TN Medium humanoid (human)
Init +4; Perception +7
Favored Class Bonus +1 to HP
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +4 Dex)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +5
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Offense
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Speed 30 ft.
Melee Dagger +4 (1d4/19-20)
Ranged Pistol +4 (1d8/x4)
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Statistics
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Str 10, Dex 18, Con 14, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +0; CMD 14
Feats Weapon Proficiency (Firearms), Eschew Materials
Skills: 4 from Druid, 1 from Int
Stealth +11 (1 rank, 3 class, 4 Dex, 2 race, 1 trait)
Disable Device +9
Survival +7 (+4 in urban environments)
Heal +7
Perception +7
Background Skills
Craft(Firearms) +7 (1 rank, 1 int, 3 class, 2 trait)
Sleight of Hand +10 (1 Rank, 4 Dex, 3 class, 2 Race)
Languages Common, Druidic, Dwarven
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Special Abilities
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Studied Target (Ex) +1
Heart of the Slums (Alternate Racial Ability, replaces Skilled)
Military Tradition (Alternate Racial Ability, replaces Bonus Feat)
Spellcasting (Ex)
Nature Bond: Druidic Herbalism (Ex), 3/day
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Traits
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Framed in Ferrous Quarter (+2 to Craft(Firearms))
Mechanical Expertise (+1 to Disable Device, gains as Class Skill)
Bandit (+1 to Stealth, gains as Class Skill)
Drawback (Infamous) -4 Diplomacy to Law Abiding Citizens (Note to GM, happy to exchange for Family Ties or Overprotective)
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Spells
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To be determined, as Druids are prepared casters with the whole list
0th, -/day, DC 13
1st, 2/day, DC 14
Gear
Dagger
Thieves' Tools
Flintlock Pistol
Studded Leather Armour Duster
20 alchemical cartridges
Healer's Kit
A Large Hat As Those Conceal Your Identity