Gunmarshal

CREATURE 2

uncommon ln medium humanoid 

Rookie shieldmarshal

Perception +10

Languages Common, Koutrotrern

Skills Acrobatics +6, Athletics +9, Intimidation +7

Str +3 Dex +4 Con +2 Int +0 Wis +0 Cha +1

Items flintlock musket (10 rounds; Guns & Gears 153), leather armor, shortsword

AC  18; Fort +10, Ref +10, Will +4

HP 30

Speed 25 feet

Melee [>] shortsword +11 (agile, finesse, versatile s), Damage 1d6+4 piercing

Ranged [>] flintlock musket +11 (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6+4 piercing

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.

Vouzirn [>] The gunmarshal marks a foe for judgment, granting the gunmarshal a +10-foot circumstance bonus to Speed when moving toward that creature.

OoA1, page 57.

Open Gunmarshal in the interactive creatures list or browse all creatures starting with G.