Human marksman 3 (Ultimate Psionics 44)
Medium humanoid (human)
Init +2;
Senses Perception +8
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Defense
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AC 17, touch 12, flat-footed 15 (+4 Armor, +2 Dex. +1 Shield)
hp 23 (3d10+3)
Fort +2,
Ref +4,
Will +4
Resistances, Fire 5
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Offense
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Speed 30 ft.
Melee Belcher +9 (1d10+6)
Ranged Belcher +7 (2d8+1/×4)
Marksman Powers Known (power points 6, ML 3rd; concentration +5)
. . 1st—catfall, chameleon
. . 0 (at will)—
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Statistics
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Str 18,
Dex 14,
Con 12,
Int 8,
Wis 14,
Cha 10
Base Atk +3;
CMB +6;
CMD 19
Feats , Amateur Gunsmithing [Gunslinger's Dodge], Gunsmithing, Point-Blank Shot, Power Attack, Precise Shot, Rapid Reload
Traits ,
Never Stop Shooting,
Shackles Seafarer
Skills Acrobatics +8, Climb +9, Perception +8, Profession (sailor) +8, Stealth +8, Swim +8
Languages Common
SQ Strong Lifter, Favored Cannon, Handcannon, Gun Crafter (Useless)
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Special Abilities
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Handcannon The cannoneer can wield the culverin as a melee weapon, treating it as a greatclub, always proficient.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Culverin) You can reload fast with one type of Crossbow or Firearm.
Strong Lifter(7/day) (Su) Gain bonus to attack or damage equal to Strength.