Spoiler=Opportune Parry and Riposte]
Spend 1 panache point and expend 1 AoO to:
dice=Parry w/ haste]d20+18+1[/dice] vs. Enemy attack roll
ooc]Remaining Panache: 4/5; AoOs: 5/6[/ooc] [/spoiler]
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Defense
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AC 30, touch 19, flat-footed 23 (+6 armor, +2 deflection, +6 Dex, +1 dodge, +2 natural, +3 shield)
hp 72 (9 HD; 4d8+5d10+18)
Fort +6, Ref +13, Will +7
Defensive Abilities: charmed life 3/day, nimble +1
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Offense
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Speed 30 ft.
Melee +2 rapier +18/+13 (1d6+9/15-20+5 Precision) or
silver morningstar +15/+10 (1d8+2/19-20+5 Precision)
Ranged shortbow +14/+9 (1d6/×3)
Special Attacks: deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (5), swashbuckler weapon training +1
SQ: fire in the blood, inspiration, investigator talent (inspired alertness), oracle's curse (possessed), revelations (focused trance, lore keeper), swashbuckler finesse, wildfire heart
Combat Gear: oil of bless weapon, acid, alchemist's fire, holy water; +2 mithral chain shirt, +2 buckler, +2 rapier, arrows (20), shortbow, silver morningstar, amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +2, handy haversack, headband of alluring charisma +4, ring of protection +2, backpack, chalk, masterwork thieves' tools, wand of CLW [16 charges], feather token (swan), potion of fly, potion of invisibility, potion of prot from fire, potion of prot from cold.
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Special Abilities:
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Charmed Life +5 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Fencing Grace Use Dexterity on rapier damage rolls
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Focused Trance (+4, 5/day, DC 17) (Ex) Trance state grants +4 vs. gaze or sonic effects, but only allows move actions. After 1d6 rounds, make an Int-based skill check at +20.
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Alertness (Ex) When flat-footed, use 1 inspiration to ignore that condition.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
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.
Possessed Curse: You take a –2 penalty on all concentration checks, and concentrating to maintain a spell duration provokes attacks of opportunity. Whenever a foe attempts to use an effect to possess or dominate you and the effect allows a saving throw to negate, you may roll twice and take the better of the two results.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swashbuckler Weapon Training +1 (Ex) +1 attack and damage with swashbuckler weapons.