Male Human Mobile Fighter 13 Acrobat 2
NG (leaning LG in the daytime, leaning CG at night) Medium Humanoid (Human)
36, touch 19, flat-footed 29 (+13 armor, +4 Dex, +1 Dodge, +4 enhancement, +4 deflection)
+9 (+14 against Enchantment Effects)
Agility 4, Combat Reflexes, Deflect (Snatch) Arrows, Evasion, Mobility
Black MW Dueling Sword +22/+17/+12 (1d8+10/19-20/x2) and
Black +4 Keen Dueling Sword +25/+20/+15 (1d8+14/17-20/x2) and
. . Rapier +19/+14/+9 (1d6+4/18-20/x2) and
. . MW Rapier +20/+15/+10 (1d6+4/18-20/x2) and
. . Unarmed Strike +19/+14/+9 (1d3+4/20/x2)
+22/+17/+12 (variable, damage +1 step, 19-20/x2)
. . Darts +22/+17/+12 (1d4+2/20/x2/20 feet)
Leaping Attack +3, Sneak Attack +1d6, +2 bonus on Strength checks made to break or destroy objects
35 (flat-footed 27)
Armor Training 2, Blind Fight, Combat Reflexes, Critical Focus, Deflect Arrows, Dodge, Fighter Weapon and Armor Proficiencies, Greater Weapon Focus (Dueling Sword), Greater Weapon Specialization (Dueling Sword), Improved Initiative, Improved Unarmed Strike, Improvised Weapon Mastery, Leadership, Leaping Attack 3, Mobility, Penetrating Strike, Rapid Attack, Rogue Weapon Proficiencies, Snatch Arrows, Throw Anything, Weapon Focus (Dueling Sword), Weapon Specialization (Dueling Sword)
Augmented Disguise, Shadow Child
Acrobatics +25* (+30* leaping), Appraise +6, Bluff +10, Climb +10*, Diplomacy +6, Disable Device +11*, Disguise +11, Escape Artist +13*, Intimidate +10, Knowledge (Local) +6, Knowledge (Nature) +5 (+7 monstrous humanoids), Knowledge (Nobility) +5, Knowledge (Religion) +5, Linguistics +6 (Terran), Perception +21, Perform: Oratory +7, Profession (Scribe) +6, Ride +10*, Sense Motive +15, Sleight of Hand +14*, Stealth +25*, Survival +6 (+8 not getting lost), Swim +1*, Use Magic Device +7
(* -1 Armor Check included)
Common, Halfling, Infernal, Terran
Stand Up (Ex)
Alchemist's Fire (6), Black MW Dueling Sword, Black +4 Keen Dueling Sword, Darts (4), 8 bolts poisoned with Blue Whinnis
, Masterwork Chain Shirt (not worn), +1 Agile Breastplate (not worn), +4 Heavy Fortification Mithral Full Plate, Rapier, MW Rapier, +2 Amulet of Natural Armor, +4 Ring of Protection, +4 Belt of Physical Might, Seducer's Bane
; Other Gear
'The Raven' costume, Backpack, Masterwork (empty), bottle of century-old elven spirits, Boots of Striding and Springing
, +3 Cloak of Resistance, continual flame crystal lantern, Crowbar, Delvehaven ledgers (see spoiler "P"), Disguise kit (6 uses), Expensive Book, Goggles of Night, Grappling hook, Handy Haversack, Hat of Disguise, Key to a prison carriage, Leather Portfolio w/Delvehaven mark, Marbles, Mirror, small steel, misc. small gems (200 gp worth), Nice outfit, male, Nice outfit, female, nuts, octagonal continual flame gems (3), Paperwork (see spoiler "P"), Potion of Invisibility (3), potion of neutralize poison, Ring of Keys, Ring of Sustenance, Rope, silk (50 ft.), salt (5 sp worth), Sansone signet ring, Wayfinder, Lilies of the Valley (9)
Agility 4 (Ex)
+4 bonus on saving throws against effects which paralyze, slow, or entangle.
Armor Training 2
Armor Check penalties reduced by 2. Maximum Dex bonus increased by 2. Can move at normal speed wearing Medium Armor or Heavy Armor.
Blind Fight (fighter)
In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Combat Reflexes (fighter)
May make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May also make attacks of opportunity while flat-footed.
+4 circumstance bonus on attack rolls to confirm critical hits.
Deflect an incoming projectile once per round.
+1 Dodge bonus to AC.
If you succeed at a Reflex save for half damage, you take none instead.
Expert Acrobat (Ex)
No armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. +2 competency bonus on Acrobatics and Fly skill checks while unarmored.
Greater Weapon Focus (Dueling Sword)
Additional +1 bonus on all attack rolls you make using the selected weapon.
Greater Weapon Specialization (fighter bonus feat)
Another +2 damage to attacks made using the selected weapon.
Improved Initiative (fighter)
+4 to Initiative checks.
Improved Unarmed Strike
Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improvised Weapon Mastery
You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
Leaping Attack 3 (Ex)
When a mobile fighter moves at least 5 feet prior to attacking, he gains a +3 bonus on attack and damage rolls.
4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. This is lost when Dex bonus to AC is lost.
Penetrating Strike (fighter)
Ignore up to 5 points of damage reduction with Weapon Focus weapon. This feat does not apply to damage reduction without a type (e.g. 10/-).
Rapid Attack (Ex)
A mobile fighter can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement.
No 20% miss chance for attacks in dim lighting.
May choose to catch deflected projectile. Can immediately be thrown back as an attack against the original attacker (out of turn). Must have one hand free.
Sneak Attack +1d6
+1d6 damage if you flank your target or your target is flat-footed.
Stand Up (Ex)
Stand up as a free action instead of a move action.
Throw Anything (fighter bonus feat)
No penalties for using an improvised ranged weapon. +1 circumstance bonus on attack rolls made with thrown splash weapons.
+1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization (fighter bonus feat)
+2 damage to attacks made using the selected weapon.