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Skills:
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Acrobatics +11|+13, Climb +9|+11, Diplomacy +7 (+13|+15 vs. Tribal Cultures), Intimidate +7, K. Geo +4, Linguistics +1; Perception +6, Profession (Sailor) +6, Swim +9|+11
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Defenses:
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HP: 45
AC: 18|20, Touch: 13|15, Flat-footed: 12|12
Fort: +6 Ref +4|+6 Will: +0|+2
CMD: 18|22
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Offenses:
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Initiative: +3, Speed: 40ft
BAB: +4, CMB: +8|+10
Melee:
+1 Cutlass: +9|+11 (1d8+5|+7, 18-20, x2)
Ranged:
Double Pistol x2: +7|+9 (1d8, 20, x4) (Touch, +1 within 20ft)
Ammunition: 60 bullets
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Feats:
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Gunsmithing, Point-Blank Shot, Two-Weapon Fighting (Only while raging), Precise Shot
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Rage Powers:
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Accurate Stance: +2 to attack rolls, move action to activate
Superstition: +4 to saves vs. spells, supernatural abilities, and spell-like abilities
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Abilities:
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Rage: +4 to Strength and Dex, +2 Will
Sword and Gun: Ranged attacks with a firearm while raging do not provoke.
Primal Magnetism: Can expend 2 rounds of rage (even if not raging) to add 1/2 barbarian level to Diplomacy check.
Trap Sense: +1 to Reflex saves vs. traps and +1 AC vs traps.
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Other Equipment:
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Mithral Chain Shirt, Gunsmith's Kit, Powder Horn, Dungeoneering Kit, Tidy Trunk
96g