Traits
Fate's Favored (increase all luck bonuses by 1)
Dangerously Curious (+1 UMD, and it is a class skill)
Languages
Common, Ignan
Favored Class Bonus
(1/2) Add +½ to the bonus on initiative checks the mysterious stranger makes while using her gunslinger initiative deed.
Skills (4 ranks/level)
+8* Acrobatics (1 rank + 3 class + 4 Dex)
+3^ Bluff (3 Cha)
+5 Craft, ammunition (2 ranks + 3 class)
+7^ Diplomacy (1 rank + 3 class + 3 Cha)
+3^ Intimidate (3 Cha)
+4 Perception (2 ranks + 3 class - 1 Wis)
+9 Use Magic Device (2 ranks + 3 class + 3 Cha + 1 Trait)
-1^ Sense Motive (-1 Wis)
*-1 Armor Check Penalty
^+2 vs. Goblins
SQ Wildfire Heart
Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
Burning Hands (Sp, 1/1, DC14, CL2)
Fire in the Blood (4/4 hp of healing remaining)
Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
Grit/Panache (Ex, 6/6)
Picaroon levels stack with mysterious stranger levels for the purpose of satisfying Signature Deed’s level requirement.
At the start of each day, a picaroon gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum.
At the start of each day, instead of using her Wisdom to determine the number of grit points she gains at the start of each day, the mysterious stranger uses her Charisma. 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 mysterious stranger spends grit/pnache to accomplish deeds (see below), and regains grit/panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon or a One-Handed Firearm
Each time the picaroon confirms a critical hit with a light or one-handed piercing melee weapon or a one-handed firearm, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the picaroon’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon or a One-Handed Firearm
When the picaroon reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon or a one-handed firearm attack while in combat, she regains 1 panache 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 picaroon’s character level to 0 or fewer hit points doesn’t restore any panache.
Deeds
Picaroons spend panache points to accomplish deeds. Most deeds grant the picaroon a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the picaroon has at least 1 panache point, but do not require expending panache to be maintained. A picaroon can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the picaroon has or spends the required number of panache points to perform the deed.
Derring-Do (Ex)
At 1st level, a picaroon can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex)
At 1st level, when an opponent attempts a melee attack against the picaroon, the picaroon can as an immediate action spend 1 panache point to move 5 feet; doing so grants the picaroon a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the picaroon had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The picaroon can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Melee Shooter (Ex)
At 1st level, as a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the picaroon can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack made by the one-handed firearm during her turn. This deed replaces opportune parry and riposte.
Deadeye (Ex)
At 1st level, the mysterious stranger 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 mysterious stranger 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 mysterious stranger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the mysterious stranger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the mysterious stranger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the mysterious stranger can drop prone to gain a +4 bonus to AC against the triggering attack. The mysterious stranger 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.
Two-Weapon Finesse (Ex)
A picaroon gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons. She also gains the effects of the Two-Weapon Fighting feat as long as she is wielding a light or one-handed piercing melee weapon in one hand and one-handed firearm in the other hand. This ability counts as having both the Weapon Finesse and Two-Weapon Fighting feats for the purposes of meeting feat requirements.
This ability replaces swashbuckler finesse.
Gunsmith
At 1st level, a mysterious stranger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The mysterious stranger also gains Gunsmithing as a bonus feat.
Other Gear
gunslinger's kit (a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith's kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin.)
Donkey (carries most of Gunslinger's kit)
Encumbrance
20lbs. armor
4lbs. pistol
1lb. kukri
2lbs. rapier
6lbs. splash weapons
33lbs. encumbrance (max weight for a 10STR character)
Gold
150gp starting gold
500gp We Be Goblins!
430gp The Confirmation
20gp day job
430gp Wounded Wisp
1gp day job
1531gp
300gp MWK pistol upgrade
40gp cold iron rapier
308gp MWK kukri
25gp studded leather
40gp 2x alchemist's fire
20gp 2x acid
50gp 2x holy water
10gp 2x spring-loaded wrist sheath
0.2gp 2x weapon cord
26gp gunslinger's kit
8gp donkey (to carry gunslinger's kit)
180gp wand of burning hands (CL 3rd, 4 charges; 180 gp, limit 1) The Confirmation
225 wand of cause fear (15 charges; 225 gp) Wounded Wisp
280.8gp
Prestige Points
0PP starting
1PP We Be Goblins
2PP The Confirmation
2PP Wounded Wisp
5PP
-2PP Wand of divine favor
-2PP Wand of CLW
-1PP Wayfinder
0PP
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Special Abilities
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My Boons:
Explore, Report, Cooperate (Wounded Wisp)
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Prized Find
You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
Confirmed Field Agent
Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point.
Explore, Report, Cooperate (The Confirmation)
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix
The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
You Be Goblin!
You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins
Bot Me!:
Rapier attack
[dice=rapier, attack]1d20+6[/dice] for [dice=cold iron, piercing]1d6[/dice]
Kukri attack
[dice=kukri, attack]1d20+8[/dice] for [dice=slashing]1d4[/dice] does not regenerate panache/grit
Pistol attack
[dice=pistol, attack]1d20+7[/dice] for [dice=piercing]1d8[/dice]
TWF Attack
[dice=rapier, attack, TWF]1d20+6-4[/dice] for [dice=piercing]1d6[/dice]
[dice=pistol, attack, TWF]1d20+7-4[/dice] for [dice=piercing]1d8[/dice]