Feats: 3rd–Mobility, 5th–Shot on the Run, 7th–Spring Attack, 9th–Sidestep, 11th–Candidates: Improved Sidestep, Parting Shot, Skill Synergy (Engineering and Perception), Dive for Cover, Improved Initiative, Toughness, Weapon Focus (small arms), Fleet, Jet Dash, Opening Volley.
Armor upgrades, small arms, vision items
Move to a strategically advantageous position and use melee or ranged trick attack (take 10 on trick for result of 32, unless against CR 13+ foe).
dice=Attack vs X (flat-footed)]d20+12+2[/dice
dice=Damage (P, magic, wounding advanced semi-auto pistol; trick)]2d6+4+4d8[/dice plus flat-footed or off-target; wound critical
dice=Damage (So, thunderstrike sonic pistol; trick)]d8+4+4d8[/dice plus flat-footed or off-target; deafen critical
dice=Damage (E, static arc pistol; trick)]d6+4+4d8[/dice plus flat-footed or off-target; arc 2 critical
dice=Damage (P, bayonet--ultrathin sword cane; trick)]2d4+7+4d8[/dice plus flat-footed or off-target; bleed 1d4 critical