Andrazi
Medium Humanoid(Human)(Varisian) Fighter(Cad) 7
Init: +2
Senses: Perception +0
Defenses
HP: 60/60
AC: 24 (7 armor +2 dex +3 shield + 1 Deflect +1 Natural +1 Insight)
Touch: 14
Flat-Footed: 23
Speed: 30
Fort +9, Ref +6, Will, +6
CMB +12 (+16 versus dirty trick) (+14 versus Disarm/Steal)
CMD 25 (29 versus dirty trick) (34 versus trip) (32 versus grapple) (27 versus Disarm/Steal)
Melee +1 Cold Iron Kukri +12/+7 (1d4+6/18-20/x2)
Sap +10/+5 (1d6+3/20/x2)
Ranged
Dagger(10 feet) +9 (1d4+3/19-20/x2)
Skills: Acrobatics +9, Bluff +6, Climb +5, Disable Device +14, Intimidate +6, Knowledge(Local) +10, Sleight of Hand +7, Stealth +5, Swim +5
Traits: Vagabond Child, Threatening Defender
Feats: Combat Expertise, Improved Dirty Trick, Iron Will, Weapon Focus(Kukri), Power Attack, Catch Off Guard*, Weapon Specialization(Kukri), Improved Trip, Greater Dirty Trick, Combat Reflexes
Dirty Maneuvers +2: Andrazi gains a +2 bonus on disarm, dirty trick, and steal combat maneuver checks. He also gains a +2 bonus to CMD when attacked with the disarm, dirty trick, and steal combat maneuvers.
Payback +1: Andrazi gains a +1 bonus on attack and damage rolls against any creature that has attacked the cad since the beginning of his last turn.
*Snowmask Brother - Endure Elements Cold
*Caravan Traveler - Specialized in Knowledge(Local)
*Thieve's Guild - Sleight of Hand for Dayjob
Equipment:+1 Elven Chainmail, +1 Mithral Heavy Steel Shield, Sap, Rope(Hempen), Grappling Hook, Torches(10), Jewelry, Masterwork Crowbar, Cold Weather Gear, Anti-plague (2), Anti-Toxin (2), Chain, Wand)CLW (17), Potion) Shield of Faith +2, Masterwork Thieve's Tools, Ring of Protection +1, Amulet of Natural Armor +1, Cloak of Resistance +2, Dusty Rose Ioun Stone(Wayfinder)