Ars Dreyer
Human (Chelaxian) Gunslinger (Mysterious Stranger) 1
LG Medium Humanoid (human)
Init +3; Senses Perception +3
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Defense
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AC 16, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4 Ref +4 Will -1
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Offense
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Speed 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2)
Ranged Pistol +4 (1d8+1/x4)
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Statistics
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Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +2; CMD 14
Feats Gunsmithing, Point Blank Shot, Precise Shot
Traits Armor Expert, Campaign trait tbd.
Skills Craft (alchemy) +4, Intimidate +7, Knowledge (religion) +1, Perception +3, Profession (farmer) +3,
Languages Common,
SQ deed: deadeye, deed: focused aim (+3), deed: gunslinger's dodge (+2 ac), grit
Other Gear Alchemical Cartridge, Paper(20),Studded leather armor, Black powder, Dagger, Firearm bullet (20), Pistol, Bandolier (50 @ 0.835 lbs), Gunsmith's kit, Gold Holy Symbol of Erastil, Paladin's kit, 20 GP, 5 SP
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Special Abilities
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Armor Expert -1 Armor check penalty.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Focused Aim (+3) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
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