+11 vs TOUCH Masterwork Double Hackbut (+7 BAB, +2 Dex, +1 Masterwork, +1 Braced) Dam 2d12 (x4 Crit)
Special Attack:
Focused Aim swift action, spend 1 grit, +5 (charisma) all firearm dmg until end of turn.
Ronin’s Challenge x1/day +8 dmg target of challenge, -2 AC vs. all but target of challenge, if Captain Drake is the subject of another smite, challenge, judgement, quarry etc. his bonus increases to +1 hit, +9 dmg, +1 Dodge AC
Iaijutsu Strike (ex): +2d6 on first strike vs. subject of Challnege on draw, -4 AC one round
Stunning Fist (ex): x4/day DC 17 Fort save or Stunned for 1 round
Quick Draw (nodachi) Deadeye Shot Cost: 1 Grit, hit touch AC vs double range increment
DEFENSE
HP MAX: 69
AC: 19 (+4 Bracers of Armor, +2 Dex, +3 Wis (monk)
Evasion: No damage on successful save
Fort: +9 (Base +8; Con +1)
Ref: +8 (Base +6; +2 Dex) Evasion
Will: +8 (Base +4; +3 Wis, +1 Lucky)
Walking Ward: +1 saves vs. Fire effects
Self Reliant (Ex):
: At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.
Gunslinger Dodge(ex):
At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. 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. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Combat Expertise(ex) -2 hit, +2 Dodge to AC
Long Walk(ex):
Gain Endurance Feat, x2 Fort bonus vs. Marching, +2 vs. spells that fatigue or exhaust
Resolve (ex):
: x2/day remove the fatigued, shaken or sickened condition from self
Other Feats:
Improved Initiative, Toughness, Combat Expertise, Improved Disarm, Improved Grapple, Leadership
Traits:
Heart of the Sea(instead of skilled): +2 swim, +2 profession Sailor, Hold Breath x2 long
Walking Ward: +1 saves vs. Fire effects
1 Clay Jug Fresh Water
1 Candle
1 sunrod
1 whetstone
Back Sheath, handle by right hip:
Mithril Heartseeking Nodachi +1
Belt:
Masterwork Blunderbuss
Belt Pouch: 3 tindertwigs (in small tin box)
30 paper cartridges (bullets)
29 paper cartridges (shot)
Potion of CMW
386g, 23s 30c
Clear Spindle Ioun Stone (no need to eat or drink)
Headband of Mental Prowess (Wisdom/Charisma)
Lightweight Black Coif and Cowl
Fine Monk’s Outfit (Cobalt Blue Silk Shirt, Sandy Canvas Pants, Worn Sandals)
Bracers of Armor +4
Ship: Drake’s Revenge (expenses split with Captain Fire-eyes:
Tien Xia Junk
Aft: Heavy Ballista Loaded with +1 Harpoon/100ft rope
Starboard: Masterwork Double Hackbut
X1080 days of trail rations
30 Barrels of Fresh Water
10 Barrels of Mead (with Orange Zest to stave off Scurvy)
350ft Hemp Rope
100 yards of Canvas for Sail repair
28 paper cartridges for Double Hackbut (stored in tin box)