletics +13, deception +11, diplomacy +11, intimidation +13, society +13
Str
+4
Dex
+2
Con
+2
Int
+0
Wis
+2
Cha
+2
Items Dueling Pistol (2), Sap, Scale Mail, Badge
AC 22
Fort +11
Ref +11
Will +13
HP 75
Speed 25 feet
Offense
Melee Sap (agile, nonlethal) +15, Damage 1d6+7 bludgeoning
Melee Fist (agile, nonlethal, unarmed) +15, Damage 1d4+7 bludgeoning
Ranged Dueling Pistol (concealable, concussive, fatal-d10, reload-1) +13, range increment 60 feet, Damage 1d6+5 piercing
Abilities
Greased Palms — Money talks, and no one knows that better than the unsanctioned sheriff. A creature that pays the sheriff at least 5 gp gains a +2 status bonus to Gather Information in the sheriff's settlement for the next 24 hours.
+2 to Sense Motive —
Reactive Strike —
Lay Down the Law (auditory, concentrate, linguistic, mental) —
WORKS WELL WITH
FlankerLANDA mobile skirmisher can freely maneuver around foes deterred from moving by this guard's reactive threat range.
SnareLANDA controller that restrains fleeing targets keeps them inside this guard's reach for follow-up Reactive Strikes.
WeaverLANDZone-control pressure that discourages enemies from closing in gives this caster room to work uninterrupted.
PUNISHES
✖ disengaging✖ fleeing✖ ranged reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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