Rat Tail Ralph

Human Wererat, Hybrid CR 5
XP 1600
Any Medium Humanoid (Humanoid)
Gunslinger level 5 (skill points 35) Gunslinger
(Pistolero )
Init +4; Senses Low-light Vision, Scent; Perception +11
DEFENSE
AC 20, Touch 16, flat footed 14 ( Leather, Shield, none)
(+4 Dex, +2 Natural, +2 armour, +2 feats)
hp 47 (0d8+5d10+10+5);
Fort +6, Ref +8, Will +4
Damage reduction 10 silver
OFFENSE
Speed 30
Melee
Single Attack(+1/+1) Bayonet +7 (1d6+2)
or Pistol +10 (1d8+4 X4) +1 to hit and +1 damage if within 30ft
Full Attack
(+1/+1) Bayonet +7 (1d6+2)
Bite +1 (1d6+1)
or Pistol +10 (1d8+4 X4) range 20 +1 to hit and +1 damage if within 30ft
Space 5ft.; Reach 5
Special Attacks
Curse of Lycanthropy DC(10) ,
Disease Filth fever DC(12) 1d3 days 1d3 dex 1d3 con
Deed Gunslinger Initiative (Ex) As long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Deed Gunslingers Dodge (Ex) When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack.
Deed Pistol-Whip (Ex) Can make a surprise melee attack with the butt or handle of her firearm as a standard action. Gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. One-handed firearms deal 1d6 points of damage and two-handed firearms deal 1d10 points of damage. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Deed Quick Clear (Ex) Can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Deed Up Close and Deadly (Ex) When the pistolero hits a target with a one-handed firearm that is not making a scatter shot, they can spend 1 grit point to deal extra damage on a hit. If they miss with the attack, they graze the target, dealing half the extra damage anyway. Number of D6 extra damage = 2
Deed Utility Shot (Ex) -1 if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
Deed Utility Shot (Ex) -3 Scoot Unattended Object: Make an attack roll against a Tiny or smaller unattended object within the first range increment. A Tiny object has an AC of 5, Diminutive AC of 7, and a Fine AC of 11. On a hit, the gunslinger does not damage the object, but can move it up to 15 feet farther away from the shots origin. On a miss, she damages the object normally.
Deed Utility Shot (Ex) -4 Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
Grit (Ex) Grit is a fluctuating measure of a gunslingers ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (min 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (min 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Grit (Ex) - 2 Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslingers character level to 0 or fewer hit points does not restore any grit.
Pistol Training (Ex) Gains a bonus on damage rolls equal to Dexterity modifier, and when misfires with a one-handed firearm, the misfire value increases by 2 instead of 4
STATISTICS
Str 13, Dex 17 + 2 = 19, Con 15, Int 15, Wis 16, Cha 6
Base Attack 5 CMB 6 ; CMD 22
Feats
Weapon Focus(Ranged): +1 attack rolls,
Armour Prof Light,
Dodge: Add 1 to AC ,
Martial Weap Prof,
Point Blank Shot: +1 to hit +1 damage if within 30 ft,
Precise Shot: Can shoot into melee without -4 penalty,
Simple Weapon Proficiency
Skills Acrobatics 10, Bluff 4, Climb 1, Handle Animal 6, Heal 9, Intimidate 6, Know Arch & Eng 2, Know Local 7, Perception 11, Ride 12, Sleight of Hand 9, Stealth 4, Survival 8, Swim 1
Languages Common
ECOLOGY
Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard
SPECIAL ABILITIES
Change shape Gain Rat
Other Rat empathy
Deed Utility Shot (Ex) -2 Blast Lock: Makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC based on its quality: Simple lock a +10 bonus to AC, an average lock +15, a good lock +20, a superior lock +30. Arcane lock grants a +10 bonus to the AC of a lock. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed
Nimble (Ex) Gains a dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. Bonus = + 1
Weapon Proficiency Firearms
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent:This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the sources location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarrys odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
MAGIC ITEMS (max value 3450)
Gloves of dexterity (+2) +2 dex (4000gp)
+1 Bayonet (2300gp)