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Thaane
Male human (chelaxian) fighter (lore warden) 2/gunslinger (pistolero) 1/oracle (black-blooded oracle) 3 N Medium humanoid (human)
Init +6;
Senses Perception +8
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Defense
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AC 19, touch 16, flat-footed 14 (+3 armor, +1 deflection, +3 dexterity, +2 dodge)
hp 43 (3d10+3d8+7)
Fort +7,
Ref +7,
Will +2
Defensive Abilities hard to kill
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4/19-20) or
. . falchion +3 (2d4/18-20)
Ranged double-barreled pistol +8 (1d8+1/×4)
Special Attacks grit, mythic power (5/day, surge +1d6)
Oracle (Black-Blooded Oracle) Spells Known (CL 3rd; concentration +8)
. . 1st (6/day)—cause fear (DC 14), entropic shield, inflict light wounds (DC 14), murderous command{super}UM{/super} (DC 14), obscuring mist
. . 0 (at will)—create water, detect magic, light, purify food and drink (DC 13), read magic
. .
Mystery Dark tapestry
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Statistics
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Str 11,
Dex 19,
Con 13,
Int 9,
Wis 9,
Cha 17
Base Atk +5;
CMB +3;
CMD 22
Feats Combat Expertise, Extra Revelation[APG], Gunsmithing[UC], Improved Initiative, Point-blank Shot, Precise Shot, Rapid Reload, Two-weapon Fighting
Traits focused mind, reactionary
Skills Acrobatics +3, Climb +2, Craft (firearms) +5, Escape Artist -3, Fly -3, Heal +3, Knowledge (arcana) +3, Knowledge (history) +3, Knowledge (local) +3, Knowledge (religion) +4, Perception +8, Ride +2, Sleight of Hand +1 (+3 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +3, Stealth +2, Swim +1, Use Magic Device +4
Languages Common
SQ curse of black blood, deeds (gunslinger's dodge, quick clear, up close and deadly), mystery (dark tapestry), revelation (black blood spray, cloak of darkness, many forms)
Other Gear studded leather, dagger, double-barreled pistol, falchion, firearm bullet (30),
handy haversack,
ring of protection +1, air bladder, air bladder, bandolier, bedroll, belt pouch, flint and steel, gunsmith's kit, masterwork tool, mess kit, pot, powder, powder horn, silk rope (50 ft.), torch (10), trail rations (10), waterskin (2), wrist sheath, mule, 3,838 gp, 8 sp, 1 cp
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Special Abilities
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Black Blood Spray (1d8+1, 1/day) (Su) Spray blood as touch attack vs adjacent target for 1d8+1 damage as immediate action after taking slashing or piercing damage
Cloak of Darkness +4/+2 (3 hours/day) (Su) +4 AC, +2 Stealth.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Curse of Black Blood All black-blooded oracles effectively share the same curse—the curse of black blood. The material affects these oracles physically and mentally, altering both physiology and mystic powers. The blood of a black-blooded oracle actually runs black, and
Focused Mind +2 to Concentration checks
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Many Forms (3 minutes/day) (Su) As a standard action, you can assume the form of a Small or Medium humanoid, as the alter self spell. At 7th level, you can assume the form of a Small or Medium animal, as beast shape I. At 11th level, you can assume the form of a Small
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Double-barreled pistol) You can reload fast with one type of Crossbow or Firearm.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.