This nearly skeletal figure wields a pistol in each hand. Its garb is dusty and weathered, and smells of old decay.
XP 9,600 DEFENSE
AC 25, touch 19, flat-footed 19 (+2 armor, +5 Dex, +1 dodge, +3 luck, +4 natural) OFFENSE
Speed 30 ft. STATISTICS
Str 17, Dex 21, Con 10, Int 11, Wis 18, Cha 18 SPECIAL ABILITIESPistols (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. Further rules for pistols, and firearms in general, can be found in Ultimate Combat. 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. |