Str 16 (+3) [5 pts, +2 racial]
Dex 15 (+2) [7 pts]
Con 12 (+1) [2 pts]
Int 13 (+1) [3 pts]
Wis 8 (-1) [+2 pts]
Cha 14 (+2) [5 pts]
Feats:
Dodge - +1 Dodge bonus to AC.
Great Fortitude - +2 to Fort saves.
Combat Reflexes - +2 AoOs per turn.
Combat Expertise - +1 dodge to AC, -1 to attacks for 1 round when making an attack or full attack.
Mobility - +4 AC vs AoOs from moving through/out of threatened squares.
Traits:
Resilient - +1 to Fort saves.
Indomitable Faith - +1 to Will saves.
Fighter(Lore Warden) 4/Maneuver Master Monk (+Weapon Adept) 1/Magus(Kensai) 1/Shadowdancer 6
Warden: 2-Combat Expertise, Mobility
KMagus: 3-EWP(whip), WeapFocus(whip), Whip Mastery
Warden: 4-[DEX+1]
Warden: 5-Spring Attack, Whirlwind Attack
Dancer: 6-
Dancer: 7-Improved Whip Mastery
Dancer: 8-Rogue Talent (combat trick - Quick Draw) [INT+1]
MMMonk: 9-Improved Trip, Greater Trip
Dancer: 10-
Dancer: 11-Weapon Specialization (whip)
Exotic Weapon Proficiency (whip) - proficient with whip.
Weapon Focus (whip) - +1 attack with whips.
Abilities:
Arcane Pool - 1+INT mod arcane points; swift action, +1 enhancement to weapon for 1 min.
Spell Combat - take -2 to all attacks for 1 round to also cast spell. Can take up to INT mod additional penalty on attacks for equal bonus on concentration check (d20+1+INT mod vs DC 17).
Canny Defense - +1 dodge bonus to AC while wielding a whip.
{spoiler=SPELLS}Spells: LVL0/DC11, LVL1/DC12/(k4,x1),
Light, Spark
Feather Fall - close, 1 medium or < creature, 1 round - fall 60ft harmlessly.
*True Strike - personal, 1 round - +20 to next attack & no miss chance for concealment.
Flare Burst - close, 10ft radius burst - dazzled for 1 min (Fort negates).
Jury-Rig - touch, 2lb or <, 1 round - treat weapon as if not broken.{/spoiler}
Use Magic Device +6 [1 Rank, +2 Cha, +3 Class]