About DoomMarine
He is mute and fights demons. 'Nuff said.
CN Human Gunslinger (Gun Tank) 10
Init +7; Senses Perception +16
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Defense
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AC 28, touch 15, flat-footed 23 (+8 armor, +5 Dex, +5 deviation)
hp 100 (10d10+10+30)
Fort +10, Ref +12, Will +6
Special Armor Training 2, Bullet Deflection, Gun Tank's Resolve, Gunslinger Dodge
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Offense
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Speed 20 ft
Slot 0 Chainsaw mwk ripsaw glaive +13/+8 (1d10 +5/x3, spun for 2 rounds)
Slot 1 Handgun mwk double barrelled pistol +16/+11 (1d8/x4)
Slot 2 Shotgun mwk double barrelled shotgun +10/+10 (4d8/x2, scatter and double shot)
Slot 3 Chaingun two +1 revolvers +14/+14/+9/+9 (1d8+1/x4)
Slot 4 Rocket Launcher distance seeking blunderbuss +13/+7 (2d6+5/x2, fire damage, ranged scatter, loaded with dragon's breath cartridges)
Slot 5 Plasma Gun shocking pepperbox rifle +15/+10 (1d10+1d6 electricity/x4)
Slot 6 BFG9000 thundering culverin +9/+4 (2d8+5/x4, scatter, 8d8+20 on a critical +14 DC Fort save or be deafened, recoil knocks me prone)
Special Deadeye, Gun Training (culverin), Gun Training (blunderbuss), Pistol Whip, Dead Shot, Startling Shot, Targeting
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Statistics
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Str 14, Dex 20, Con 16, Int 8, Wis 16, Cha 7
Base Attack +10/+5; CMB +12, CMD 27
Special Grit 5, Gunsmith, Gunslinger Initiative, Quick Clear, Utility Shot
Feats Exotic Weapon Proficiency (Ripsaw Glaive), Extra Grit, Gunsmithing, Precise Shot, Rapid Reload (shotgun), Rapid Reload (blundebuss), Quick Draw, Two Weapon Fighting
Skills Craft (firearms) +12, Perception +16, Sleight of Hand +15, Swim +10
Combat Gear mwk ripsaw glaive, mwk double barrelled pistol, mwk double barrelled shotgun, two +1 revolvers, distance seeking blunderbuss, shocking pepperbox rifle, thundering culverin, +2 breastplate, gunsmithing kit, 10000gp worth of various ammunitions
Other Gear Bag of Holding I, Healthpack (3d8 +3 hp)