Languages: Taldane Common, Draconic, Undercommon, Sylvan
Feats: Point-Blank Shot+1 Atk/Dmg w/Ranged=30', Gunsmithing Craft Ammo/Guns, Repair Guns Traits: Pioneer +1 Ride
Fate's Favored +1 to any Luck Bonus SQ: Grit, Deeds
Lucky +1 Luck vs Will
Deeds:
Primary Selection: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.
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.
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.
Soggy:
Male Krenshar
N Medium Magical Beast Init +6, Senses: Darkvision 60', Low-Light Vision, Scent; Perception +5
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AC 15, TAC 12, FAC 13
(+2 Dex, +3 Natural) HP 18 (2 HD) Fort +4, Ref +5, Will +1
Base Atk +2; CMB +2; CMD 14 (18 vs. trip) Melee Bite +2 (1d6), 2 Claws +2 (1d4)
Abilities: Str 11(0), Dex 14(+2), Con 13(+1), Int 6(-2), Wis 12(+1), Cha 13(+1)
Speed: 40 ft. (6 squares)
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Skills:
Intimidate +1/+5 (1 Cha/+4 to Demoralize, Racial) Perception +5 (1 rank, 3 class, 1 Wis) Stealth +10 (1 rank, 3 class, 4 racial, 2 Dex) Feats: Improved Initiative +4 Initiative Languages: Sylvan (Can Not Speak)
SQ: Skullface (Su) As a standard action, a krenshar can pull the skin back from its face, revealing the musculature and bony structures of its skull. This counts as using Intimidate to demoralize an opponent, and is an extraordinary ability. The krenshar can emit a loud screech while peeling back its skin, causing potent fear in a single creature within 100 feet that can see the krenshar. The targeted creature must make a DC 12 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 Hit Dice) for 1d4 rounds. A creature that successfully saves cannot be affected again by the same krenshar's skullface ability for 24 hours. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
"Thoughts"; "Speech, withMagic Item/Spell Names and emphasis on certain words"; Spell and Magic Item names, and if ever applicable, "telepathic communications;"Whispered conversations, sign languages; Not Common language: "Words in that language."