Base Atk +9; CMB +11; CMD 22
Init +5 (+7 if at least 1 grit point); Senses Perception + 19
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DEFENCE
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AC 25, touch 18, flat-footed 16. . (+8 armor, +5 Dex, +1 deflection, +1 Dodge, +1 shield (when wielding two weapons)
HP 54 (1d8)/(1d10)
Saves Fort +8, Ref +16, Will +5 (+ 7 against fear effects, +5 against mind-affecting effects)
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OFFENCE
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Spd 40 ft.
Melee: +1 thundering rapier +19 (1d6 +1/18-20/x2)
Melee: +1 keen rapier +19 (1d6 +1/18-20/x2)
Ranged dagger +14 (1d4 + 1/19-20/x2)
Ranged heavy crossbow +15 (1d10/19-20/x2)
Ranged +2 double-barrelled pistol +16 (1d8/20/x4)
Feats Sea legs (bonus), weapon finesse, combat expertise, weapon focus (rapier), Gunsmithing (bonus), Point Blank Shot, two weapon fighting, two weapon defence, improved feint
Languages Common, Elven, Polyglot, Aquan, Osiriani, Goblin, Aklo, Olman
Combat Gear: Chain shirt +4, + 1 thundering rapier, +1 keen rapier 5 x daggers, +2 double-barrelled pistol, heavy crossbow, 40 quarrels, ring of protection +1, 60 bullets, 10 tracer bullets, cold iron kukri, powder horn with 60 doses of black powder and a gunsmith's kit, 30 cold iron bullets, 2 x pellet grenades, 2 x cold iron pellet grenades, 50 +1 bullets;
Other gear: boots of striding & springing, thieves' tools, pipe, pouch of flayleaf, bottle o’rum, caltrops, 50ft of silk rope, grappling hook, flint & steel, bullseye lantern, 3 x flasks of oil, backpack, 2 x potions of CMW, 4 x potions of CLW, 2 x thunderstones, 2 x tanglefoot bags, flask of acid, 2 x flasks of alchemist's fire, Wind-caller compass, 2 x vials of antitoxin, ring of invisibility, 2 x potions of Lesser Restoration, 2 x potions of Invisibility, 2 x potions of Cure Moderate Wounds, 2 x potions of Protection from Evil,
10,661.1 gp, 7sp
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SPECIAL ABILITIES:
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River rat: +1 to hit with daggers; + 1 to swim skill; Sea legs: + 2 to acrobatics and climb checks when on board ship and + 2 to swim checks; +1d6 sneak attack damage. Elven abilities (immunity to sleep, + 2 saves against enchantment, low light vision, Keen senses - +2 to perception) Spirit of the waters: +4 bonus to swim checks, can take 10 when swimming, proficient with longspear, trident and net. Evasion: take half damage only on failed reflex save.
Swinging reposition - in light armour and when conditions permit, can make a charge/bull rush attack and then reposition self by moving up to 5ft as a free action, even if charge would end turn.
Resiliency - Once per day, gain 4 temporary hp when reduced to below 0 hp. These last for 1 minute
Sneak attack +4d6
Unflinching (+1 Will save vs. fear/mind affecting effects)
Uncanny Dodge (Cannot be caught flat-footed)
Bleeding attack: Target takes 1 additional point of damage per die of sneak attack per round (stopped by DC 15 Heal check/effect that heals HP damage)
Nimble (+1 Dodge bonus to AC when wearing light/no armour)
Grit: 2 points.
Deeds: Deadeye, Gunslinger's Dodge, Quick Clear