Pale Stranger
Sometimes death itself cannot come between a gunslinger and its final revenge. When a gunslinger is slain by a hated enemy, or murdered before it can achieve vengeance against a hated foe, the anger and wrath can animate its remains as a vengeful undead monstrosity. When a pale stranger first rises, it seeks out the source of its anger to finish the job—thereafter, it wanders the desolate parts of the world looking for new victims to vent its unending rage upon.
A pale stranger appears much as it did in life, though desiccated and obviously undead. Rare pale strangers have the ability to hide their undead nature and appear as they did in life using veil as a constant spell-like ability (CL equals their CR). These pale strangers are often more powerful and have class levels in gunslinger or ranger, and often attract large groups of adoring bandits and followers who may or may not realize that their murderous idol is in fact an unliving horror.
A pale stranger stands 6-1/2 feet tall and weighs 130 pounds.
- HP
- 127 (15d8+60)
- AC
- 25, touch 19, flat-footed 19 (+2 armor, +5 Dex, +1 dodge, +3 luck, +4 natural)
- Speed
- 30 ft.
- Init
- +9
- Ranged
- +1 pistols +15/+15/+10/+10/+5 (1d8+1/19-20/×4)
- BAB
- +11
- CMB
- +14
- CMD
- 33
- Fort
- +9
- Ref
- +10
- Will
- +13
- DR
- 10/bludgeoning and magic
- SR
- 21
- Defensive Abilities
- channel resistance +4
Weapons: Simple
Pistols — 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 Shot — 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.
Stranger's Luck — A pale stranger gains a +3 luck bonus to AC and has no chance of misfire when using firearms.
Deadly Aim, Dodge, Improved Critical (pistol), Improved Initiative, Improved Two-Weapon Fighting, Point-Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting
<p class="stat-block-1"> You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.</p>
<p class="stat-block-1"> You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.</p>
<p class="stat-block-1"> You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.</p>
<p class="stat-block-1"> You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.</p><p class="stat-block-2">A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).</p><p class="stat-block-2">Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.</p>
<p class="stat-block-1"> Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.</p>
Acrobatics +10, Climb +11, Intimidate +22, Perception +22, Ride +15, Stealth +13, Swim +8
- Type
- Undead
- Alignment
- NE
- Size
- Medium
- Environment
- any
- Organization
- solitary
- Treasure
- standard (leather armor, 2 pistols, other treasure)
- Senses
- darkvision 60 ft.; Perception +22
- Languages
- Common
- Source
- Bestiary 3
-
Uses feat: Deadly Aim (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Two-Weapon Fighting (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Point-Blank Shot (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Precise Shot (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Quick Draw (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Two-Weapon Fighting (Feat)House/Core — covered by the site's Section 15.
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