Hard to kill, 5 Mythic points, surge +1d6
Marshal’s Order – Advance
As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character’s choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can’t take an action). The action granted by this ability doesn’t count toward the number or type of actions a creature is allowed to take on its turn.
Helpful Rebuke – You are quick with stern (condescending?) yet helpful words of advice. Whenever an ally within line of sight fails a skill check with a skill you’re trained in, you can expend one use of mythic power as an immediate action to allow that ally to reroll that skill check with a bonus equal to your tier. If the new roll is successful, your ally succeeds at that check instead of failing it. The ally who failed the skill check must be able to see and hear you to gain this reroll. You can use this ability with a skill you aren’t trained in, but you must expend two uses of mythic power to do so, and the ally doesn’t gain your tier as a bonus on the reroll.
Mythic Feat – Mythic point-blank shot. Additional +2 to point-blank shot attack/damage bonus (+3 total, if target within 30′)
8300gp Revolver upgraded to +1 Thundering (adds 3d8 to confirmed crit damage, DC14 fortitude save or target is permanently deafened. For flavor, every shot with the gun is REALLY loud.)
400gp Materials to craft 50 metal cartridges
5100gp +2 Mithral Shirt (in the form of a lining for the serape, or maybe it’s just kinda welded on)
-940gp selling +1 studded leather