Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Feats:
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to our 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.
Improved Feint: You can make a Bluff check to feint in combat as a move action.
Skills:
Skill points/level: 12 (8 + 2 Int +1 human +1 favored class)
Acrobatics +6 (1 rank, 3 class skill, 3 Dex, -1 armor)
Bluff +6 (1 rank, 3 class skill, 2 Cha)
Diplomacy +6 (1 rank, 3 class skill, 2 Cha)
Disable Device +6 (1 rank, 3 class skill, 3 Dex, -1 armor)
Disguise +6 (1 rank, 3 class skill, 2 Cha)
Knowledge (local) +6 (1 rank, 3 class skill, 2 Int)
Linguistics +6 (1 rank, 3 class skill, 2 Int)
Perception +4 (1 rank, 3 class skill, 0 Wis)
Sense Motive +4 (1 rank, 3 class skill, 0 Wis)
Sleight of Hand +6 (1 rank, 3 class skill, 3 Dex, -1 armor)
Stealth +6 (1 rank, 3 class skill, 3 Dex, -1 armor)
Use Magic Device +6 (1 rank, 3 class skill, 2 Cha)
Other class skills
Appraise (Int)
Climb (Str)
Craft (Int)
Escape Artist (Dex)
Intimidate (Cha)
Knowledge (dungeoneering) (Int)
Perform (Cha)
Profession (Wis)
Swim (Str)
Merchant Family: You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.
Harrow blessed: You've spent enough time among Varisian wanderers to be adopted into the clan. You were sent on your way with a harrow deck of your own and a Harrower's blessing, which gives you a +1 Initiative.
Racial traits:
+2 to One Ability Score: Applied to Dexterity.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.
Background:
Ionacu grew up in Magnimar as a scion of the Valdemar family. Given all the benefits of rich society, he has done nothing but disappoint his family since the first time he escaped his nanny. While he managed to pick up some knowledge of the family business through sheer repetition, he constantly spent time finding his own ways to amuse himself, rarely by doing something they approved of.
Finally, they realized there was simply too much trouble he was getting into in Magnimar and made the decision to send him to his distant relatives in Sandpoint, in the hopes there was less trouble he could get into. He never arrived.
Instead, on the way, he found a group of wandering Varisians and attached himself to them, finding a home he loved far more than anything he'd ever had before, despite the lack of trappings. Finally, however, his parents were able to track him down and send him on to Sandpoint, where he arrived just in time for the dedication of the Sandpoint Cathedral dedication.