Botting: He prefers flail against less dangerous opponents and musket if enemy has high AC/is otherwise serious challenge. Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus (3). He can use this ability as a free action.
Speed 20 ft. medium load, 30 ft.
Melee +1 flail +8/+3/1d8+2/x2
Ranged +1 battered musket +11/+6/1d12+1/x4(<30 ft. +12/1d12+2), +1 to attack rolls on surprise rounds, misfire natural 1-2
Skills Acrobatics +12 (5), Bluff +9 (3), Climb +6 (2), Craft (Weapons) +4 (1), Escape artist +12 (1), Intimidate +7 (1), Knowledge (engineering) +5 (2), Knowledge (history) +4 (1), Knowledge (local) +7 (4), Perception +9 (5), Perform (Oratory) +4 (1), Sense motive +5 (1), Sleight of hand +9 (2), Spellcraft +5 (2), Stealth +14 (4), Survival +6 (2)
FeatsAdditional Traits, Gunsmithing, Point-Blank Shot (Combat), Precise shot, Stealthy TraitsCanter, Freedom fighter, Highlander (Hills or Mountains), Resolve of the Rejected
Oracle mystery:StreetsCurse: Tongues (infernal)
Revelations: Nooks and Crannies (Ex): You can move through any sort of obstacle or difficult terrain in an urban environment (including crowds) at your normal speed and without taking damage or suffering any other impairment. Areas that are enchanted or magically manipulated to impede motion still affect you.
Keep to the Corners (Su): Once per day when you fail a Reflex saving throw, you can reroll the saving throw with a +4 insight bonus. You must take the second result, even if it is worse. At 7th level and 15th level, you can use this ability one additional time per day.
Equipment: +1 battered musket, +1 light flail, +2 slick studded leather, ring of protection +1, pickpocket's outfit