Edgar Lamoureux |
1 person marked this as FAQ candidate. |
Looking at the Pale Stranger's stat block:
Pale Stranger CR 10
XP 9,600
NE Medium undead
Init +9; Senses darkvision 60 ft.; Perception +22
Aura fear (10 ft., DC 21)
Defense
AC 25, touch 19, flat-footed 19 (+2 armor, +5 Dex, +1 dodge, +3 luck, +4 natural)
hp 127 (15d8+60)
Fort +9, Ref +10, Will +13
Defensive Abilities channel resistance +4; DR 10/bludgeoning and magic; Immune undead traits; SR 21
Offense
Speed 30 ft.
Ranged +1 pistols +15/+15/+10/+10/+5/+5 (1d8+1/19–20/×4)
Special Attacks pistols, stranger's shot
Statistics
Str 17, Dex 21, Con 10, Int 11, Wis 18, Cha 18
Base Atk +11; CMB +14; CMD 30
Feats Deadly Aim, Dodge, Improved Critical (pistol), Improved Initiative, Improved Two-Weapon Fighting, Point-Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting
Skills Acrobatics +13, Climb +11, Intimidate +22, Perception +22, Ride +15, Stealth +13, Swim +8
Languages Common
SQ stranger's luck
Ecology
Environment any
Organization solitary
Treasure standard (leather armor, 2 pistols, other treasure)
Special Abilities
Pistols (Su) A pale stranger fights with two pistols. A pistol has a range increment of 20 feet and deals both bludgeoning and piercing damage. At a range of up to 20 feet, a pale stranger's pistol attacks resolve as touch attacks. While pistols normally consume bullets and black powder when fired, a pale stranger's pistols supernaturally reload the instant it fires them, allowing the undead to make multiple attacks in a round with the weapons. In addition, any pistol a pale stranger wields functions as a +1 pistol. A pale stranger does not provoke attacks of opportunity when it fires a pistol in melee, and treats pistols as light weapons for the purposes of determining penalties from two-weapon fighting.
Stranger's Luck (Su) A pale stranger gains a +3 luck bonus to AC and has no chance of misfire when using firearms.
Stranger's Shot (Ex) As a full-round action, a pale stranger can take careful aim with one of its firearms and take a single, ruinous shot. This single shot always resolves as a touch attack, regardless of the actual range. If the pale stranger threatens a critical hit with this shot, it automatically confirms the critical hit. Regardless of whether the shot is a critical hit or not, it deals +6d6 points of damage.
It looks like there is one too many off-hand attacks in there. I believe the full-attack should be +15/+15/+10/+10/+5.
Mergy |
I suppose they just forgot to give him greater two-weapon fighting. Take away one of his other feats and give him that. I don't understand needing quick draw personally, as an undead gunslinger has no real need of ever putting them away.
EDIT: Yeah, I figure the 9 feats despite only 15 hit dice is because he was a human prior to death and reanimation. It wouldn't really be ridiculous to give him one more feat so he can have his six attacks, as far as I'm concerned.
Corrik |
Is the Pale Stranger just a gunslinger with some kind of template? It feels kind of useless to me that everyone who got buried wit their guns comes back level 10.
Or really useful in that case. Find a bunch of level one mooks, kill them, and then boom you have yourself a nice mid level army.