Male Human Rouge
Chaotic Good Medium Humanoid(Human)
Init +3; Perception +5(+6 vs. Traps)
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DEFENSE
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AC 17, touch 13, flat-footed 14
HP 10 (1d8+2)
CMD 15
Fort +2 Ref +5 Will +1
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OFFENSE
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Spd 30 ft
Base attack +0 CMB +3
Melee+3 Rapier[18-20x2](P1d6+3)
Melee+3 Sickle[x2](S1d6+3)
Melee+3 Sap[x2](B1d6+3 non-lethal)
Melee+3 Dagger[19-20x2](P or S1d4+3)
Ranged+3 Light Crossbow[19-20x2](P1d8)
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ABILITIES
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Str 16, Dex 16, Con 14, Int 14, Wis 12, Cha 19
Favored Class: Rouge
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SPECIAL ABILITIES
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Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trap-finding: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.
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TRAITS
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Brigand((KMPG)) You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate,and Sense Motive checks when dealing with brigands, thieves,bandits, and their ilk.
Threatening Defender((CEoD)) When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
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FEATS
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Combat Expertise
Improved Feint
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SKILLS
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Acrobatics +5
Bluff +8
Diplomacy+8
Disable Device+8
Intimidate+8
Knowledge: Local +6
Linguistics +6
Perception +5
Perform(Oratory)+8
Sleight Of Hand +5
Stealth +5
Swim +5