Ignacio Leshoi's page

No posts. Organized Play character for Dustin Johnson.


Full Name

Ignacio Leshoi

Race

Human

Classes/Levels

Swashbuckler Inspired Blade 1

Gender

Male

Size

Medium

Age

43

Alignment

CN

Deity

Count Ranalc

Languages

Common, Draconic, Dtang, Varisian

Occupation

Shady Duelist

Strength 13
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 13
Charisma 7

About Ignacio Leshoi

Ignacio
Player: Dustin James Johnson Compliance: PFS Standard
Gender: Male Race: Human (Varisian) Class(es): Swashbuckler (Inspired
Blade) (1)
Alignment: LN Deity: Olheon
Init: +4 Senses: None Perception: +5
Height: 5'9" Weight: 170 Age: 25
Faction: The Exchange
Defense
AC: 17, Touch: 14, Flat-Footed: 13 (+4 Dex, +3 Armor, +0 Size, +0 Natural
Armor)
HP: 11
Fort: +1 Ref: +6 Will: +1
DR: None Immune: None Resist: None SR: 0
Offense
Speed: 30
Space: 5' Reach: 5'
Melee: +6, 1d6 +4 (Rapier) (Crit: 18-20/x2, Damage: P, Effort: one-handed)
Primary Natural Attacks: (+2, +1): Dex
If using only a single primary attack, increase the damage bonus x 1.5
A primary attack may be used with a melee weapon, though it suffers -5 to hit and adds only 1/2 of the strength
bonus.
Secondary Natural Attacks: (-3, +1): Dex
Ranged: None
Panache (3):
Statistics
Str: 13 (+1) Dex: 18 (+4) Con: 13 (+1) Int: 14 (+2) Wis: 13 (+1) Cha: 7 (-
2)
BAB: 1 CMB: 2 CMD: 16
Feats: Combat Expertise, Fencing Grace, Light Armor Proficiency, Martial Weapon Proficiency, Simple Weapon Proficiency, Weapon Focus
Skills: Acrobatics (+7), Appraise (+3), Bluff (+6), Climb (+0), Craft (Alchemy) (+6), Craft (All) (+2), Escape Artist (+3), Fly (+3), Heal (+1), Knowledge
(Nobility) (+6), Perception (+5), Ride (+3), Sense Motive (+5), Stealth (+4), Survival (+1), Swim (+0)
Languages: Common, Draconic, Dtang, Varisian
Equipped: Studded Leather (Armor), Rapier (Mainhand)
Held: Trail Rations (2), Wine (Common, Pitcher), Whetstone, Backpack (Masterwork), Candle, Hourglass (6 Seconds), Oil (3), Dagger (2),
Entertainer's Outfit
Encumbrance: Light Gold: 54.67
Swashbuckler: Level 1 (Inspired Blade)
Panache (3):
Ignacio (Swashbuckler) Specials
Panache
Group: Class Feature
Type: Ex
Prerequisites: Swashbuckler: 1
Source: Pathfinder Roleplaying Game: Advanced Class Guide
Description:
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a
swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to
her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier
(minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and
regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or onehanded
piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature
that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with
a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object,
reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the
swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.
Deeds
Group: Class Feature
Type: Untyped
Prerequisites: Inspired Blade: 1
Alters: Deeds
Deeds
Group: Class Feature
Type: Untyped
Prerequisites: Swashbuckler: 1
Source: Pathfinder Roleplaying Game: Advanced Class Guide
Description:
Source: Pathfinder Roleplaying Game: Advanced Class Guide
Description:
The inspired blade gains the following deeds, each of which replaces
an existing deed.
Inspired Strike (Ex): At 11th level, an inspired blade can spend 1
panache point when making an attack with a rapier to gain an insight
bonus on that attack roll equal to her Intelligence modifier (minimum
+1). When an inspired blade hits with an attack augmented by
inspired strike, she can spend 1 additional panache point to make
the hit a critical threat, though if she does so, she does not regain
panache if she confirms that critical threat. The cost of this deed
cannot be reduced by abilities such as Signature Deed. This ability
replaces bleeding wound.
Swashbucklers spend panache points to accomplish deeds. Most
deeds grant the swashbuckler a momentary bonus or effect, but
some provide longerlasting effects. Some deeds remain in effect
while the swashbuckler has at least 1 panache point, but do not
require expending panache to be maintained. A swashbuckler can
only perform deeds of her level or lower. Unless otherwise noted, a
deed can be performed multiple successive times, as long as the
swashbuckler has or spends the required number of panache points
to perform the deed.
Rapier Training
Group: Class Feature
Type: Ex
Prerequisites: Inspired Blade: 1
Replaces: Swashbuckler Weapon Training
Source: Pathfinder Roleplaying Game: Advanced Class Guide
Description:
At 5th level, an inspired blade gains a +1 bonus on attack rolls and a
+2 bonus on damage rolls with rapiers. While wielding a rapier, she
gains the benefit of the Improved Critical feat. These attack and
damage bonuses increase by 1 for every 4 levels beyond 5th (to a
maximum of +4 on attack rolls and +5 on damage rolls at 17th level).
This ability replaces swashbuckler weapon training.
Inspired Panache
Group: Class Feature
Type: Ex
Prerequisites: Inspired Blade: 1
Alters: Panache
Source: Pathfinder Roleplaying Game: Advanced Class Guide
Description:
Each day, an inspired blade gains a number of panache points
equal to her Charisma modifier (minimum 1) and Intelligence modifier
(minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache
from a killing blow. She gains panache only from scoring a critical hit
with a rapier. This ability alters the panache class feature.
Inspired Finesse
Group: Class Feature
Type: Ex
Prerequisites: Inspired Blade: 1
Replaces: Swashbuckler Finesse
Source: Pathfinder Roleplaying Game: Advanced Class Guide
Description:
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the
purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.
Ignacio's Skills
You have trained the following skills: Acrobatics (1), Appraise (1), Bluff (1), Craft (Alchemy) (1), Knowledge (Nobility) (1), Perception (1), Sense Motive (1), Stealth (1)
Acrobatics: +7
Summary: 4 (Dex) + 1 (Ranks) + 3 (Class Skill) + -1 (Armor Penalty)
Appraise: +3
Summary: 2 (Int) + 1 (Ranks)
Bluff: +6
Summary: 2 (Int) + 1 (Ranks) + 3 (Class Skill)
Climb:
0
Summary: 1 (Str) + -1 (Armor Penalty)
Craft (All): +2
Summary: 2 (Int)
Craft (Alchemy): +6
Summary: 2 (Int) + 1 (Ranks) + 3 (Class Skill)
Diplomacy:
-2
Summary: -2 (Cha)
Disable Device: +3
Summary: 4 (Dex) + -1 (Armor Penalty)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Disguise:
-2
Summary: -2 (Cha)
Escape Artist: +3
Summary: 4 (Dex) + -1 (Armor Penalty)
Fly: +3
Summary: 4 (Dex) + -1 (Armor Penalty)
Handle Animal:
-2
Summary: -2 (Cha)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Heal: +1
Summary: 1 (Wis)
Intimidate:
-2
Summary: -2 (Cha)
Knowledge (Arcana): +2
Summary: 2 (Int)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Knowledge (Dungeoneering): +2
Summary: 2 (Int)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Knowledge (Engineering): +2
Summary: 2 (Int)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Knowledge (Geography): +2
Summary: 2 (Int)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Knowledge (History): +2
Summary: 2 (Int)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Knowledge (Local): +2
Summary: 2 (Int)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Knowledge (Nature): +2
Summary: 2 (Int)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Knowledge (Nobility): +6
Summary: 2 (Int) + 1 (Ranks) + 3 (Class Skill)
Knowledge (Planes): +2
Summary: 2 (Int)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Knowledge (Religion): +2
Summary: 2 (Int)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Linguistics: +2
Summary: 2 (Int)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Perception: +5
Summary: 1 (Wis) + 1 (Ranks) + 3 (Class Skill)
Perform (All):
-2
Summary: -2 (Cha)
Profession (All): +1
Summary: 1 (Wis)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Ride: +3
Summary: 4 (Dex) + -1 (Armor Penalty)
Sense Motive: +5
Summary: 1 (Wis) + 1 (Ranks) + 3 (Class Skill)
Sleight of Hand: +3
Summary: 4 (Dex) + -1 (Armor Penalty)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Spellcraft: +2
Summary: 2 (Int)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Stealth: +4
Summary: 4 (Dex) + 1 (Ranks) + -1 (Armor Penalty)
Survival: +1
Summary: 1 (Wis)
Swim:
0
Summary: 1 (Str) + -1 (Armor Penalty)
Use Magic Device:
-2
Summary: -2 (Cha)
Note:you have nottrained this skill,and typically may notuse ituntil you do.
Ignacio's Feats
Swashbuckler Bonus Feat (Level 1)
Weapon Focus
Type: Combat
Description: Choose one type of weapon. You can also choose unarmed strike or
grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this
feat.
Prerequisites: Proficiency: Selected Weapon, Base Attack Bonus: 1
Benefit: You gain a +1 bonus on all attack rolls you make using the selected
weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each
time you take the feat, it applies to a new type of weapon.
Source: Pathfinder Roleplaying Game: Core Rulebook
Player Selected: Rapier
Feat (1)
Fencing Grace
Type: Combat
Description: Your dashing style and fluid rapier forms allow you to use agility
rather than brute force to fell your foes.
Prerequisites: Dex: 13, Feat: Weapon Finesse, Weapon Focus: Rapier
Benefit: When wielding a rapier one-handed, you can add your Dexterity modifier
instead of your Strength modifier to that weapon’s damage. The rapier must be
one appropriate for your size.
In addition, if you have the panache class feature, you gain a +2 bonus to CMD
against attempts to disarm you of your rapier while you have at least 1 panache
point.
Source: Pathfinder Player Companion: Advanced Class Origins
Player Selected:
Swashbuckler Bonus Feat (Level 1)
Martial Weapon Proficiency
Type: Combat
Description: Choose a type of martial weapon. You understand how to use that
type of martial weapon in combat.
Benefit: You make attack rolls with the selected weapon normally (without the
non-proficient penalty).
Normal: When using a weapon with which you are not proficient, you take a -4
penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial
weapons. They need not select this feat. You can gain Martial Weapon
Proficiency multiple times. Each time you take the feat, it applies to a new type
of weapon.
Source: Pathfinder Roleplaying Game: Core Rulebook
Player Selected: All
Human Bonus Feat
Combat Expertise
Type: Combat
Description: You can increase your defense at the expense of your accuracy.
Prerequisites: Int: 13
Benefit: You can choose to take a -1 penalty on melee attack rolls and combat
maneuver checks to gain a +1 dodge bonus to your Armor Class. When your
base attack bonus reaches +4, and every +4 thereafter, the penalty increases
by -1 and the dodge bonus increases by +1. You can only choose to use this
feat when you declare that you are making an attack or a full-attack action with
a melee weapon. The effects of this feat last until your next turn.
Source: Pathfinder Roleplaying Game: Core Rulebook
Player Selected:
Swashbuckler Bonus Feat (Level 1)
Light Armor Proficiency
Type: Combat
Description: You are skilled at wearing light armor.
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill
checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
Special: All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.
Source: Pathfinder Roleplaying Game: Core Rulebook
Player Selected:
Ignacio's Traits
Clever Wordplay
Type: Social
Category: Social
Source: Pathfinder Player Companion: Pathfinder Society Primer
Description: Choose one Charisma-based skill. You attempt checks
with that skill using your Intelligence modifier instead of your
Charisma modifier.
Player Selected: Bluff
Anatomist
Type: Combat
Category: Combat
Source: Pathfinder Roleplaying Game: Character Traits Web
Enhancement
Description:
You gain a +1 trait bonus on all rolls made to confirm critical hits.
Ignacio's Racial Traits (Human)
Varisian
Type: Ethnicity
Languages: Varisian
Source: Pathfinder Campaign Setting: Inner Sea World Guide
Description:
Wanderers and nomads, Varisians travel the land in caravans, stopping only to
put on their shows. Some Varisians use their gregarious natures and dark good
looks to swindle unfortunate marks; it is these few scalawags who give the
Languages
Type: Racial Trait
Category: Racial Trait
Race: Human
Source: Pathfinder Roleplaying Game: Core Rulebook
Description: Humans begin play speaking Common. Humans with high
Intelligence scores can choose any languages they want (except secret
Varisian people a bad name. Most other folk respect the Varisians for their
ancient traditions and vast knowledge but mistrust their motives.
languages, such as Druidic).
+2 to One Ability Score
Type: Racial Trait
Category: Racial Trait
Race: Human
Source: Pathfinder Roleplaying Game: Core Rulebook
Description: Human characters gain a +2 racial bonus to one ability score of their
choice at creation to represent their varied nature.
Player Selected: Dex
Skilled
Type: Racial Trait
Category: Racial Trait
Race: Human
Source: Pathfinder Roleplaying Game: Core Rulebook
Description: Humans gain an additional skill rank at first level and one additional
rank whenever they gain a level.
Medium
Type: Racial Trait
Category: Racial Trait
Race: Human
Source: Pathfinder Roleplaying Game: Core Rulebook
Description: Humans are Medium creatures and receive no bonuses or penalties
due to their size.
Bonus Feat
Type: Racial Trait
Category: Racial Trait
Race: Human
Source: Pathfinder Roleplaying Game: Core Rulebook
Description: Humans select one extra feat at 1st level.
Normal Speed
Type: Racial Trait
Category: Racial Trait
Race: Human
Source: Pathfinder Roleplaying Game: Core Rulebook
Description: Humans have a base speed of 30 feet.
Inventory
Dagger X 2
Price: 2 gp
Size: Medium
Damage (Small): 1d3 Damage (Medium): 1d4
Damage (Large): 1d6 Critical: 19-20/x2
Range: 10 ft
Weight: 1 lb
Damage Type: P, S
Proficiency: simple
Effort: light
Special: -
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description:
A dagger is a fighting knife. Its blade is usually
less than 1 foot long, and can be curved or
straight, with one edge or two. Dagger designs
vary widely, and can have many different names
(such as a thrusting dagger being called a "dirk").
You get a +2 bonus on Sleight of Hand skill checks
made to conceal a dagger on your body.
Dagger X 2
Price: 2 gp
Size: Medium
Damage (Small): 1d3 Damage (Medium): 1d4
Damage (Large): 1d6 Critical: 19-20/x2
Range: 10 ft
Weight: 1 lb
Damage Type: P, S
Proficiency: simple
Effort: light
Special: -
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description:
A dagger is a fighting knife. Its blade is usually
less than 1 foot long, and can be curved or
straight, with one edge or two. Dagger designs
vary widely, and can have many different names
(such as a thrusting dagger being called a "dirk").
You get a +2 bonus on Sleight of Hand skill checks
made to conceal a dagger on your body.
Rapier (Mainhand)
Price: 20 gp
Size: Medium
Damage (Small): 1d4 Damage (Medium): 1d6
Damage (Large): 1d8 Critical: 18-20/x2
Range: -
Weight: 2 lbs
Damage Type: P
Proficiency: martial
Effort: one-handed
Special: -
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description:
You can use the Weapon Finesse feat to apply
your Dexterity modifier instead of your Strength
modifier to attack rolls with a rapier sized for you,
even though it isn't a light weapon. You can't wield
a rapier in two hands in order to apply 1-1/2 times
your Strength modifier to its damage.
Backpack (Masterwork)
Type: Adventuring Gear
Price: 50 gp
Weight: 4 lbs
Source: Pathfinder Roleplaying Game: Ultimate
Equipment
Description:
This leather knapsack has one large pocket that
closes with a buckled strap and holds about 2
cubic feet of material. Some may have one or
more smaller pockets on the sides.
Masterwork Backpack: This backpack has
numerous pockets for storing items that might be
needed while adventuring. Hooks are included for
attaching items such as canteens, pouches, or
even a rolled-up blanket. It has padded bands that
strap across the chest and the waist to distribute
its weight more evenly. Like a common backpack,
it can hold about 2 cubic feet of material in its main
container. When wearing a masterwork
backpack, treat your Strength score as +1 higher
than normal when calculating your carrying
capacity.
Oil X 3
Type: Adventuring Gear
Price: 0.1 gp
Weight: 1 lb
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description: A 1-pint flask of oil burns for 6 hours in a
lantern or lamp. You can also use a flask of oil as a
splash weapon. Use the rules for alchemist's fire,
except that it takes a fullround action to prepare a
flask with a fuse. Once it is thrown, there is a 50%
chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an
area 5 feet square, provided that the surface is
smooth. If lit, the oil burns for 2 rounds and deals
1d3 points of fire damage to each creature in the
area.
Oil X 3
Type: Adventuring Gear
Price: 0.1 gp
Weight: 1 lb
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description: A 1-pint flask of oil burns for 6 hours in a
lantern or lamp. You can also use a flask of oil as a
splash weapon. Use the rules for alchemist's fire,
except that it takes a fullround action to prepare a
flask with a fuse. Once it is thrown, there is a 50%
chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an
area 5 feet square, provided that the surface is
smooth. If lit, the oil burns for 2 rounds and deals
1d3 points of fire damage to each creature in the
area.
Oil X 3 Studded Leather (Armor) Wine (Common, Pitcher)
Type: Adventuring Gear
Price: 0.1 gp
Weight: 1 lb
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description: A 1-pint flask of oil burns for 6 hours in a
lantern or lamp. You can also use a flask of oil as a
splash weapon. Use the rules for alchemist's fire,
except that it takes a fullround action to prepare a
flask with a fuse. Once it is thrown, there is a 50%
chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an
area 5 feet square, provided that the surface is
smooth. If lit, the oil burns for 2 rounds and deals
1d3 points of fire damage to each creature in the
area.
Proficiency: Light
Price: 25 gp
Armor Bonus: 3
Maximum Dexterity Bonus: 5
Armor Check Penalty: -1
Arcane Spell Failure Chance: 15%
Speed: 30 ft/20 ft
Weight: 20 lbs
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description: Similar to leather armor, this suit is
reinforced with small metal studs.
Type: Food/Drink
Price: 0.2 gp
Weight: 0 lbs
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description:
Wine is made from fermented fruit juice, usually
grapes, but also sometimes berries, apples, or
even rice (sake). The lower listed price is for
unremarkable common wine and the higher is for
significantly finer wine, though wine from certain
vintners (and specific years) may fetch much
higher prices. In colder climates, wine is often
mulled with fruit, spices, honey, and almonds and
served as a warming beverage during the winter.
Hourglass (6 Seconds)
Type: Adventuring Gear
Price: 10 gp
Weight: 0 lbs
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description:
The standard hourglass takes 1 hour to empty the
sand from the upper chamber; smaller ones that
mark time more precisely are also readily
available, in 1-minute and 6-second sizes.
Hourglasses tracking more than an hour are
rare.The standard hourglass takes 1 hour to
empty the sand from the upper chamber; larger
and smaller timers exist which mark off time in
increments as short as 6 seconds.
Entertainer's Outfit
Type: Clothing
Price: 3 gp
Weight: 4 lbs
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description: This set of flashy-perhaps even gaudyclothes
is meant for entertaining. Entertainer's
outfits come in a wide range of styles, from
scandalous to flattering to absurd. While the outfit
looks whimsical, its practical design does nothing
to inhibit your ability to tumble, dance, walk a
tightrope, or run (if the audience turns ugly).
Whetstone
Type: Adventuring Gear
Price: 0.02 gp
Weight: 1 lb
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description: A whetstone allows you to sharpen a
blade by sliding it against the stone at a precise
angle. Honing a blade with a whetstone requires
about 15 minutes of work and grants the weapon a
+1 bonus on your damage roll the first time you hit
with it. This only works on nonmagical blades.
Trail Rations X 2
Type: Food/Drink
Price: 0.5 gp
Weight: 1 lb
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description: The listed price is for a day's worth of
food. This bland food is usually some kind of hard
tack, jerky, and dried fruit, though the contents
vary from region to region and the race of those
creating it. As long as it stays dry, it can go for
months without spoiling.
Trail Rations X 2
Type: Food/Drink
Price: 0.5 gp
Weight: 1 lb
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description: The listed price is for a day's worth of
food. This bland food is usually some kind of hard
tack, jerky, and dried fruit, though the contents
vary from region to region and the race of those
creating it. As long as it stays dry, it can go for
months without spoiling.
Candle
Type: Adventuring Gear
Price: 0.01 gp
Weight: 0 lbs
Source: Pathfinder Roleplaying Game: Core
Rulebook
Description: A candle dimly illuminates a small area,
increasing the light level in a 5-foot radius by one
step (darkness becomes dim light and dim light
becomes normal light). A candle cannot increase
the light level above normal light. A candle burns
for 1 hour.
Bonuses
Modified Bonus Type Condition Source
Base Speed 30 Racial Constant Normal Speed (Racial Trait)
Critical Hit
Confirmation
+1 Trait Constant Anatomist (Trait)
Dex +2 Racial Constant +2 to One Ability Score (Racial Trait)
Int Bluff Trait Constant Clever Wordplay (Trait)
Language Common Racial Constant Languages (Racial Trait)
Rapier +1 With selected weapon Weapon Focus (Feat)
Skill Points +1 Untyped +1 Skill Points Favored Class (1)
Skill Rank +1 Racial Constant Skilled (Racial Trait