Hit Points: 25 (4d8+2)
Initiative: +5
AC: 18, touch 15, flat-footed 13 (+3 armor, +5 Dexterity)
Other: +2 racial bonus to AC vs non-magical ranged attacks (unless breezes have been exhausted for the day); +1 to initiative checks for surprise rounds that involved Bluff and Sense Motive checks to determine surprise
Speed: 30 feet (+5 when running)
BAB: +3
CMB: +8 (+2 for dirty tricks and stealing)
CMD: 18 (20 vs dirty tricks and stealing)
Attacks: masterwork kukri +9 (1d4+5/18-20) or kunai +8 (1d4) or masterwork composite shortbow +9 (1d6/x3) or chakram +8 (1d8)
Saving Throws:
Fortitude: +1
Reflex: +9
Will: 0
Other: +2 vs Enchantment, Divination, air, and electricity; ignore up to 30 feet worth of damage in the event of falling
Skills: Acrobatics +12, Appraise +10, Bluff +5, Climb +4, Diplomacy +5, Disable Device +14, Disguise +5, Escape Artist +10, Heal +3, Intimidate +5, Knowledge (Dungeoneering, Engineering, Geography, Local, Nature, Planes) +7, Linguistics +10, Perception +4, Sense Motive +4, Sleight of Hand +14, Stealth +14, Swim +4, Use Magic Device +6
Other: +3 to Acrobatics checks to jump; +1 to Sense Motive checks to avoid surprise, and Bluff checks to surprise; +2 circumstance bonus on Sleight of Hand checks to steal items without being noticed, and on Day Job rolls; +2 to all checks to hide small objects on self; +1 to Acrobatics checks to traverse narrow surfaces; +3 circumstance bonus on Diplomacy checks to influence high-standing members of house Thrune, the Chelish government, or a Hellknight order in good standing
Skill Unlocks:
Sleight of Hand - When attempting a disarm or steal maneuver, a successful Sleight of Hand check against target’s CMD grants a +2 circumstance bonus to the combat maneuver check.
Stealth - penalty for sniping reduced by 10.
DC to demoralize: 13
Favored Class: Rogue (+2 hit points, +1 to Sense Motive and Acrobatics checks to jump)