Male human thunder scout 2
LN Medium humanoid
Init +3 (+5 if mounted); Senses, Perception +5
Defense
AC 19, touch 13, flat-footed 13 (+6 armor, +3 Dex)
hp 17 (2d8+5)
Fort +5, Ref +6, Will +0
Offense
Speed 40 ft.
Melee dagger +2 (1d4/19-20x2)
Ranged rifle +5 (1d10)
Thunder Scout Spells Prepared
0-Level - everheat rune
Statistics
Str 10, Dex 16, Con 14, Int 16 (14+2), Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 17
Feats Extra Technique (Swift as lightning), Ace Pilot
Traits Natural Pilot (+2 initiative when combat begins while piloting), Bully
Skills (*Armor Check Penalty: -4), Craft (machinery) 2 (+7), Knowledge (engineering) 2 (+7), Knowledge (geography) 2 (+7), Perception 2 (+5), Spellcraft 2 (+7), Use magic device 2 (+7), Intimidate 2 (+8), diplomacy 2 (+4), bluff 2 (+4), Sense motive 2 (+2)
Languages Eastern Common, Sylfanic, Western
Common
Racial Abilities
Class Abilities Pilot Training (redirect attacks to herself or vehicle), Signature Vehicle, Thunderscout Techniques (Swift as Lightning, Blitzstrieg)
Favored Class Bonus 2/6 of a thunderscout technique
Weapons and Armor rifle, dagger, breastplate,
20 rifle ammunition (standard)
Vehicle, 1 cannon, 2 gunner tripods, 20 round shot (100 gp), 20 canister shot (160 gp), 10 explosive shot (100 gp) and 5 incendiary shot (150 gp).
Miscellaneous Equipment backpack, belt pouch, bedroll, driving
goggles, waterskin, engineer’s toolkit, spellbook (contains all 0-level thunder scout spells, plus alarm, repair vehicle, Pilot’s Guile and steambreaker), thieves’ tools, 50 feet hemp rope and grapple, assorted survival gear
Wealth 340 gp