A hired gun is a gunman who hires himself or herself to crime bosses, usually for the purpose of attacking other organized crime groups or rivals within the group. Frequently imported from out of town, their job includes leaving the area once their "contract" is up. Some particularly talented hired guns are kept around by crime bosses, however.
Gunman (Fast Ordinary 3/Strong Ordinary 3): CR 5; Medium Humanoid (human); HD 6d8+6, hp 33, Mas 13; Init +3, Spd 30 ft.; Def 21 (+3 Dex, +6 class, +2 undercover shirt); BAB +5, Grap +6; Atk small pistol +8 ranged (2d6); S/R 5 ft./5 ft.; AL any; SV Fort +4, Ref +6, Will +4; AP 0, Rep +1; Str 12, Dex 16, Con 13, Int 10, Wis 14, Cha 8.
- Occupation: Criminal (class skills: Hide, Knowledge (streetwise); bonus feat: Personal Firearms Proficiency)
- Skills: Climb +4, Drive +7, Hide +8, Intimidate +2, Jump +4, Knowledge (streetwise) +4, Move Silently +6, Sleight of Hand +8, Spot +5, Tumble +4.
- Feats: Armor Proficiency (light), Double Tap or Far Shot, Personal Firearms Proficiency, Point Blank Shot, Precise Shot.
- Possesssions: small pistol (eg Beretta 92F) with several magazines (15 rounds each), undercover shirt, knife or blunt instrument, getaway car.
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