Mysterious Stranger (Apath)

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Unofficial rules compendium

Gunslingers use a potent mixture of common sense and manual dexterity in order to control the fickle power of their weapons. But a few rare gunslingers seem to accomplish their chosen tasks purely through willpower and an unwillingness to ever give up. These mysterious strangers use their force of personality to keep going when the chips are down, often moving on from a region as soon as they accomplish their goals—hence the name.

Grit (Ex)

A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the Gunslinger’s grit class feature. Any effect of a deed that is based on Wisdom for a gunslinger is based on Charisma for a mysterious stranger.

Deeds

A mysterious stranger can pick the following deeds. A mysterious stranger cannot pick the quick clear deed.

Focused Aim

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. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.

Clipping Shot

Sometimes, a near miss is close enough. At 11th level, when the gunslinger misses with a firearm attack, she can spend 1 grit point to deal half the damage that attack would have dealt if it were a hit. She can decide to use this deed and spend the grit point after making the attack. This deed has no effect if the attack used the dead shot deed. She can use clipping shot if she misses because of cover or concealment, but not if she is attacking an empty space. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect.

Resolve (Ex)

Starting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble.

Stranger’s Fortune (Ex)

Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action. This ability replaces gun training 1.

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