Appraise +4
Bluff +15
Diplomacy +23 (+7 to gather information about humans, +7 when interacting with nobles/aristocracy)
Intimidate +14
Knowledge (arcana, history, local, nobility, planes, religion) +4 (+7 if it has to do with humans)
Linguistics +4
Perception +4
Perform (oratory) +14
Sense Motive +5
Spellcraft +4
Use Magic Device +19
Languages:
Language 1
Language 2
SQ bloodlines (arcane, imperious)
Equipment:
Combat Gear wand of cure light
wand of mage armor
wand of magic missile
lesser selective metamagic rod
sunrod x5
Other Gear
MW Performers Outfit (+2 Perform: Oratory)
MW Courtier's Outfit w/gems (50 gp) (+2 Diplomacy with aristocrats)
+tear-away (remove as standard action)
ioun torch
air crystals (10 uses)
Pathfinder Kit
Large Tent
Pavilion Tent
wayfinder
ruby dust (50 gp worth)
circlet of persuasion
headband of super-duper charisma +4
boots of the cat
MW carriage w/light horses (2)
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Special Abilities
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Awesome Display (Su) Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).
Metamagic Adept (Ex) At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level.
Oracle's Curse: Haunted (Ex) Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Student of Humanity (Ex) At 1st level, you gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.