Improvisations: 2nd–get 'em, 4th–clever attack, 6th– inspiring boost, 8th–don’t quit, 10th–focus, 12th–hidden agenda/hurry, 14th–improved hurry;
Feats: 3rd–Diversion, 5th–Fast Talk, 7th–Unfriendly Fire, 9th–Antagonize, 11th–Iron Will OR Skill Synergy (Diplomacy & Intimidate)
Talents: Create Diversion (Armory)?
Abilities: 5th–Dexterity, Constitution, Intelligence, Charisma, 10th–Strength, Dexterity, Intelligence, Charisma
Purchases: armor upgrades (adaptive defense module [AA2], force fields, etc.), (frost) plasma pistol, advanced semi-auto with critical effect fusion, weapon fusions (merciful, 7th - Star Sugar Heartlove!!! Chronicle); check each level for improvements to small arms and light armor.
Reynold uses his Get 'Em and Clever Attack improvisations against viable targets. He prefers to use stun mode and inflict nonlethal damage except against visibly vicious or dangerous foes.
dice=Bluff]1d20+17+1d6+1[/dice (convincing liar reroll still gets +3 from Skill Focus)
dice=Attack vs EAC (static arc pistol)]1d20+11[/dice
dice=Damage (E, nonlethal)]1d6+4[/dice