Male kasatha fighter 2 / rogue 3
LN Medium humanoid (kasatha)
Init + 3; Senses Perception + 10
AC 22, touch 15, flat-footed 17 ( + 7 armor, + 3 Dex, + 2 dodge)
hp 41 (5 HD; 2d10 + 3d8 + 10)
Fort + 6, Ref + 6, Will + 3, + 1 Will vs. fear, + 2 Reflex to avoid traps
Defensive Abilities danger sense +2, evasion;
Speed 30 ft.
Melee + 1 elven curved blade +7 (1d10 + 4/18-20), + 1 elven curved blade + 7 (1d10 + 2/18-20)
Special Attacks sneak attack 2d6
Str 10, Dex 17, Con 14, Int 14, Wis 15, Cha 15
Base Atk +4; CMB +7; CMD 19
Feats Agile Maneuvers, Exotic Weapon Proficiency (Elven Curved Blade), Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Elven Curved Blade)
Skills Acrobatics +12 , Acrobatics (Jump) +13 , Bluff +10 , Climb +9 , Diplomacy +10 , Perception +10 , Perception (Trapfinding) +13 , Stealth +11 , Survival +10 , Swim +8
Traits armor expert, rice runner
Languages Aquan, Boggard, Common, Kasatha, Minkaian, Tien
SQ bravery, danger sense, desert runner, evasion, fast stealth, finesse training (elven curved blade), jumper, multi-armed, stalker, surprise attack
Gear +1 agile breastplate (mithral), +1 elven curved blade, sash, adventurer’s
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Danger Sense (Ex) You gain a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks by traps. In addition, you gain a +2 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class).
Desert Runner (Ex) +4 Racial Bonus on Constitution checks & Fortitude Saves vs fatigue and exhaustion, & any other negative effects from running, forced marches, starvation, thirst, or hot/cold environments. [Cost: 2]
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Fast Stealth (Ex) This ability allows you to move at full speed using Stealth without penalty.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Jumper (Ex) Always considered having a running start when jumping with Acrobatics.
Rice Runner You grew up as a slave in Wanshou, harvesting rice for your kraken despot, and you know how to move agilely across sodden and unsteady ground. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Trapfinding (Ex) You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.