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(Belt Slot) Belt of DEX +2
(Body Slot) ------------------------
(Chest Slot) ------------------------
(Eyes Slot) ------------------------
(Feet Slot) Boots of Striding and Springing
(Hands Slot) ------------------------
(Head Slot) Plume of Panache
(Headband Slot) Headband of INT +2
(Neck Slot) Amulet of NA +1
(Shoulder Slot) Cloak of Resistance +2
(Wrist Slot) ------------------------
(Ring Slot 1) ------------------------
(Ring Slot 2) Ring of Protection +1
Ioun Stone (+1 to initiative); Cape of Bravado
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Gear:
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Combat Gear cape of bravado[UE], oil of bless weapon, air crystal, alchemist's fire (2), antiplague[APG] (2), antitoxin (2), caltrops, vermin repellent[UE] (2); Other Gear +2 mithral chain shirt, +1 ghost touch adamantine aldori dueling sword[ISWG], arrows (40), dagger, longbow, amulet of natural armor +1, belt of incredible dexterity +2, boots of striding and springing, cloak of resistance +2, cracked dusty rose prism ioun stone, headband of vast intelligence +2, plume of panache[ACG], ring of protection +1, animal glue[UE], backpack, bedroll, belt pouch, earplugs[APG], flask, flint and steel, hemp rope (50 ft.), manacles, marbles[APG], masterwork thieves' tools, mess kit[UE], pot, scroll case, smoked goggles[APG], torch (10), trail rations (5), waterskin, 5,545 gp, 3 sp, 4 cp
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Special /Class Abilities:
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Aldori Dueling Mastery Gain initiative and defensive bonuses when wielding an Aldori dueling sword.
Cape of bravado (DC 11) Compel foe in 30 ft to attack you on it's next turn (Will neg).
Charmed Life +2 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Dazzling Display (Aldori dueling sword) Intimidate check to demoralize can affect those within 30' who see you.
Deeds
Deft Strike (Ex) Can apply Dex bonus instead of Str with Aldori dueling sword.
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Track +2 Add the listed bonus to Survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
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Backstory:
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The bastard son of a minor River Kingdom noble Fenrik had to scratch his way to earn everything he has after his father died and his mother was thrown out.
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Personality:
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scenarios:
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Prestige Spent; 11:
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*Retraining: 5
*Caravan Day Job: Use Bluff for Day Job Roll.