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Corrupt Shieldmarshal
A corrupt lawman trades on a badge's authority while firearms in hand stun anyone unlucky enough to catch a critical shot.
uncommonHumanoid
A lawman gone bad, the corrupt shieldmarshal trades on the authority of the badge while turning their array of firearms on anyone who threatens the lucrative arrangement.
In play
Firearms Critical Specialization When the shieldmarshal makes a critical hit with a firearm weapon, the target must succeed at a DC 25 Fortitude save or be stunned 1.
Level 7
Perception +18 · Senses (20 to Sense Motive or vs. Conceal An Object) · Languages Common, Dwarven, Kelish · Skills Acrobatics +17, Crafting +15, Diplomacy +15, Legal Lore +13
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +4 | +5 | +2 | +0 | +0 | +2 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 25 | +15 | +18 | +12 |
HP 120
Speed 25 feet
Actions
- Melee Longsword [Single Action] +17 (versatile P), Damage 1d8+7 slashing
- Ranged Clan pistol [Single Action] +19 (range 80 ft, Concussive, fatal d10, Magical, reload 1), Damage 1d6+3 piercing
- Ranged Jezail [Single Action] +19 (range 90 ft, Concussive, fatal aim d12, Magical, reload 1), Damage 1d8+3 piercing