About Theodor Fischer
Theodor Fischer
Male Kitsune Gunslinger (Mysterious Stranger) 1
N Medium Humanoid (Kitsune, Shapechanger)
Init +6; Senses Perception -1
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DEFENSE
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AC 15, touch 14, flat-footed 11 (+4 Dex, Quilted Cloth Armour)
hp 12 (1d10+2) (+2 Con)
Fort +4, Ref +6, Will -1
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OFFENSE
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Spd 30 ft.
Melee Rapier -1 (1d6-2/18-20/x2)
Ranged Blunderbuss +5 (1d8/20/x2)
Special Attacks Deadeye, Focused Aim
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STATISTICS
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Str 7, Dex 18, Con 14, Int 10, Wis 8, Cha 18
Base Atk +1; CMB -1; CMD 14
Feats Gunsmithing, Martial Weapon Proficiency, Realistic Likeness, Simple Weapon Proficiency
Traits Bandit, Reactionary
Skills Acrobatics +10, Bluff +8, Climb -1, Craft (alchemy) +4, Disguise +24, Sleight of Hand +8, Stealth +9, Survival -1
Languages Common, Samsaran, Sylvan
SQ Grit
Combat Gear Blunderbuss (battered), Rapier;
Other Gear Backpack (Gunsmithing Kit, Pellets (30 handfuls), Powder Horn (2), Explorer's outfit, Pouch, belt (pellets, 29 handfuls), Powder horn, Quilted cloth armour
Encumbrance 29.5 lbs (medium load) 22 lbs w/o backpack (light load)
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TRACKED RESOURCES
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Bullets
Pellets
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SPECIAL ABILITIES
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Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Deeds: A mysterious stranger swaps a pair of deeds for the following.
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.
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.
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.
Fast Shifter (Su): Change shape is a move action instead of a standard action. This replaces kitsune magic.
Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds, and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.
Lucky (Ex): Starting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble.
Realistic Likeness: You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.
Stranger's Fortune (Ex): Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action. This ability replaces gun training.
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Age: 21, 5'8", 150 lbs, Black hair with shocks of red hair at the temples, Yellow eyes, Tanned skin
Bandit: +1 Stealth checks and it is a class skill.
Reactionary: +2 to Initiative checks