Wes started off as a law man. A deputy sheriff of a small, dusty town. But being a law man doesn't always pay the bills--especially after losing one too many games of poker. Deep in debt and coming to the realization that he was starting to get some unwanted attention, Wes decided to flee to Indian lands. Fortunately, Wes had always been fair to Indians, so they allowed him in and even began teaching him some of their ways in magic.
Eventually, though, Wes felt the itch to return to civilization. And it had been long enough that Wes probably didn't have a target on his back any longer. Striking out with only his trusty black stallion, Midnight, Wes scratched together a living claiming bounties for wanted fugitives. And usually bringing them back alive, too. He always thought it was better for the law if folks saw the criminals hanged publicly.
As he wandered into Roderic's Cove, Wes couldn't shake the feeling that something big was going down. Good or bad he wasn't sure, but his intuition on these things was often right.
Personality and Appearance:
Wes has seen his fair share of years, wrinkles etched in from dirt and dust onto what used to be a handsome face. He likes curvy women, straight whiskey, and straight shooters; he'll tell it like it is. Maybe that's why he's so terrible at Poker, a vice he still hasn't given up even after his years in Indian lands. He's not bloodthirsty, but is steadfast in the face of trouble--when you're in the Wild West, that's the only way to ride. He's a bit of a loner--his truest friend is Midnight, a black stallion that has a mind of his own but has never let Wes down.
Character Sheet:
Wes Higgins
Male Human Hunter (Colluding Scoundrel, Urban Hunter) 3
LN Medium Humanoid (human)
Init +6; Perception +10;
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Defense
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AC 19, touch 19, flat-footed 15 (+4 Dex, +5 Defense Bonus)
HP 26 (3d8+3)
Fort +5 Ref +7, Will +3
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Offense
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Speed: 30 ft.
Revolver, Mwk ("Peggy"): +6, 1d8+2/x4 (20 ft)
Light Revolver, Mwk ("Sally") +6, 1d6+2/x4 (20 ft)
1874 Sharps Rifle, Mwk ("Bertha") +6, 2d8+2/19-20/x3 (120 ft)
Ranged Disarm: +6, deals weapon damage
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Statistics
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Str 10, Dex 18, Con 14, Int 10, Wis 15, Cha 8
BAB +2; CMB +6; CMD 18
Feats: Elephant in the Room, Mounted Combat, Two-Weapon Fighting, Precise Shot, Ranged Disarm, Alertness
Traits: Pillager: Growing up in a place where authorities, if there were any, rarely enforced property laws, you learned quickly that you have only what you can hold—but you gain whatever you can take. You gain a +1 trait bonus on combat maneuver checks to perform disarm and steal combat maneuvers.
Time Lost: You’ve always felt separated from the era into which you were born. You have a knack for knowing when to act a few instants in advance and gain a +2 trait bonus on Initiative checks. Once per adventure as an immediate action, you may use your strange link to the flow of time to force the GM to reroll a single d20 roll. You must declare the use of this ability immediately after the GM rolls the d20, but you can choose to do so after learning the results of the roll.
Skills: Climb +5(2), Diplomacy +3(1), Handle Animal +5(3), Heal +6(1), Intimidate +3(1), K. Dungeoneering +4(1), K. Geography +4(1), K. Local +6(3), Linguistics +1(1), Perception +10(3), Profession (gambler) +6(1), Ride +10(3), Sense Motive +10(3), Spellcraft +4(1), Stealth +8(1), Survival +2(0) (+3 to track), Swim +4(1)
Languages: English, Sioux
Hunter Abilities:
Animal Companion (horse), opposed sense motive vs stealth check to realize horse is a threat
Scapegoat (swift action to make ally a scapegoat level/day, free if used on animal companion. Target's attacks against anyone but scapegoat at -2)
Nature Training (counts as ranger and druid)
Wild Empathy
Precise Companion (free Precise Shot)
Track
Captor (hunter and animal companion deal nonlethal without penalty)
Spells:
1st (4/day): Cure Light Wounds, Entangle, Obscuring Mist, Resist Energy, Summon Nature's Ally I
0th: Create Water, Grasp, Guidance, Light, Mending, Spark
Equipment:
Mwk Revolver (700)
Mwk Light Revolver (600)
Beneficial Bandolier (1,000)
Saddle, Military (20)
Sharps 1874 Rifle (100)
Spring Loaded Wrist Sheathe x2 (10)
Smelling Salts (25)
Bullets x40 (48)
Gunslinger's Kit (26)
Animal Feed x10 (0.5)
Alchemist's Fire x2 (40)
Acid (10)
Scroll of Faerie Fire (25)
Scroll of Remove Sickness (25)
Scroll of Unbreakable Heart (25)
Boots of Riding (+5 Ride, Cheetah's Sprint on mount 1/day)
Wand of CLW (20 charges)
54.5gp
Midnight:
Midnight
Animal Companion (Bodyguard) 3
N large animal (horse)
Init +2; Perception +7; low-light vision, scent
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Defense
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AC 21, touch 15, flat-footed 19 (+2 Dex, +3 Defense, +6 Natural, -1 Size)
HP: 25 (3d8+6)
Fort +5, Ref +5, Will +2
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Offense
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Speed: 50 ft
Bite, PA +5, 1d4+5
Hooves x2, PA: +3, 1d6+2
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Statistics
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Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
BAB +2; CMB +6; CMD 18
Feats: Weapon Focus (natural), Multiattack, Alertness
Skills: Acrobatics +6(1), Perception +7(1), Sense Motive +3(0), Stealth +6(1)
Special Abilities: Link, Share Spells, Tenacious Guardian
Tricks: Attack x2, Defend, Track, Bolster Companion, Chameleon Step, Deft Stand, Vengeance Strike