| Race |
Undead |
| Classes/Levels |
Pale Stranger Gunslinger (Pistolero)/Fighter (Weapon Master)/Inquisitor (Spellbreaker) |
| Gender |
Male |
| Size |
Medium |
| Age |
? |
| Alignment |
Neutral Evil |
| Deity |
Zyphus |
| Location |
? |
| Languages |
Common |
| Strength |
17 |
| Dexterity |
22 |
| Intelligence |
11 |
| Wisdom |
18 |
| Charisma |
18 |
About Pale Reaper
"Death comes for you! DIE! DIE! DIE!" - Pale Reaper
Pale Reaper
Pale Stranger Gunslinger (Pistolero) 5/Fighter (Weapon Master) 3/Inquisitor (Spellbreaker) 1
NE Medium undead
Init +12; Senses darkvision 60 ft.; Perception +22
Aura fear (10 ft., DC 21)
DEFENSE
AC 27, touch 21, flat-footed 19 (+2 armor, +6 Dex, +2 dodge, +3 luck, +4 natural)
hp 161
Fort +18, Ref +16, Will +17
Defensive Abilities channel resistance +4; DR 10/bludgeoning and magic; Immune undead traits; SR 30
OFFENSE
Speed 30 ft.
Ranged +1 Double-barreled pistols +27&+27/+27&+27/+22&+22/+22&+22/+17&+17/+17&+17/+12 &+12/+12&+12 (1d8+10/19-20/x4)
Special Attacks: Pistols, Stranger's shot
STATISTICS
Str 17, Dex 22, Con -, Int 11, Wis 18, Cha 18
Base Atk: +19; CMB +22; CMD 40
Feats: Deadly Aim, Dodge, Improved Critical (pistol), Improved Initiative, Improved Two-Weapon Fighting, Point-Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting
Skills: Acrobatics +14, Climb +11, Intimidate +22, Perception +22, Ride +16, Stealth +14, Swim +8
Languages: Common
Equipment: +1 Double-barreled pistol X2, Gloves of Dueling
SPECIAL ABILITIES
Pistols (Su) A pale stranger fights with two pistols. A pistol has a range increment of 20 feet and deals both bludgeoning and piercing damage. At a range of up to 20 feet, a pale stranger's pistol attacks resolve as touch attacks. While pistols normally consume bullets and black powder when fired, a pale stranger's pistols supernaturally reload the instant it fires them, allowing the undead to make multiple attacks in a round with the weapons. In addition, any pistol a pale stranger wields functions as a +1 pistol. A pale stranger does not provoke attacks of opportunity when it fires a pistol in melee, and treats pistols as light weapons for the purposes of determining penalties from two-weapon fighting.
Stranger's Luck (Su) A pale stranger gains a +3 luck bonus to AC and has no chance of misfire when using firearms.
Stranger's Shot (Ex) As a full-round action, a pale stranger can take careful aim with one of its firearms and take a single, ruinous shot. This single shot always resolves as a touch attack, regardless of the actual range. If the pale stranger threatens a critical hit with this shot, it automatically confirms the critical hit. Regardless of whether the shot is a critical hit or not, it deals +6d6 points of damage.
Pistol Training (Ex): Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a pistolero never misfires with a one-handed firearm.
Weapon Training (Ex): A fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.