SQ bardic knowledge +1, cat's luck, swashbuckler finesse
Combat Gear cold iron arrows (30), cold iron arrows (20), wand of cure light wounds (50 charges); Other Gear mithral chain shirt, blunt arrows[APG] (20), cold iron dagger, darkwood composite longbow, mwk rapier, silver morningstar, whip, courtier's outfit, grappling arrow[UE], masterwork backpack[APG], masterwork thieves' tools, noble's outfit, silk rope (50 ft.), custom enchantable boots (gallows of madness) - count as jewelry (worth 100 gp), 283 gp
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climb (20 feet) You have a Climb speed.
Deeds Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Ironfang Invasion Player's Guide wrote:
Blight-Burned: You were raised deep in the Fangwood Forest, but in your childhood the Darkblight overtook your community, and blighted fey attacked your friends and family. Even after escaping, you barely survived infection by the otherworldly fungal disease and still bear a terrible scar from your ordeal. You gain a +2 trait bonus on Fortitude saving throws against disease or poison (your choice), and your scar now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn’t indicate their exact location). You can always act during the surprise round against such creatures, and you aren’t considered flat-footed against such creatures in the first round of combat.