Feats:
* L1 - Piranha Strike
* C1 - Weapon Finesse (light/1-handed piercing only, use Cha for Int prereqs re: combat feats)
Skills:
* Acrobatics +9, Bluff +7, Diplomacy +7, Escape Artist +8, Intimidate +7, Perception +3, Perform +7, Sleight of Hand +8, Stealth +8
Traits:
* Tactician - +1 Initiative, 1/day +2 on an AoO
* Highlander - +1 Stealth (class skill), +2 in rocky/hilly areas
Panache Pool:
* 3
Swashbuckler Deeds:
* Derring-Do - Spend Panache to add +1d6 to an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check after the roll (but before the result is known) - may "explode" 6s, max dice = Dex mod.
* Dodging Panache - Spend Panache to move 5' as an Immediate action, adding +Cha to dodge AC vs triggering attack (doesn't avoid AoOs provoked by this movement)
* Opportune Parry and Riposte - Spend Panache and use an Attack of Opportunity to make an attack roll to parry (-2 per size mod). If attack is greater, parry is successful, and as long as 1 Panache is in the pool, may make a riposte attack as an immediate action.
Charmed Life:
* 3 times per day, may add Charisma modifier to a save as an immediate action (before the roll).
Notable roll modifiers:
* Masterwork Wakizashi, +7(-1) Atk, 1d6(+2) dam, 18-20 crit, P or S, Deadly
* Light Crossbow, +6 Atk, 1d8 dam, 19-20 crit, Range 80, P, 10 bolts (plus 3 grapple bolts)
Magical items:
* Wand of Cure Light Wounds (50 charges)
* Snapleaf
* Oil of Bless Weapon
* Oil of Cure Light Wounds
* Potion of Cure Light Wounds
* Dusty Rose (Cracked) Ioun Stone
Alchemical items:
* Alchemist's Fire
* Alkali Flask
* Burst Jar
* Shard Gel
* Tanglefoot Bag
* Antiplague
* Vermin Repellent x2
* Invisible Ink (Simple) x2
* Alchemist's Kindness