Male Undine Rogue (Unchained Knife Master) 4/ Inquisitor of Sun Wukong (Sanctified Slayer) 7
Chaotic Neutral Medium Aquatic Outsider (Undine)
Init +12 (+6 dex + 2 trait +3 wis + 1 competence)
Senses Perception +16, Darkvision
AC 31, touch 19, flat-footed 31; (+6 dex, +9 armor, +2 shield, +1 dodge, +1 natural armor, +1 deflection, +1 insight)
Fighting defensively -4 attack/+3 Dodge, shield of faith +3 deflection
HP 98 (11d8 + 22 con + 7 fcb + 11 toughness)
Fort +9 (con +2, rogue +1, inquisitor +5, resistance +1)
Refl +13 (dex +6, rogue +4, inquisitor +2, resistance +1)
Will +10 (wis +3, rogue +1, inquisitor +5, resistance +1)
Special Defences: Energy Resistance (Cold): 5, Evasion, Amphibious, Hydrated Vitality, Blade Sense +1 AC against light blades, Agile Feet - Ignore Difficult Terrain (6/day), Mobility (+4 dodge AC on aoo), Uncanny Dodge, Escape Route
Speed 40ft, with armor 40ft, Swim speed 30
1-handed Melee +3 Adamantine Dagger +18/+13 1d4+10 (19-20/x2)
1-handed Melee+Piranha Strike +3 Adamantine Dagger +15/+10 1d4+16 (19-20/x2)
1-handed Melee+Piranha Strike+Bane +3 (+5) Adamantine Dagger +17/+12 1d4+18+2d6 (19-20/x2)
1-handed Melee+Piranha Strike+Studied Target +3 Adamantine Dagger +17/+12 1d4+18 (19-20/x2)
1-handed Melee+Piranha Strike+Studied Target+Bane +3 (+5) Adamantine Dagger +19/+14 1d4+20+2d6 (19-20/x2)
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue.
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Ranged Mw Darkwood Composite Longbow +15 1d8 (20/x3)
Ranged Dagger + 15 1d4+1 (19-20/x2)
Spells:(CL 7, Concentration +10)
3rd (2/day) (DC 16)- Heroism, Burst of Speed
2nd (4/day) (DC 15)- See Invisibility, Weapon of Awe, Invisibility, Lesser Restoration
1st (5/day) (DC 14)- Divine Favor, Shield of Faith, Expeditious Retreat, Cure Light Wounds, Remove Fear
Orisons Create Water, Detect Magic, Read Magic, Stabilize, Guidance, Acid Splash
Str 10 , Dex 22, Con 14, Int 12, Wis 16, Cha 7
Base Atk +8; CMB +8; CMD 28
Skills acp: 2; total skill ranks: 85
Traits: River Rat, Reactionary
Languages: Common, Aquan, Auran, Sylvan, Tien, Thassilonian, Ancient Osirian, Ignan, Terran
RSQ Darkvision, Amphibious, Hydrated Vitality, Energy Resistance (cold)
SQ Hidden Blade, Finesse Training (Ex), Finesse Training - Dagger (Ex), Stern Gaze(Ex), Monster Lore, Domain - Travel, Cunning Initiative, Detect Alignment, Track, Uncanny Dodge (Ex), Debilitating Injury (Ex), Solo Tactics (Ex), Bane, Discern Lies
A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
This ability is identical in all other ways to sneak attack, and supplements that ability.
On person: Monk's Outfit , Cold Iron Dagger , Adamantine Dagger +5 , Celestial Armor , +1 Buckler , Silver Light Mace , Mw Darkwood Composite Longbow [1,5]Alchemical Silver Cold Iron Arrowsx20
In backpack: Alchemist Fire*4 , Masterwork Thieves Tools 
Wands: CLW, Infernal Healing, Heightened Awareness, Longstrider, Greater Invis (6 charges), Lesser Restoration (11 charges)
Ioun Stones:Cracked Dusty Rose Prism, Dusty Rose Prism, Cracked Mulberry Pentacle (+1 Bluff/Diplo), Cracked Pink & Green sphere +1 intimidate)
Encumbrance 25,5 lb. without backpack (33/66/100), 31,5 lb. with backpack
Spring Attack Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.