Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Bullets of Vengeance
(necromancy, occult) Shots from a pale stranger's firearms deal an additional 1d6 precision damage, or 2d6 precision damage against the one who murdered them. A creature who has never killed a living being doesn't take this precision damage. When a pale stranger critically succeeds at a ranged Strike with a pistol, the target must succeed at a DC 29 Fortitude save or be stunned 1.
Ability
Critical Failure
The pale stranger becomes immobilized as long as the source of their self-loathing is apparent, until they're attacked, or until they see their murderer.
Ability
Critical Success
The pale stranger is unaffected and can no longer be affected by that reflection or object in this way.
Ability
Dead Shot
Circumstance: The pale stranger is wielding two loaded firearms;
Frequency: once per turn
The pale stranger takes aim at a target and shoots both of their firearms simultaneously. The pale stranger makes two ranged Strikes, one with each of the firearms, each using the pale stranger's current multiple attack penalty. Both Strikes must have the same target, who must be within the first range increment of both weapons. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. The pale stranger adds any precision damage only once, to the attack of their choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating the pale stranger's multiple attack penalty.
Ability
Failure
The pale stranger becomes fascinated by the source of their self-loathing and does everything they can to destroy it until the end of their next turn.
Ability
Revenant Reload
(conjuration, occult) The pale stranger reloads each firearm they're wielding, supernaturally generating new black powder and bullets. When firing these magical bullets, the firearm can't misfire, and the attack doesn't trigger reactions triggered by ranged attacks.
Ability
Self-Loathing
(emotion, mental, visual) If a pale stranger sees their own reflection or any object important to them in life, they must attempt a DC 30 Will save.
Ability
Sense Murderer
(detection, divination, occult) A pale stranger knows the direction of their murderer (as long as both are on the same plane), but not the distance.
Ability
Success
The pale stranger is distracted by self-loathing and is slowed 1 for 1 round.
Ability
Undying Vendetta
(emotion, necromancy, occult) If the pale stranger's murderer dies, the pale stranger is immediately destroyed. A pale stranger that can't sense their murderer must attempt a DC 11 flat check once every 24 hours to avoid becoming immobilized and prone; they immediately rise again once they can sense their murderer. A murderer who becomes undead does not trigger the pale stranger's destruction until the murderer is finally destroyed. The pale stranger gains a +2 status bonus to checks and DCs against their murderer.
Offense
Melee
Circumstance: combat round (melee)
pistol whip +20 [+15/+10] (magical), Damage 2d6+9 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
flintlock pistol +24 [+19/+14] (concussive, fatal d8, range increment 40 feet), Damage 2d4+6 piercing plus bullets of vengeance
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
sleep
Item
+1 striking flintlock pistol (2)
Language
any one language spoken in life by their murderer (typically Common)
Perception
darkvision
sense murderer
Resistance
physical 10 (except slashing)