Valeros

Vincent Bloodmoon's page

97 posts. Alias of Slyness.


Race

CG Gunslinger Striker/Hedgewitch(6) | Vitality: 194 | Wounds: 124/31 | AC: 55 | Touch: 54 | FF: 21 | DR: 7/armor | Fort: 28 | Ref: 52 | Will: 24 | CMD: 64 |

Classes/Levels

Init: 42 | Per: 18 | Speed: 60' | Tension: 9 | SP: 12 | MSB: 6 | MSD: 17 | Conc: 14 |

About Vincent Bloodmoon

-----Description:-----
Vincent is a tall, muscled human. His hair is black and his eyes are green. His demeanor is friendly and flirty. He has a way of finding the nearest dice game. He wears a long coat, a wide-brimmed hat, and a revolver on his hip.

Currently, Vincent works as a sharpshooter for Mistress Mychell's Marvels, Menagerie & Magic, a traveling carnival.
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| Ht: 6'4" | Wt: 190 lbs. | Pic: 1 | 2 |
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| Str: 19 | Dex: 78 | Con: 31 | Int: 17 | Wis: 24 | Cha: 19 |
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| Languages: | Common | Celestial | Draconic | Giant |
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| Spell Points: 12 | DC: 18 | MSB: 6 | MSD: 17 | Concentration: 14 |
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| Range: | 35' | 140' | 560' |
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-----Defense-----
| Vigor: 194 | Wounds: 124/31 | CMD: 64 | Fort: +28 | Ref: +52 | Will: +24 |
| Armor: None | AC: 55 | Touch: 54 | Flat-footed: 21 | DR: 7/armor |
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-----Offense-----
| BAB: +6 | CMB: +44(Di,Su,Tr:+3) | Initiative: +42 | Speed: 60' |
| Melee: | Unarmed Strike(B): +38(1d4+4) | Touch: +42 |
| Ranged: | Revolver(B/P)(19-20/x2) +45(1d8+39) | Crit: +6 damage | Touch: +42 |
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-----Trained Adventuring Skills-----
| Acrobatics: 43 | Bluff: 13 | Climb: 8 | Diplomacy: 14 | Disable Device: 47 | Escape Artist: 38 | Fly: 43 | Heal: 11 | Intimidate: 8 | Perception: 18(Traps:+1) |
| Prof-Gambler: 16 | Sense Motive: 16 | Sleight of Hand: 43 | Spellcraft: 12 | Stealth: 43 | Survival: 16 | Swim: 13 | Use Magic Device: 8 |
| Know-Arcana: 7 | Know-Dung: 7 | Know-Local: 8 | Know-Nature: 7 | +7 Know-Planes: 7 | Know-Religion: 7 |
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-----Skinwalker(Werewolf)Racial Traits:-----
Ability Scores: | Con:+2 | Int:-2 | Wis:+2 |
Senses: | Low-light Vision |
FCB: +6 HP
Animal Minded: Perception:+2
Change Shape(Su): When you assume bestial form, choose one of the following features: | Bite: 1d6 | Claw(x2): 1d4 | Darkvision: 60' | Saves: +2 racial bonus |
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-----Traits:-----
Curse in the Blood: Gain a +1 trait bonus on saving throws against curses.
Focused Mind: Gain a +2 trait bonus on concentration checks.
Friend in Every Town: Gain a +1 trait bonus on all Know-Local and Diplomacy checks. One of these is a class skill.
Reactionary: Gain a +2 trait bonus on Initiative checks.
Vagabond Child: Gain a +1 trait bonus on Disable Device checks, and it is a class skill.
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-----Feats-----
Extra Feature: When you change shape to your bestial form, choose an additional feature to gain.
Toughness: Gain +1 hit points whenever you gain a Hit Die.
Feral Vitality: Gain fast healing 2.
Improved Initiative: Gain a +4 bonus on initiative checks.
Quick Draw: You can draw a weapon as a free action.
Gun Training(Revolver): Gain a bonus equal to your Dexterity modifier on damage rolls when firing this type of firearm.
Vital Strike: When you use the attack action, roll the weapon’s damage dice for the attack twice and add the results together before adding other damage bonuses.
Weapon Focus-Firearms: Gain a +1 bonus on all attack rolls you make using a selected group of weapons.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. You may also make attacks of opportunity while flat-footed.
Extra Combat Talent(x5): Gain an additional combat talent .
Cantrips: You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
Energy Attunement-Cold(Gift): You gain resistance to one type of energy equal to twice your character level. In addition, any weapon you wield deals an additional 1d6 damage of the same energy type.
Gestalt(HO)-Rogue: Gain all the non-spellcasting class features of a class as if half your total character level was your class level.
Heroic Grace(HO)(Wis): Add your Wis bonus to all your saving throws, in addition to your normal ability modifier.
Mental Paragon(HO): Your Intelligence, Wisdom, and Charisma are a base of 18.
Skill God(HO)(Per): Whenever you must make a check for this skill, you always act as if you had rolled a 20.
Super Speed(HO): Gain an additional move action each round. You may forgo both of your normal move actions to instead take two standard actions in a single turn.
Ultimate Combat(HO)(33/day): When you make an attack that misses, you may invoke Ultimate Combat as a free action. The attack hits. Uses/day: 1 + Dex.
Mythic: Vital Strike: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, also multiply the bonuses that would normally be multiplied on a critical hit.
Mythic: Mythic Paragon: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells.
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-----Striker(Black Powder Brawler)-----
AC Bonus(Ex)(6): The striker adds his Wisdom bonus to his AC and his CMD; this bonus cannot exceed his class level. This AC bonus does not stack with any class features which share the same name as it, but does stack with Unarmored Training. This bonus to AC applies even against touch attacks or when the striker is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears medium or heavy armor, uses a shield, or when he carries a medium or heavy load.
Firearm Proficiency: The black powder brawler gains Firearm Training from the Equipment sphere as a bonus talent. If he already possesses this talent, he may gain any other Equipment talent for which he qualifies.
Tension(Ex)(Max:6): A black powder brawler uses his Wisdom modifier to determine his maximum tension. At 3rd level and every three levels afterward, his maximum tension increases by 1. If a striker spends 1 minute or longer outside of combat, he loses all tension he possesses. A striker begins the day with no tension, but can gain tension in the following ways (a striker cannot gain tension from each of these more than once per round):
---Critical Offense: Whenever the striker confirms a critical hit with an unarmed strike while in the heat of combat, he gains 1 tension.
---Offensive Pressure: Whenever the striker successfully damages a creature with an unarmed strike or makes a successful combat maneuver check against a creature to initiate a combat maneuver, he gains 1 tension.
---Defensive Determination: Whenever the striker takes damage from an attack originating from a creature (including spells, spell-like abilities, and supernatural abilities), he gains 1 tension. A striker does not gain tension from attacks made against his while he is flat-footed or unaware.
-----Maneuvering Momentum: Whenever the striker moves 10 ft. or more during his turn, he gains 1 tension.
Tension Technique-Expert Guard(Ex)(1): For each tension spent on this tension technique, gains a +1 circumstance bonus on all saves until the beginning of his next turn.
Tension Technique-Fiery Offense(Ex)(1): For each tension spent on this tension technique, gains a +1 circumstance bonus to attack and damage rolls made with unarmed strikes until the beginning of his next turn.
Tension Technique-Light Step(Ex)(1): Spend a swift action and select a single creature, all movement does not provoke attacks of opportunity from that creature until the beginning of his next turn.
Tension Technique-Stalwart Form(Ex)(1): For each tension spent on this tension technique, gains DR 1/- until the beginning of his next turn; stacking with similar damage reduction.
Tension Technique-Timely Dodge(Ex)(1): For each tension spent on this tension technique, gain a +1 dodge bonus to AC until the beginning of his next turn.
Tension Technique-Critical Knuckle(Ex)(2): Increases the critical threat range of unarmed strikes by 1 until the beginning of his next turn; stacks with other increases to unarmed strikes' critical threat range, but is applied last.
Tension Technique-Perfect Offensive(Ex)(2): Automatically confirm a critical threat made with an unarmed strike.
Tension Technique-Swift Focus(Ex)(2): Spend a swift action to regain martial focus.
Tension Technique-Rapid Pummel(Ex)(3): Once per turn when making an attack action with an unarmed strike or attempting a combat maneuver check as a standard action, spend a swift action to make an additional attack with an unarmed strike with a -2 penalty.
Tension Technique-Second Chance(Ex)(3): Reroll a saving throw after the result has been revealed, although he must accept the result of the reroll.
Tension Technique-Speed Step(Ex)(3): Spend a swift action to move up to his speed with whatever methods of movement he possesses.
Striker Art-Enduring Critical(Ex): The critical knuckle tension technique lasts for an additional number of rounds equal to his Wis.
Striker Art-Firearm Fighter(Ex): The striker treats a one-handed firearm as though it is his unarmed strike for how much damage it deals and striker class features. Reduce the action needed to reload all one-handed firearms by 1 step.
Gun Genius-Improved Rifling(Ex): The striker's firearm has its range increment doubled.
Accurate Shooter-Dependability(Ex): Reduce the misfire rate of one-handed firearms by 1.
Accurate Shooter-Range(Ex): Increase the range increment of one-handed firearms by 5'.
Desperate Tension(Ex): If the striker starts his turn with 0 tension, he gains 1 tension.
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-----Physical Exemplar-----
Prowess(Ex): At 1st level, the physical exemplar gains a +1 bonus to Fortitude and Reflex saves. Additionally, the physical exemplar gains 1 extra hit point at every level.
Exercise(Ex)(Dex:+2): At 2nd level, the physical exemplar increases his Strength, Dexterity, or Constitution by +1. The physical exemplar gains an additional ability score increase at 6th level and every 4 levels thereafter.
Practice(Ex): The physical exemplar gains a bonus feat at 5th, 10th, 15th, and 20th levels.
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-----Youxia-----
Combat Focus(Ex)(Revolver)(CMD:+3): Selects one weapon to be his wushu weapon. The youxia adds 1/2 his youxia level to his CMD when armed with his wushu weapon.
Ki Pool: At 2nd level, a youxia gains a pool of ki points. The number of points in a youxia’s ki pool is equal to 1/2 his youxia level + his Wisdom modifier. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Talents: As a youxia gains experience, he learns a number of talents that grant him new ways to spend his ki pool. At 2nd level, a youxia gains one ki talent. He gains an additional youxia talent for every 2 levels attained after 2nd level.
---Dance of Sixteen Fists(Su)(5 images)(10 rounds): As a swift action, the youxia may spend one ki point to create illusionary duplicates that match his movements. This acts as the mirror image spell except that it creates a maximum number of images equal to 1/2 his youxia level and only lasts for 1 round/level.
---Hammer Blow(Ex)(2d6): As a swift action, after a successful attack roll with his wushu weapon, the youxia may spend one ki point to increase the damage of his attack by +1d6. The extra damage increases to +2d6 at 6th level, +3d6 at 11th level, and +4d6 at 16th level.
---Inner Focus(Su): As a swift action, the youxia can spend one ki point to add a +4 bonus to any single skill check the youxia makes. This may be done after the check is made.
---Ki Strike(Su): As long as the youxia has at least 1 point in his ki pool, his attacks with his wushu weapon may count as ki strikes, allowing the weapon to be treated as magic for the purpose of overcoming damage reduction. If the youxia is 10th level or higher, his ki strike also counts as good. At 16th level, the youxia’s ki strike is treated as adamantine for the purpose of overcoming damage reduction and bypassing hardness.
---No-Shadow Step(Su): As an immediate action, the youxia may spend one ki point whenever he fails a saving throw. The youxia then rerolls the saving throw with the same bonus and must use the second result, even if it is worse than the first.
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-----Hedgewitch-----
Casting(Wisdom): A hedgewitch is a Mid-Caster.
Somatic Casting(x2): You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Easy Focus: When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration instead of a standard action.
Spell Pool(8): A hedgewitch gains spell points equal to his class level + his casting ability modifier.
Astrology Benefit: You gain the Light sphere as a bonus magic talent.
Astrology Power-Sun Aura(30')(2d4): Grants a bonus 1d4 fire damage to weapon damage rolls, and increases by an additional 1d4 damage for every 5 hedgewitch levels you possess.
Astrology Secret-Wax and Wane: As a free action, you can adjust the light level your aura provides, increasing the level of light by up to two steps up to a maximum of normal light or shedding no light at all.
Covenant Benefit(Good): Select an alignment that you possess. Gain an aura of your chosen alignment as a cleric of equal level. In addition, you may detect your opposite alignment as if using the detect alignment Divination ability. You must spend a move action and focus on a single item or creature within 60'. You do not detect alignment in any other object or creature when using this ability.
Covenant Power(3d6)(6/day): You may touch a creature as a standard action (or yourself as a swift action) and heal that target 1d6 hit points per 2 hedgewitch levels. You may use this ability to harm undead. You may also expend two uses of this ability to channel energy, as the cleric class feature. Uses: 3 + 1/2 your hedgewitch level.
Covenant Secret-Disappear(Sp)(6 rounds)(10/day): You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per level or until you attack. Uses: 3 + Wis.
Covenant Secret-Mercy: | Diseased |
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-----Martial-----
Martial Tradition: Outlaw
---Equipment: Firearm Training, Unarmored Training
---Bonus Spheres: Scout, Sniper
Combat Training: Gain a combat talent at 1st level and every 2 levels thereafter.
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-----Weapon Champion-----
Favored Weapons(Ex)(Firearms): Selects a group of weapons to act as his favored weapons.
Weapon Advantage(Ex)(x3): +1 to CMB for disarm, sunder, and trip attacks made with favored weapons.
Weapon Dominance(Ex): +1 to attacks and damage with favored weapons.
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-----Rogue(3)-----
Trapfinding(+1): A rogue adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks and can use Disable Device to disarm magic traps.
Sneak Attack(2d6): The rogue’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC, or when the rogue flanks his target.
Evasion: On a successful Reflex save, the rogue takes no damage.
Rogue Talent-Trap Spotter(Ex): Whenever the rogue comes within 10' of a trap, he receives an immediate Perception skill check to notice the trap.
Trap Sense(Ex)(+3): Gain a bonus on Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps.
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-----Sphere: Equipment(3)-----
Firearm Proficiency: Gain proficiency with all firearms and Gun Training.
Unarmored Training(AC:5): When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.
Critical Genius(Revolver): You may select 1 weapon with which you are proficient, treating that weapon as though its critical threat range was 19-20 and its critical multiplier as though it was x2. In addition, when you confirm a critical hit with the chosen weapon while using the attack action, you deal additional damage equal to your base attack bonus; this additional damage is applied after other modifiers and is not multiplied by the critical hit. At +10 base attack bonus, the chosen weapon’s critical threat range is treated as 18-20.
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-----Sphere: Athletics(2)-----
Coordinated Movement: Whenever you take the withdraw action, you regain your martial focus.
Fly: You do not need to make a Fly check to remain flying when moving less than half your speed on your turn and count as being one size larger when determining the effects of wind on you while flying. This does not give you the ability to fly; it simply augments your movement abilities if you possess a means of flight. You may gain ranks in the Fly skill even if you do not possess a means of flight.
Run: You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start, you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running. If you possess both the (leap) and (run) packages, you gain a competence bonus on Acrobatics checks equal to half your base attack bonus instead of retraining the ranks a second time. Associated Feat: Run.
Swim: You may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath. A successful Swim check means you may move up to your base land speed as a full-round action or 1/2 your base land speed as a move action.
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-----Sphere: Barrage(5)-----
Practitioners of the Barrage sphere gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft. Associated Feat: Point-Blank Shot.
Barrage: As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2 to -4. For every 5 points of base attack bonus you possess, when expending your martial focus you may increase this penalty by an additional -2 to make an additional extra attack.
Close Combat Specialist: When you have martial focus, you do not provoke an attack of opportunity when making a ranged attack. If you possess the Vigilant Sharpshooter talent, you may flank targets in your threatened area with your ranged weapons.
Vigilant Sharpshooter(x2): As long as you have martial focus, you threaten all squares within 5 ft. of yourself with your ranged or thrown weapon. When making an attack of opportunity with a ranged weapon, you do not provoke an attack of opportunity with your ranged attack. If taken a second time, increase the distance that you threaten by +5 ft. Associated Feat: Snap Shot, Improved Snap Shot
Ceaseless Ammo(Su): So long as you have at least 10 pieces of ammunition of a particular non-magical type, you may fire as many pieces of that ammunition as you desire without actually expending your ammunition. When the combat is finished, you cannot retrieve more pieces of ammunition than you had before the combat began; you always end the combat with the same amount of ammunition you started with.
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-----Sphere: Scout(2)-----
Gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere.
Scout: As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
Somnambulance: Your acute senses have been trained to their peak, making you difficult to catch unaware even while sleeping. You no longer increase the DC of Perception checks made while you are sleeping, and falling unconscious or going to sleep no longer causes you to lose martial focus. In addition, you are no longer considered helpless while sleeping as your heightened senses allow you to react to threats your conscious mind is unaware of.
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-----Sphere: Sniper(4)-----
Practitioners of the Sniper sphere can shoot at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Associated Feat: Precise Shot.
Deadly Shot: As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack. In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon. Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot.
Targeted Assault(-3): Whenever you make a successful ranged attack against a creature or object as an attack action, the target’s damage reduction, energy resistance, or hardness is reduced by an amount equal to 1/2 your base attack bonus against that attack.
Weapon Shot (snipe): On a successful deadly shot, you may make a free ranged disarm attempt against the target, using your original attack roll for the deadly shot as your combat maneuver check. You do not provoke an attack of opportunity for this combat maneuver, except as usual when making ranged attacks.
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-----Sphere: Life(1)-----
Cure(1d8+4): As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).
Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. If the condition targeted is part of an on-going effect, this suppresses the effect for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects. This accomplishes all of the following:
---Heals 1d4 points of ability damage to one ability score of your choice.
---Removes the fatigued condition, or lessens exhaustion to fatigued.
---Removes the sickened condition, or lessens nauseated to sickened.
---Removes the shaken condition, or lessens frightened to shaken, or panicked to frightened.
---Removes the staggered condition.
---Removes the dazzled condition.
---Removes the battered condition.
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-----Sphere: Telekinesis(1)-----
Telekinesis(Diminutive, Speed 20 ft, DC 16): As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.
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-----Sphere: Warp(2)-----
Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.
Bend Space: Bending space requires a standard action, and you must be touching the target or location to be affected.
Extradimensional Storage: Gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die, all contents of your extradimensional space appear in your square or the nearest unoccupied space.
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-----Sphere: Weather(2)-----
Control Weather(Severity 4): As a standard action, you may control all weather within Medium range, adjusting either the wind, temperature, or precipitation levels. If you are in a confined area such as inside a building, your control only extends to the edge of that space. This change in weather lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this change to continue for 1 minute per caster level without concentration. When using control weather to change the weather’s severity, the change happens 1 level change per category per round until the desired severity is reached. When the effect ends, the severity of the altered weather categories returns to normal by 1 step per round. If you are maintaining the effect through concentration, the effect moves with you. If it is being maintained through a spell point, it remains stationary.
Severe Weather: When you control weather, you may spend an extra spell point to raise the severity you can create or alter with your control weather by 1 level, to a maximum of severity level 7.
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-----Mythic Abilities: | Champion | Trickster | Tier: 1 |-----
Bonus Hit Points(15): Whenever you gain a tier, you gain 5 bonus hp.
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)(5/day): 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.
Surge(Su)(1d6): 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. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Sudden Attack(Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Fleet Charge(Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Impossible Speed(Ex): 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.
Speed Surge(Ex)(Path Dabbling): As a free action, you can expend one use of your mythic power to take an additional move action or to increase your speed by 10 feet times your mythic tier when you use the charge, run, or withdraw action.
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-----Automatic Bonus Progression-----
| Dex:+2 | Wis:+2 | Saves:+2 | AC:+1 | Deflection:+1 | NA:+1 | Weapon:+1 |
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-----Low-Magic-Item Rules-----
Stats: | Str:+1 | Dex:+3 | Con:+1 | Int:+1 | Wis:+2 | Cha:+1 |
Competence(2): Characters gain a competence bonus to attack rolls, damage rolls, armor class, saving throws, and initiative checks equal to one-third their class level, rounded down.
Feats: At 1st level, 3rd level, and every subsequent 3rd level, characters gain a bonus feat.
Gift/Knack: Every 4th level, characters gain a bonus [Gift] or [Knack] feat.
Advanced Techniques: Attacks have a 50% chance to strike incorporeal or ethereal targets.
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-----Legendary Item: Blackbird (Revolver)-----
| Range: 95' (20' + IS:20' + Duster:30' + AS:5' + IR:20') | Misfire: 0 | Reload: Free | Capacity: 6 |
Mythic Bond: A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Legendary Power(2/day): All legendary items contain a pool of power—at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not that creature is mythic. These uses of legendary power can be expended only to activate the legendary item’s abilities. If the item’s bearer isn’t bonded to the item, he can expend the item’s legendary power only to use its legendary surge ability.
Legendary Surge(1d8): This ability allows the bearer to add the result of a d6 to the appropriate type of roll or check. A mythic bearer can use his surge die type in place of the d6. If she’s bonded to the item, he can increase that die type by one step.
---Weapons: Attack rolls and combat maneuver checks made while using the weapon.
Inestimable Beauty: Your item is a matchless masterwork, so beautiful to behold that all who see it agree they have never seen its equal. Your item gains the impervious quality as if it were a weapon with an enhancement bonus equal to one-half your mythic tier (minimum 1). In addition, its beauty is so enchantingly perfect that when you wear or wield it you can use bardic performance (distraction or fascinate), using your mythic tier as your bard level and functioning with these performances as though you had a number of ranks in a relevant Perform skill equal to twice your mythic tier. You can expend one use of the item’s legendary power to use enthrall or hypnotic pattern with a caster level equal to your Hit Dice plus your mythic tier. If you expend two uses of legendary power, you can use the mythic version of enthrall or hypnotic pattern.
Unyielding: The item has double the hardness of a typical item of its type and triple the hit points. Furthermore, it’s immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Returning: The creature bonded to this item can expend one use of mythic power to teleport the item to his waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can be taken a second time, allowing the item to cross planes to return to the bonded creature. The item must be a major artifact to take this ability again.
Improved Sight: A firearm with an improved sight gains a +20 foot circumstance bonus to its range increment.
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Other Gear: | Farsight Duster(16k) | Improved Sight(10k)(LG) | MW Artisan Tools(Traps)(55) | Concealable Thieves’ Tools(190) | Trap Bag(15) | Gunslinger's Kit(26) | Gunsmith's Kit(15) | Ammunitionx90(135) | |

Progression Ideas:

Ultimate Defense(HO): When you are hit by an attack roll, you may invoke Ultimate Defense as a free action. The attack misses you. You may invoke Ultimate Combat a number of times per day equal to 1 + your Wis.
Ooze Ichor: You are able to deal bleed damage to behemoths, constructs, elementals, and undead, bypassing their normal immunity, though all bleed damage you deal to such creatures is reduced to half of what it would normally be, to a minimum of 1 point of bleed damage whenever you would successfully deal bleed damage to such a creature.
Mythic: Combat Reflexes(HO): Creatures within your threatened area provoke attacks of opportunity from you. This is provoked when they first enter an area you threaten, and again at the beginning of their turn if they are in an area you threaten.
Whirlwind Draw(disarm): Whenever you succeed at a disarm attempt, you may immediately sheathe your weapon as a free action. In addition, you may threaten with a sheathed or carried weapon as long as you have enough free hands to wield it, drawing the weapon as part of any attack of opportunity a creature may provoke from you.
Quick Sheath: You may put away a weapon as a free action.

Feats & Talents:

Level: 16(4+4+2+4+2+4)
Xmas: 3
Gift: 1
PE: 1
Prof: 1
Mythic: 2

Martial Tradition: 4
Striker: 6+1=7
Hedge: 3
ExCT: 2

Hedgewitch: 6