Sabriyya Kalmeralm

Taylor MacConnel's page

24 posts. Alias of Kpatrol88.


Race

CG L.Slinger/UC Rogue (Guerilla) 4 | Vigor: 42 | Wounds: 28 | Def: 22 | FF: 12 | DR 5/Magic | Crit Def: +12 | Saves: F: +7 | R: +11 | W: +7 | CMD: 19 | Uncanny Dodge |

Classes/Levels

Init: +11 | Per: +14 | Senses: Darkvision: 60', Scent: 30' | Low-light Vision | Speed: 60' | Grit: 5 + 1 Temp| Ki: 5| SP: 5 | MP: 7 |

Strength 11
Dexterity 22
Constitution 14
Intelligence 16
Wisdom 20
Charisma 14

About Taylor MacConnel

Taylor MacConnel, CG Human Werewolf
Legendary Gunslinger 4 / Unchained Rogue ( Guerrilla 4
========================================================================
Initiative: +11 (+6 Dex, +1 Nimble, +2 Trait, +2 Mythic)
Senses:
Perception: +14 (+5 Wis, +2 Eagle Eyes, +3 Class, +4 SP [+2 in dim light or darkness])
Low-Light Vision: x2 normal vision
Darkvision: 60 ft.
Scent: 30 ft. (15 ft. when upwind, 60 ft. when downwind)
Speed: Human: 60 ft, Wolf: 80 ft, Spend 1 Mythic power for +20 ft for 1 hour
========================================================================

Defense:

========================================================================
Defense: 22, Flat-Footed: 12 (+10 Base, +6 Dex, +1 Armor, +1 Shield, +2 Dodge, +1 Dodge(Nimble), +1 Deflection)
Damage Reduction:
Human: DR 5/Magic: 5/Armor
Hybrid: DR 10/Adamantine: 5/Magic, 3/Silver, 2/armor
Animal Form: DR 5/Adamantine: 3/Silver, 2/armor
Critical Defense:+12 (5 DR + 6 Dex + 1 Deflection)
VP: 42/42 (4d8)+(10 Mythic)
WP: 28/28 (2x(14 Con))

Resources:
Grit Pool: 1/1 Combat Grit, 5/5 Grit Points
Ki Pool: 5/5
Stamina Points: 5/5
Mythic Power: 7/7

Saves:
Fort: +7 (+4 Base, +2 Con, +1 Res)
Ref: +11 (+4 Base, +6 Dex, +1 Res)
Will: +7 (+1 Base, +5 Wis, +1 Res, [+2 vs. curse, fear, emotion effects])

CMD: 19 (10 base +3 BAB +0 Str +6 Dex +0 Size)

Special: Uncanny Dodge

Armor:
- Mithral Chain Shirt: +5 DR, +1 AC
- Mithral Buckler: +1 AC
========================================================================

Offense:

========================================================================

CMB: +3 (3 BAB +0 Str. 0 Size [+6 Dex with an finesse weapon while attempting: Trip, Disarm, Sunder])
Attack Roll +9 = (3 BAB + 6 Dex + 0 Size)
========================================================================

Weapons:
Masterwork Rifle "Lupin"
- Silencer: Makes no sound when fired. (Legendary Gunslinger)
- Scope: +2 to attack and damage rolls when sniping, -1 to attack rolls when not sniping (Gunslingers of Porphyra)
- Concentrated Shot: Any firearm with x3 or x4 crit multiplier increases crit range by one (Stacks with other increases) and is added last, reduces crit multiplier to x2. (Gunslingers of Porphyra)
- Attuned: +1 Enchantment bonus to attack and damage rolls

Ranged, Single Attack: +11, (1d10+4+1) 18-20/x2, 400 ft. Range
Ranged, Single Attack; Sniping: +14, (1d10+4+1+2) 18-20/x2, 400 ft. Range
Ranged, Single Attack; Risky Strike; Sniping: +13, (1d10+4+1+2+3) 18-20/x2, 400 ft. Range

Ranged, Full Attack: +11/+6/+1, (1d10+4+1) 18-20/x2, 400 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v1: +9/+9/+9/+4/-1, (1d10+4+1) 18-20/x2, 400 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v2: +11/+11/+6/+1, (1d10+4+1) 18-20/x2, 400 ft. Range

Ranged, Full Attack; Risky Strike: +11/+6/+1, (1d10+4+1+3) 18-20/x2, 400 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v1; Risky Strike: +8/+8/+8/+3/-2, (1d10+4+1+3) 18-20/x2, 400 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v2; Risky Strike: +11/+11/+6/+1, (1d10+4+1+3) 18-20/x2, 400 ft. Range
========================================================================

Masterwork Revolver "Shina"
- Silencer: Makes no sound when fired. (Legendary Gunslinger)
- Magnum Shot: +2 to damage rolls, -1 to attack rolls (Gunslingers of Porphyra)

Ranged, Single Attack: +10, (1d10+4+1+2) 19-20/x2, 100 ft. Range
Ranged, Single Attack; Mythic Risky Strike: +9, (1d8+4+1+2+3) 19-20/x2, 100 ft. Range

Ranged, Full Attack: +10/+5/+0, (1d8+4+1+2) 18-20/x2, 100 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v1: +8/+8/+8/+3/-2, (1d8+4+1+2) 19-20/x2, 100 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v2: +10/+10/+5/+0, (1d8+4+1+2) 19-20/x2, 100 ft. Range

Ranged, Full Attack; Risky Strike: +9/+4/-1, (1d8+4+1+2+3) 19-20/x2, 100 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v1; Mythic Risky Strike: +7/+7/+7/+2/-3, (1d8+4+1+2+3) 19-20/x2, 100 ft. Range
Ranged, Full Attack; Mythic Rapid Shot v2; Mythic Risky Strike: +9/+9/+4/-1, (1d8+4+1+2+3) 19-20/x2, 100 ft. Range
========================================================================

Masterwork Silver Kukri
- Finesse Weapon: Use Dex mod for attack roll

Melee, Single Attack: +9 (1d4+6) 18-20/x2
Melee, Single Attack; Risky Strike: +9 (1d4+3+6) 18-20/x2

Melee, Full Attack: +9/+4/-1 (1d4+6) 18-20/x2
Melee, Full Attack; Risky Stike: +8/+3/-2 (1d4+3+6) 18-20/x2

========================================================================

Battle Modifiers
Precise Shot: No penalty firing into melee.
Mythic Weapon Focus (Firearms): +2 to attack rolls; as a swift spend a mythic power to add half of tier (+1) as an additional bonus to attack rolls.
Mythic Rapid Shot: -2 attack roll, +2 extra ranged attack at highest BAB or no penalty to rolls.
Mythic Deadly Aim: -1 to attack rolls, +3 to damage; (-X to attack rolls, +3X dmg; X=BAB/4), multiplied on crit; applies to Risky Strike
Opportunities Aplenty: +4 circumstance dmg; (+2X dmg, X=[Sneak attack die #]), valid targets: flanked, denied dex, detrimental condition (any condition other than: energy drained, incorporeal, invisible); multiplied on crit.
Moonlight Stalker: When having concealment from an opponent, gain a +2 bonus on attack and damage rolls against that opponent.
Guerilla Fighting: Only take -10 penalty while sniping.
Cover of Night: When in dim light or darkness, if a gueriila would have concealment, instead they gain total concealment.
========================================================================

Skills:

========================================================================
(8 + 3 Int)/level, 11x4= 44 SP

Adventuring

Acrobatics(Dex)*
+10 = 6 Dex + 3 Class + 1 SP
Bluff(ChaWis)*
+12 = 5 Wis + 3 Class + 4 SP [+1 When conveying secret messages] [+1 When decieving someone]
Climb(Str)*
+4 = 0 Str + 3 Class + 1 SP
Diplomacy(ChaWis)*
+10 = 5 Wis + 3 Class + 2 SP
Disable Device(Dex)^*
+10 = 6 Dex + 3 Class + 1 SP
Disguise(Cha)*
+5 = 1 Cha + 3 Class + 1 SP [+5 in dim light and darkness]
Escape Artist(Dex)*
+10 = 6 Dex + 3 Class + 1 SP
Fly(Dex)
+6 = 6 Dex + 0 SP
Heal(Wis)*
+9 = 5 Wis + 3 Class + 1 SP
Intimidate(Cha)*
+6 = 2 Cha + 3 Class + 1 SP [+2 racial bonus in dim light or darkness]
Knowledge (arcana)(Int)^
+4 = 3 Int + 1 SP
Knowledge (dungeoneering)(Int)^*
+7 = 3 Int + 3 Class + 1 SP
Knowledge (local)(Int)^*
+7 = 3 Int + 3 Class + 1 SP
Knowledge (nature)(Int)^
+4 = 3 Int + 1 SP
Knowledge (planes)(Int)^
+4 = 3 Int + 0 SP
Knowledge (religion)(Int)^
+4 = 3 Int + 1 SP
Perception(Wis)*
+19 = 5 Wis + 3 Class + 4 SP + 1 Class [+2 racial bonus in dim light or darkness]
Ride(Dex)*
+10 = 6 Dex + 3 Class + 1 SP
Sense Motive(Wis)*
+10 = 5 Wis +3 Class + 2 SP [+1 to discerning secret messages]
Spellcraft(Int)^
+4 = 3 Int + 1 SP
Stealth(Dex)*
+16 = 6 Dex + 3 Class + 3 Focus + 4 SP [+2 racial bonus in dim light or darkness][+5 in dim light and darkness]
Survival(Wis)*
+10 = 5 Wis + 3 Class + 2 SP
Swim(Str)*
+4 = 0 Str + 3 Class + 1 SP
Use Magic Device(ChaInt)^*
+9 = 5 Wis + 3 Class + 1 SP

Background: 2/level, 8 BP

Appraise(Int)*
+7 = 3 Int + 3 Class + 1 SP + 0 BP
Artistry(Int)
+3 = 3 Int + 0 SP + 0 BP
Craft (Alchemy)(Int)*
+12 = 3 Int + 3 Class + 1 SP + 1 BP
Handle Animal(Cha)^*
+6 = 2 Cha + 3 Class + 1 SP + 0 BP
Knowledge (engineering)(Int)^*
+10 = 3 Int + 3 Class + 1 SP + 1 BP
Knowledge (geography)(Int)^
+4 = 3 Int + 1 SP + 0 BP
Knowledge (history)(Int)^
+4 = 3 Int + 0 SP + 1 BP
Knowledge (nobility)(Int)^
+3 = 3 Int + 0 SP + 0 BP
Linguistics(Int)*
+7 = 3 Int + +3 Class + 0 SP + 1 BP
Lore(Int)
+5 = 3 Int + 0 SP + 1 BP
Perform(Shadow Play)(Cha)*
+10 = 2 Cha + 3 Class + 4 SP + 1 BP
Perform(Dancing)(Cha)*
+2 = 2 Cha + 3 Class + 0 SP + 0 BP
Profession (Courier)(Wis)^*
+10 = 5 Wis + 3 Class + 1 SP + 1 BP
Sleight of Hand(Dex)^*
+10 = 6 Dex + 3 Class + 0 SP + 1 BP [+5 in dim light and darkness]

^: Trained Skill Only
*: Class Skill
========================================================================

Traits and Abilities:

========================================================================
Racial Traits
Human
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

Werewolf
Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype. A werewolf hybrid form is Medium size or the base creature’s size, whichever is larger. A werewolf’s animal form is always Medium size.

Armor Class: In hybrid or animal form the werewolf has a +2 bonus to its natural armor.

Speed: In its wolf form, a werewolf has a base land speed of 50 feet. Otherwise, it uses its own base speed.

Abilities: +2 Wisdom and +2 to one of Strength, Dexterity, or Constitution.

Special Attacks: A werewolf retains all the special attacks of the base creature, and gains the following abilities:

Change Shape (Su): All werewolves have three forms—a humanoid form, a wolf form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A werewolf can shift to any of its three alternate forms as a move action. A slain werewolf reverts to its humanoid form, although it remains dead. A werewolf gains a bite attack when it is in its wolf form. This is a primary attack that deal 1d6 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). In addition, when a werewolf is in its wolf form, it also gains the trip special attack with its bite, allowing it to make a trip attempt against a target as a free action without provoking an attack of opportunity if it hits them with its bite attack. If the attempt fails, the werewolf is not tripped in return.

Weapons of the Beast (Su): When the werewolf template is first acquired, the werewolf gains one of the following benefits. Once chosen, this choice cannot be changed, even if the character loses and later reacquires the werewolf template.

Savage Claws: The werewolf gains two claw attacks when it is in its hybrid form. These are primary attacks that deal 1d4 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, it gains the rend special ability with its claw attacks that deals damage equal to its base claw damage plus 1-1/2 times its Strength bonus (if any). At 11th level, whenever the werewolf charges, it can make a full attack with its natural weapons in place of the normal attack at the end of its charge. At 16th level, it gains a rake attack that deals damage equal to its claw attacks.

Special Qualities: A werewolf retains the special qualities of the base creature, and gains the following abilities:

Damage Reduction (Ex): Werewolves possess DR 3/silver while in hybrid or wolf form.

Low-Light Vision (Ex):Werewolves can see twice as far as humans in conditions of dim light. If the base creature already had low-light vision, they can see three times as far instead of twice as far.

Lycanthropic Empathy (Su): Werewolves can communicate and empathize with canines, including both dogs and wolves, allowing them to make Diplomacy checks to alter such an animal’s attitude. A werewolf gains a +4 racial bonus on these checks. This bonus also applies to Wild Empathy checks made to influence canines.

Scent (Ex): A werewolf can detect creatures within 30 feet by sense of smell. If the creature is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice these ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When the werewolf detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The werewolf can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. In addition, the werewolf can track by sense of smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. While tracking in this manner, the werewolf ignores the effects of surface conditions and poor visibility.
========================================================================

Traits
========================================================================
- Black Powder Fortune: As long as you are wielding a firearm, gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
- Reactionary: +2 trait bonus to initiative
========================================================================

Class Abilities
========================================================================
Legendary Gunslinger:
- Weapon and Armor Proficiency
Legendary gunslingers are proficient with simple and martial weapons, and with all firearms. They are proficient with light armor.

- Gunsmith
Gain a free battered early firearm (musket) worth 4d10 in scrap. Gain Gunsmithing as a bonus feat. Crafting ammunition costs 1% rather than 10%.

- Gun Training (Ex)
At first level gain Dex mod (6) to damage rolls with firearms. Bonus cannot exceed class level until level five. Reduce misfire by 1. Reduce misfire on a broken weapon from -4 to -2.

- Grit (Ex)
Resource pool equal to Wisdom mod. (5) Spent to preform Deeds.
Can be regained by three methods:
-- Critical Hit with a firearm. x2 gains 1 grit, x4 and up gains 2. Must be against an enemy that is not helpless or unaware and has at least half or more HD than the player (4HD).
-- Finishing off an enemy with a firearm. Cause an enemy to fall unconscious by HP damage. Destroying an unattended object, causing a helpless or unaware enemy to fall unconscious due to HP damage, or causing a creature to lose consciousness that has fewer Hit Dice than half the player's level to 0 or fewer hit points does not restore any grit.
-- Successful Saving Throw. Whenever the player makes a successful saving throw against a non-harmless spell, spell-like ability, supernatural ability, or extraordinary ability
originating from a hostile creature, she regains 1 grit point. Making a successful saving throw against the effect of a hostile creature that has fewer Hit Dice than half the player's level does not restore any grit.

- Deeds
See Deeds List

- Eagle Eyes (Ex)
Morale bonus to Perception checks equal to 1/2 class level.

- Slinger's Quirk (Ex)
Select two Cha or Int based skills. Can choose to use Wis mod instead. (Bluff)(Diplomacy)

- Gun Mastery (Ex)
Gain Gun Masteries at level 2 and every 3 levels afterwards.
See: Gun Mastery List

- Uncanny Dodge (Ex)
Cannot be caught flat-footed, nor lose Dex mod against invisble enemies. Will still lose Dex mod if immobilized or if enemy successfuly uses a feint. Upgrades to Improved Uncanny Dodge is Uncanny Dodge is gained elsewhere first.

- Combat Grit (Ex)
Gain 1 temporary grit when rolling for initiative. Cannot gain another temp grit for five minutes afterwards. Temp grit is spent first and lasts for one minute or until spent. At 9th and and every 5 levels after, gain another temp grit.

- Nimble (Ex)
Gain +1 dodge AC and +1 competency bonus to initiative at 4th level and every four levels after (+1 AC, +1 Initiative). Only light or no armor can be worn. Anything that causes the player to lose Dex bonus to AC also causes the player to lose these bonuses.
========================================================================

Unchained Rogue (Guerrilla)
========================================================================
- Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

- Opportunities Aplenty (Ex)
At first level, whenever flanking a creature, attacking a creature with a detrimental condition (see below to determine what a detrimental condition is) affecting it, or a creature that is denied their Dexterity bonus to AC, gain a +2 circumstance bonus to damage rolls against that creature. At 3rd level and every 2 levels thereafter the bonus to damage rolls increases by +2. If the vicious opportunist is not flanking, the creature must have a detrimental condition before the attack for the vicious opportunist to gain this bonus.

For the purposes of this ability, a detrimental condition is any condition other than: energy drained, incorporeal, and invisible.

This ability replaces sneak attack. Abilities that trigger off of sneak attack instead activate off of this ability.

For abilities that use the number of dice of a sneak attack to determine effects, the effective number of dice is equal to the bonus damage from this ability, divided by 2. For example, if a 5th level vicious opportunist has the Bleeding Attack rogue talent, whenever she attacks a creature with a detrimental condition, she gains a +6 circumstance to damage rolls. In addition, she does three points of bleed damage from the Bleeding Attack talent.

- Skilled Liar (Ex)
Whenever a guerrilla uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). A guerrilla can still use Disable Device to disarm magic traps.

This ability replaces trapfinding.

- Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

- Cover of Night (Ex)
At 2nd level, a guerrilla learns to use darkness to her advantage. She gains a +5 bonus on Disguise, Sleight of Hand, and Stealth checks while she is in areas of dim light or darkness, and can create mundane disguises in dim light or darkness with a full-round action (instead of the normal 1d3 × 10 minutes). Additionally, while in dim light or darkness, if a guerrilla would have concealment, she instead has total concealment.

This ability replaces evasion.

- Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

A rogue cannot choose a ninja trick with the same name as a rogue talent.

See 'Rogue Talents' List

- Secret Messenger (Ex)
At 3rd level, a guerrilla gains a +1 bonus on Bluff checks to convey secret messages and on Sense Motive checks to discern secret messages. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

This ability replaces trap sense.

- Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

- Guerrilla Sniping (Su)
At 4th level, when a guerrilla is in an area of dim light or darkness, she takes only a –10 penalty on her Stealth check to maintain her obscured location while sniping.

This ability replaces uncanny dodge.
========================================================================

Mythic Hero
========================================================================
- Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

- Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

- Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

- Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
========================================================================

Champion
========================================================================
- Bonus Hit Points: +5 VP/Tier

- Champion's Strike: Distant Barrage
As a swift action, you can expend one use of mythic power to make a ranged attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the target’s cover and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction.

-1st: Impossible Speed
Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

-2nd: Limitless Range
Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn’t multiplied by 5, but the weapon doesn’t have a maximum range increment.
========================================================================

Trickster
========================================================================
- Surprise Strike: (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

- 1st: Supreme Stealth: Scent
Choose one of the following senses: blindsight, scent, or tremorsense. A creature using the chosen sense can’t automatically detect you, and must succeed at Perception checks as normal to do so. If you choose blindsight, this ability also affects blindsense. You can select this ability up to three times, each time choosing a different sense.

- 2nd: Redirect Attention
You can expend one use of mythic power to direct the attention of a number of creatures equal to your tier within line of sight toward a location or general direction you choose—and away from others. Non-mythic creatures automatically turn toward the point you choose. Mythic targets receive a Will saving throw to resist this effect (DC = 10 + your tier + your Wisdom modifier). The effect persists for 1 round per tier, during which time affected targets receive a +5 bonus on Perception checks to notice anything unusual within a 60-foot-cone in the direction you indicate and a –15 penalty on Perception checks to notice anything elsewhere. This effect counts as a diversion to hide for creatures attempting to use Stealth in any area other than the location you directed attention toward.
========================================================================

Feats, Discoveries, Gun Mastery, Deeds:

========================================================================
Feats:
- 1st: Precise Shot
- 1st: Rapid Shot
- 1st: Extra Talent: Ki Pool
- 1st: Blind Fight
- 1st: Skill Focus: Stealth
- 1st Class: Gunsmithing
- 1st Class: Deft Maneuvers
- 1st Racial: Dodge

- 2nd: Weapon Focus: Firearms
- 2nd: Gun Mastery: Critical Gunner 1
- Talent: Fast Steath

- 3rd: Moonlight Stalker

- 4th: Expert Sniper
- 4th: Talent: Ninja Trick: Vanishing Trick
========================================================================

Talents:
- 1st: Ki Pool
A rogue with this talent gains a small ki pool. This ki pool is similar to a ninja’s ki pool, but the rogue’s ki pool does not grant any extra attacks. The rogue gains a number of ki points equal to her Wisdom modifier (minimum 1). These ki points replenish at the start of each day. If she already has a ki pool, or gains a ki pool later, she gains half her Wisdom bonus (minimum 1) as bonus ki points to her ki pool. She can spend a ki point to gain a +10-foot bonus to movement until the end of her turn.

- 2th: Ninja Trick: Vanishing Trick (Su)
As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

- 4th: Talent: Fast Stealth
This ability allows a rogue to move at full speed using the Stealth skill without penalty.

========================================================================

Gun Masteries
- 2nd: Critical Gunner 1
The legendary gunslinger may treat the critical threat range of any non-broken firearm she wields as 19-20/x2. This mastery can be selected a second time, instead treating the critical threat range of firearms she wields as 18-20/x2. A legendary gunslinger must be 5th level or higher to select this mastery a second time.
========================================================================

Deeds
- 1st:
-- Feint Shot (Alternate Deed from Gunslingers of Porphyra, replacing Deadeye)
At first level, as long as player had at least 1 grit point, they are treated as if the have the Ranged Feint feat, although they do not have to fire the weapon to use it.

-- Gunslinger Reflexes:
As long as player has at least 1 grit point, does not provoke AoO's for firing or reloading.

-- Quick Clear
As a standard action, as long as player has at least 1 grit point, can remove broken condition from a single firearm currently being wielded, as long as the condition was gained through a misfire. Can spend 1 grit point to clear firearm as a move action instead of a standard action.

- 3rd:
-- Riccochet Shot
As long as player has at least one grit point, can target a wall or solid terrain to riccochet off. Use square immediately in front wall or terrain as new origin of line of sight to a target, at a -2 attack penalty. The attack uses that square to determine effects of cover, and the players's own square to determine effects of concealment. Can spend 1 grit point to ignore all cover and concealment. Must choose before making attack roll.

-- Speedloader
As long as player has at least 1 grit point, reduces the action needed to load a firearm as long as it would be able to be loaded as a full action or quicker.
Full->Standard->Move->Free

-- Utility Shot
As long as a player has at least one grit point, the player may apply any utiliy shot to any single attack from a firearm. They must declare the utility shot before making the attack.

--- Blast Lock
Make an attack against a lock within first range increment of firearm. A diminuative lock usually has an AC of 7 while larger locks have lower. The lock gains a bonus to AC depending on quality. A simple lock gains +10 AC, average gains +15, good gains +20, superior gains +30. Arcane gains +10. On hit, the lock is destroyed and the object can be opened as if it was unlocked. On a miss the lock is still destroyed, but the object is considered jammed and still locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method
of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

--- Scoot Unattended Item
Make an attack roll against a tiny or smaller unattended object within the first range increment of the firearm. A tiny unattended object has an AC of 5, a diminutive unattended object has an AC of 7, and a fine unattended object has an AC of 11. On a hit, does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, damage the object normally.

--- Trap Springer
Make an attack roll against a trap within the first range increment of the firearm as long as it is able to target the trap's triggering mechanism (such as a floor plate), treating the Disable Device check of the trap as its AC for this attack. If this attack is successful, the trap is automatically activated. If targeting a trap the player or one of their allies created (must have observed the creation of the trap), they gain a +5 circumstance to attack roll while using this deed.
========================================================================

Mythic Feats
========================================================================
- 1st: Rapid Shot
When using Rapid Shot, you can either ignore the feat’s –2 penalty on attack rolls or make two additional attacks instead of one.

- 1st: Dodge
The bonus to AC from Dodge increases by 1. As an immediate action, you can expend one use of mythic power to grant yourself an additional +10 dodge bonus to AC against one attack.

- 2nd: Weapon Focus: Firearms
Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until the end of your turn.

- 2nd: Deadly Aim
When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2.
========================================================================

Items:

========================================================================
Weapon(s):
Masterwork Rifle
Weapon Modifications (3 max):
- Silencer
- Scope
- Concentrated Shot

Masterwork Revolver
Weapon Modifications(2 max)
- Silencer
- Magnum Shot

Masterwork Revolver
Weapon Modifications(2 max)
- Silencer
- Weighted Grip

Masterwork Silver Kukri
========================================================================
Armor:
Mithral Chain Shirt
Mithral Buckler

========================================================================
Magic Items
-

Ammo & Misc:
x100 Metal Cartridges
Gunsmith Kit
Masterwork Tools
Concealable Thieves’ Tools
Bullseye Lamp

Bedroll
Blanket
Rations
Small Tent
Diary
Pen
Inkwell
Soap Bar
Hemp Rope

========================================================================

Appearance and Backstory:

========================================================================
Taylor MacConnel is a fairly young woman, barely 19 years of age. Her shoulder-length, red hair is usually tied back with a green kerchief when she's about and frames a pretty, round face with slightly Asian features. Bright blue eyes twinkle with youthful cheer while an easy smile puts most at ease. She is somewhat tall for her age with wiry strength from spending youth exploring the Virginian foothills. Her demeanor is bright and gregarious and easily makes a good first impression with most people she meets, however she becomes unsettlingly quiet when her temper starts to flare. At times it appears like the shadows swirl around her, but its probably just a trick of the light.
========================================================================

Marcus MacConnel served as soldier in the British Army, serving with great distinction and valor overseas in various oversea expeditions. He retired from the army and returned to Britain with his new fiance, Shina Asumi, a villager from one of the few Japanese settlements on the Chinese mainland. They soon moved to the United States and settled down in Richmond, Virginia for unknown reasons. Not long after, Shina becomes pregnant. It is a happy time for the couple, but complications soon develop and Shina tragicaly dies soon after childbirth, but not before being able to hold and name their only daughter, Taylor. Though devesated by the loss of his wife, in her last hours he vows to raise their daughter to the best of his ablilities, quiting drinking and putting as much effort into making sure that Talor is provided for.

Growing up in a small town north of Richmond, Taylor was often bullied by some of the more bigoted children for her odd looks. It was during this time that she discovered her affinity for the shadows and her skill at hiding. She never lost a round of hide and seek ever and eventually made friends with other social outsiders. On her 16th birthday, her Garou heritage manifests and she is understandably scared and confused. Thankfully, her father is there to help her control her new powers. He explains that their line comes from an ancient tribe of werewolves who once lived in Scotland. Their ancestor was supposedly exiled for percieved cowardice on the eve of a great battle and although they never found out how, the tribe was soon devestated to a man soon after. He tells her not to dwell on their fate as they are ronin now, clanless werewolves, and the best way to honor their ancestor's prudence and courage to walk away is to live a happy life. He also gifts her with a gorgeous silver dagger, saying that it once belonged to her mother, and that she should be careful with it as their kind is weak to such weaponry.

Life continued as normal for Taylor. She becomes an avid hunter in her teenage years, often stalking across the Virginia foothills as a human and wolf, and her father gifts her with her first rifle which she soon names Lupin. She also picks up a hobby as a shadow playwrite, often entertaining children and adults alike in market public spaces, subtly using her powers of shadow and light to make the stories all the grander. It is also in these markets where she witnesses her first slave auction. She is horrified and deeply disturbed by the degeneration and dispair premeating the entire affair. But before she could do anything rash steps in to calm her. He explains that he does not like this state of affairs either, but there is little they can do as they are isolated and doing anything overt will attract the wrong sort of attention. She relents, but her anger at the injustice still burns inside her.

After an incident the age of 17 involving picking off a slave caravan after stumbling across them during one of her hunting trips and helping the escaped slaves find shelter, Taylor joins the Underground Railroad as a conductor. For over a year, she helped dozens of fleeing slaves nothward toward freedom as well as killing or evading slave catchers sent to root her out. She gained the name of Shadow Wolf from her foes while her charges would call her Shephard. One day however, the local government sent out a massive manhunt for her. Usually she would just fade away and let them pass, but this time she was escorting a group of escapees. Hiding them in a nearby abandoned barn loft, she engaged the posse as to lure them away from her charges. Unfortunately, sheer weight of numbers would soon pin and nearly overwhelm her if not for her father intervening and routing them. While angry at her recklessness, he is mostly dissapointed that she would do this behind his back. After all he would have helped her if she had asked.

The two of them soon had to leave the state however, as true to her father's warning, it became too hot for them to stay around as they had attracted attention from both the human government as well as other, less mundane types. They took a train headed west into the frontier, eventually migrating into Utah and settling in Salt Lake City. Her father would become a factory foreman, while she would take up a job as a courier for the local post office.

Today she is delivering some packages to several patrons in the Knutsford Hotel in downtown Salt Lake City. A fairly normal route, she nevertheless keeps her weapons on her, as some of the parcels she deliver can be sensitive and devestating if they were to be stolen.
========================================================================