Stats:
STR 10
DEX 16 (+2 ancestry, +2 background, +2 extra)
CON 10
INT 12 (+2 extra)
WIS 12 (+2 extra)
CHA 18 (+2 ancestry, +2 background, +2 class, +2 extra)
Saves:
Fort 3 (+3 trained, +0 con)
Ref 8 (+5 expert, +3 dex)
Will 6 (+5 expert, +1 wis)
Combat:
Initiative +2 (Incredible Initiative feat)
AC: 17 (+3 dex, + 3 trained, + 1 armor)
HP: 8/8
Rapier (melee) +6 (1d6 piercing) (deadly d8, disarm, finesse)
Dagger (melee) +6 (1d4 piercing) (agile, finesse, thrown 10 ft., versatile S)
Dagger (ranged) +6 (1d4 piercing) (agile, finesse, thrown 10 ft., versatile S)
Background: Barrister
Piles of legal manuals, stern teachers, and experience in the courtroom have instructed you in legal matters. You’re capable of mounting a prosecution or defense in court, and you tend to keep abreast of local laws, as you never can tell when you might need to know them on short notice.
Ability scores: +2 Cha, +2 Dex.
Skills: Trained (2+level) in Diplomacy, Legal Lore.
Feats: Group Impression skill feat.
Class: Rogue
You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents’ missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don’t care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.
Rogue's Racket: Scoundrel (Cha is key ability).
Skills: Trained (2+level) in Deception, Society (replaces Diplomacy).
Extra: Successful Feint means flat-footed, crit success also to allies.
Rogue feat: You're Next (reaction; when reducing an enemy to 0 hp, make an Intimidation check with +2 to demoralize another opponent)
Rogue skill feat: Pickpocket (stealing or palming an object that is closely guarded does not take a -5 penalty)
Race: Human
Human heritage: Versatile.
Heritage feat: Assurance (Stealth) general feat (always at least 10 on Stealth rolls).
Human ancestry feat: Cooperative Nature (+4 on Aid checks).
General starting feat: Incredible Initiative (+2 Init)
Skills:
Acrobatics +6 (trained)
Athletics +3 (trained)
Deception (rogue’s racket) +7 (trained)
Diplomacy (background) +7 (trained)
Intimidation +7 (trained)
Legal Lore (background) +4 (trained)
Lore: Guild Lore +4 (trained)
Lore: Underworld Lore +4 (trained)
Medicine +4 (trained)
Perception +6 (expert)
Society (rogue’s racket) +4 (trained)
Stealth +6 (trained; always at least 10 from Assurance feat)
Survival +4 (trained)
Thievery +6 (trained)
Gear: Rogue kit
Leather armor
Dagger, rapier
Adventurer's pack, climbing kit
Thieves' tools
Money: 5 gp, 8 sp
Bulk: 4 Bulk, 1 light