Stats: Str 8, Dex 21, Con 12, Int 12, Wis 10, Cha 18
Description: 33 years old, 4'8", 112 lbs, a dark feathered tengu covered in a thick robe, or possibly a robe with much concealed beneath it. He carries a large firearm along his flank, and wears a bandolier ostensibly designed for carrying ammo but seems to have many other interesting tools hooked in small slots around it, along with a thick belt containing several bulging pouches. He always seems to have the words to get himself out of nearly any situation, and failing that, the tools to do so instead.
Grit (Ex): A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the gunslinger's grit class feature.
Deeds:
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.
Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Focused Aim (Ex): 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 she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed.
Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.
Brutal Beating (Ex): At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies. This ability replaces trap sense.
Rogue Talents:
Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.
Deft Palm (Ex): A rogue with this talent can make a Sleight of Hand check to conceal a weapon while holding it in plain sight, even while she is being observed.
Underhanded* (Ex): A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn't know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage. A rogue can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 0).
Current possessions:
Wand of Ant Haul
+1 Darkleaf Studded Leather Armor
+1 Dazzling Radiance Cold Iron Dagger
Scroll of Calm Emotions
Clear Spindle Ioun Stone (In Wayfinder)
Potion of Cure Light Wounds
MW Whip
+1 Pepperbox
MW Dagger
Belt of Dex +2
Headband of Cha +2
MW Blunderbuss
Hematite Ioun Stone (Stowed)
Discerning Wayfinder
+1 Elven Runecloak
Courtier's Outfit
MW Thieves Tools
Scroll of Aram Zey's Focus x2
MW Cold Iron Dagger
2 Scrolls of Calm Emotions
2 Cold Iron Weapon Blanches, 1 applied to bullets
Alchemical Items:
Sunrod
Smokestick
Antitoxin
Antiplague
Alchemist's Fire x3
Ghost Salts
Endless Bandolier:
-Bullets-
4x Adamantine
9x Silver
7x Cold Iron
4x Elysian Bronze
4x Fireforged
4x Frostforged
4x Blood Crystal
4x Viridium
4x Tracer Rounds
14x Paper Cartridges
20x Normal
16x Normal, blanched Cold Iron
-Buckshot-
7x Cold Iron
40x Normal
Current purchases/expenditures:
1 Buckshot
Adamantine Bullet
1 Ant Haul Charge
1 Grit
Purchases:
2x Lesser Restoration Potion
2x Restoration Scroll
First Aid Gloves