CLASS: gungineer
Str 12
Dex 16
Con 10
Int 17
Wis 12
Cha 10
SENSES Perception +12, low-light vision
DEFENSE
AC 20 Touch 16 FF 15* (Dex +3, nimble +2, mithral shirt +4, ring of protection +1)
*Defensive strategist: You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
CMD 18
HP: 33 (6d8)
SAVES
Fort: +7
Ref: +10*
Will: +5
*Cat’s Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Black powder fortune (trait): As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
OFFENSE
Init: +3
Speed: 30'
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
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Melee
heavy mace +5 (1d8+1, x2) B
dagger +5 (1d4+1, 19-20) P/S
Ranged
MW firearm Rowl +10 (2d8, x4) 40', capacity:6, no misfire, 2h, B/P hits touch AC within 1st and 2nd range increments, counts as magic, Weapon Focus - see mods below
dagger +7 (1d4+1, 19-20) 10', P/S
PBS: +1 att/dmg within 30'
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BAB: +4 CMB: +5