Str 10, Dex 18, Con 14, Int 10, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 16
Favored Class Bonus +1 HP/level
Feats
- Point-Blank Shot
- Precise Shot
- Amateur Gunslinger (1 grit/day, maximum 2)
Skill points per level: 5 + 2
Skills(ranks) (ACP -1)
- Bluff +7 (2 ranks, +2 Cha, +3 class)
- Diplomacy +7 (2 ranks, +2 Cha, +3 class)
- Ride +8 (2 ranks, +4 Dex, +3 class, -1 armor)
- Perception +5 (2 ranks, +0 Wis, +3 class)
- Sense Motive +5 (2 ranks, +0 Wis, +3 class)
Background Skills(ranks)
- Handle Animal +7 (2 ranks, +2 Cha, +3 class)
- Perform (wind instruments) +7 (2 ranks, +2 Cha, +3 class)
Languages English
SQ Challenge 1/day, Have Gun (Gun Training), Self Reliant
-- Challenge Swift action, deal +2 damage against foe, take -2 AC against others. +1 to attacks and AC is targeted by challenge, quarry, smite and such.
- Gun Training Add Dex to damage when using a rifle.
-- Self Reliant Can retry Will save on next turn, rolls twice to stabilize.
Magic Items --
Mundane Items Weapons, armor, cavalier's kit(animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.)
Encumbrance 32-33/66/100 lbs. (light load)
Money 152 gp
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Deeds Known:
- Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
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Ten-minute Background:
Five facts:
1. Samuel Taylor was born in Waterloo, Texas, today called Austin, in 1834.
2. His mother, Mary Taylor was a prostitute, he never knew who his father was. She cared about him, in a way, but his childhood was not very nice. He developed a temper and easily got into fights.
3. His mother died of pneumonia when he was 12, and he had to survive on his own. He worked many small jobs before getting into a life of crime.
4. He joined a band of robbers who mainly attacked coaches. In 1863, a robbery went pear-shaped and he was thrown in jail.
5. He signed up to fight on the Confederate side to get out of jail, although he did not believe in their cause. During a battle in the last throes of the war, Samuel was separated from his company, MIA, and on the battlefield he found the mangled corpse of a fellow soldier, Edward Wilson. A quick switch of tags and documents, and Samuel took Wilson's name and identity before riding west, towards California.
Two goals:
1. A parts of "Edward" would want to live an easier life. He was forced by necessity on a life of crime.
2. He is still afraid that someone in Texas will track him down, and he wants to avoid that.
Two Secrets:
1. Of course the fact that he's not actually Edward Wilson, but Samuel Taylor, is his greatest secret.
2. A couple of members of his old gang are hunting him down, believing him responsible for their arrest and not believing that he died.
Three People
1. Connie O'Donnell, daughter of an Irish rancher. She was his first love, back in Texas, and he hasn't forgotten her.
2. Father Robert Campbell, an army chaplain who tried to help him spiritually. He didn't succeed, but he made him somehow a believer.
3. Terry and James Cobland, twins, the two former band members hunting him down They were the leaders, and never trusted him fully.
Three Memories:
1. Being kicked out of his bed and downstairs to the saloon because his mother had to "work".
2. The kiss he stole from Connie during a dance in Midsummer, and how the bonfires' light played with her red hair and green eyes.
3. The first time he killed a man, a traveler who had tried to shoot him with a Derringer. Samuel shot him in the chest with his revolver.
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Mount:
Copper
Racer Horse
HP 16 (2d8+4)
Saves Fort +5, Ref +4, Will +1
Size Large
Speed 60 ft.
AC 15 (+1 Dex, +4 natural armor)
BAB +1
Attack bite +4 (1d4+3), 2 hooves -1 (1d6+1)
Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Special Qualities low-light vision, scent, fast movement, link (handle as free action, push as move action, +4 to checks)
Skills Acrobatics +6(2 ranks, +1 Dex, +3 class)
Feats Stable Gallop (-1/-2 to penalties for mounted archery)
Tricks known Come, defend, down, guard, heel, watch, work
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Knight Errant's edicts:
1 - Do not harm children.
2 - Kill only as a last resort.
3 - Do not steal from a church.