One ability score at +2 in his case changed to Wisdom
Bonus Feat at 1st level
Skilled: +1 skill rank per level
Favoured Class: Paladin
Weapon Proficiencies: All simple and martial weapons
Armour Proficiencies: All types of armour and shields except for Tower Shields.
Aura of Good: Treated as Paladin's level when detect good used on him.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning its strength as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. This ability is activated as a swift action and lasts for 1 round. When smiting evil, a paladin adds her Charisma bonus (if any) on his attack rolls and deals 1 extra point of damage per paladin level whenever he attacks an evil creature. If the creature hit by a paladin using smite evil is an outsider with the evil subtype or evil aligned dragon or an undead creature, the bonus to damage increases to 2 points of damage per level the paladin possesses and the damage automatically bypasses any DR the creature might possess.
In addition whilst the smite evil is in effect the paladin gains a deflection bonus equal to his Charisma modifier to his AC against attacks made by the target of his smite as long as they are definitely evil.
This smite evil effect remains until the target of the smite is dead or until the paladin next rests and regains this ability.
Sneak Attack: When he catches a foe unprepared whether with a melee attack or within 30' with a ranged attack usually when flanking a foe or when the foe is denied their Dex modifier he gets to inflict +1d6 damage with a successful hit under these circumstances.
Trapfinding: Adds half his rogue level (minimum of +1) to Perception checks made to locate traps and also to Disable Device checks which can now disarm magical traps.
Regional Feat: Street Smart: Gains +2 to Diplomacy, Intimidate and Sense Motive checks
Crimson Throne Trait/Unhappy Childhood: Gains +1 to Reflex saves
Improved Initiative: +4 to initiative rolls (already included above)
Two Weapon Fighting: Can employ two weapons at -2 to hit with each as long as one is light.
Traveller’s Outfit, Chain Shirt, Large Wooden Shield, Short Sword*, Dagger, Battle Axe, Short Bow, Quiver with 20 Arrows, Backpack, Bedroll, Sack, Flint & Steel, Belt Pouch, Hooded Lantern, Flasks of Oil x2, whetstone, wooden holy symbol of Helm (Kept in pouch), Holy Symbol of the Red Knight (worn openly), 6 gold pieces, 5 silver pieces and 8 copper pieces.
Character Notes: Reg's father was from Elturel and being the black sheep in a family devoted to the worship of Helm he came to Chessenta and settled with a local girl starting a large family.
Reg's family died in a mysterious fire and he ended up as one of Gaedren's lamms until he was left for dead when Gaedren ordered a band of his goons to kill one of Reg's fellow slaves and he fought them trying to save the boys' life only for both to fall into the waters outside Gaedren's lair.
Reg barely conscious managed to drag himself to safety waking up in the burnt shell of his family home and using what memeories he had of his family uncovered a secret chest his father had left hidden containing what little possessions he now has left including his father's masterwork shortsword and an old wooden holy symbol which is all that links him to his father's estranged family back in Elturel.
Following the death of Euphengenia Reg made a point of purchasing an axe and shield intent on making sure her killers' had nothing to hide behind this time.