- Halford Ramsey, male human, age 28, Swashbuckler 3/ Swordsage 8/ Contender 11/ Invisible blade 5; CR 27; Medium Humanoid; HD 3d10+12 and 8d8+32 and 11d6+44 and 5d6+20, HP 239; Init +8; Spd 30 ft.; AC 28 (touch 23, flat-footed 28); Grp +23; Atk +34/+29/+24/+19 (Dagger 1d4+19, 17-20/x2) and +35/+35/+30/+25 (Dagger 1d4+17, 19-20/x2); SA Backstab +7d6+27, Bleeding wound, Dagger sneak attack +10d6+27, Feint mastery, Uncanny feint, Maneuvers, Crippling strike; SQ Weapon finesse, Grace, Insightful strike, Discipline focus (Weapon focus for Shadow Hand discipline, Insightful strike for shadow hand discipline and Defensive stance for Shadow hand discipline), Quick to act, Sense magic, Greater Disarm, Duelist, Improved Evaison, Improved Uncanny Dodge, Unfettared Defense; AL LN; SV Fort +14 Ref +25 Will +14; Str 12, Dex 30, Con 19, Int 20, Wis 12, Cha 14
- Skills and feats Stealth +35, Tumble +33, Bluff +31, Gather Information +26, Matrial Lore +21, Perform (volin) +11, Disable Device +12, Search +13, Sleight Of Hand +23, Jump +30, Balance +28, Diplomacy +16, Open Lock +14, Knowledge (Nobility and royalty) +11, Knowledge (Local- Gilneas) +11, Sesnse Motive +20, Use Magic Device +13; Weapon finesse, Weapon Focus (Dagger), Improved Disarm, Point blank Shot, Far shot, Two-weapon fighting, Improved two-weapon fighting, Greater two-wepon fighting, Craven, Shadow blade, Darkstallker, Improved Sneak Attack (1d6), Lingering Damage, Great Dexterity (+1)
- Weapon Finesse (Ex): Halford gains a Weapon finesse feat for free
- Grace (Ex): Halford gains a +1 competence bonus on reflex saves. He loses this bonus when wearing medium or heavy armor or when carrying medium or heavy load.
- Insightful Strike (Ex): Halford can place his finesse attacks where they deal greater damage. He applies his Intelligence bonus to damage rolls (in addition to any Strength bonus he may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier. Targets immune to sneak attacks or critical hits are immune to the Halford's insightful strike. Halford cannot use this ability when wearing medium or heavy armor or when encumbered.
- Discipline Focus (Ex): Shadow Hand, Tiger Claw
- Weapon Focus: Halford gain the benefit of the Weapon Focus feat for weapons associated with the Shadow Hand discipline
- Insightful Strikes: Halford can add his Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the Tiger claw discipline
- Defensive Stance: Halford gain a +2 bonus on saving throws whenever he adopt a stance from the Shadow Hand discipline
- Quick to Act (Ex): Halford gain a +2 bonus on initiative checks
- Sense Magic (Su): Halford can spend 10 minutes focusing upon a weapon or suit of armor. If he succeed on a level check (DC 10 + the caster level of the weapon or armor), Halfoird can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful.
- Greater Disarm (Ex): Halford gains Improved Disarm as a bonus feat. In addition when he succesfully disarms his oponent he can flip his weapon up to 15 ft away.
- Duelist (Ex): When figthing enemy one-on-one (no other creatures near halford or his target) Halford gains +2 morale bonus to attack and damage rolls an a +2 morale bonus to AC.
- Improved Evasion (Ex): Halford suffers ony half damage on unsuccesful Reflex saving throw, in case of succes he takes no damage. He loses this ability when wearing medium or heavy armor or carrying medium or heavier load.
- Improved Uncanny Dodge (Ex): Halford retains his Dex bonus to AC when flat-footed or struck by invisible attacker, in addition he cannot be flanked, unless the attacker has at least 15 levels of Rogue.
- Unfettered Defense (Ex): Halford benefits from an increased survival instinct during combat. Because of this sixth sense, he adds 1 point of Intelligence bonus (if any) per invisible blade class level to his Armor class in addition to any other modifiers he would normally receive. If Halford is caught flat-footed or is otherwise denied his Dexterity modifier to Armor Class, he also loses this bonus. Unfettered defense functions only when an invisible blade is not wearing armor and is armed with one or more daggers, kukris, or punching daggers as his only weapons.
- Bleeding Wound (Ex): If Halford makes a successful dagger sneak attack can choose to deal a bleeding wound, sacrificing 1d6 points of the extra damage from the dagger sneak attack. Such an attack deals damage as normal in the round when the attack hits. Thereafter, the wound caused by Halford's dagger bleeds for 1 point of damage per round. Multiple wounds from the weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can only be stopped by a DC 15 Heal check or the application of any cure spell or other healing spell (heal, healing circle, and so on). Creatures immune to sneak attack damage are immune to bleeding wounds as well.
- Uncanny Feint (Ex): Once per round, Halford can feint in combat as a free action. He can use uncanny feint only when armed with a dagger, kukri, or punching dagger.
- Feint Mastery (Ex): Halford armed with a dagger, kukri, or punching dagger becomes so sure of his ability to mislead opponents that he can take 10 on all bluff checks when feinting in combat, even if stress and distractions would normally prevent him from doing so.
- Crippling Strike (Ex): Halford can backstab opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her backstabs also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day. He can use this ability three times per day.
- Maneuvers and Stances known (Initiator Level 17):
- Stances- Child of Shadow (1), Assasin Stance (2), Hearing the Air (5), Rising Phoenix (8), Balance on the sky (8)
- Strikes- Flashing Sun (2), Mountain hammer (2), Claw at the moon (2), Hand of death (4), Obscuring shadow veil (4), Distrupting blow (5), Bloodletting Strike (5), Stalker in the night (6), Rabid bear strike (6), Death in the dark (7), Avalanche of blades (7), Enervating shadow strike (8), Feral death blow (9)
- Boosts- Sudden leap (1), Cloak of Deception (2), Shadow stride (5), Dancing moongose (5), Inferno Blade (7)
- Counters- Fire Riposte (2), Leaping Flame (5), One with shadow (8), Diamond defense (8)
- Disciplines: Shadow hand, Diamond Mind, Stone Dragon, Tiger claw
- Readied Maneuvers (10)
- Feral Death Blow, Diamond Defense, One With Shadow, Shadow Enervation Strike, Stalker in The Night, Inferno Blade, Shadow Stride, Avalanche of blades, Hand of death, Obscuring shadow veil
- Possesions Holford's Tuxedo (+5 armor bonus to AC, +4 resistance bonus on all saving throw, +2 charisma); Halford's Daggers (Right hand +4 Keen Vorpal Dagger and Left hand +5 Wounding Dagger of Speed), Gloves of Dexterity (+6 enhancement bonus to Dexterity), Amulet of health (+4 enchancement bonus to constitution), Bag of holding type IV, Monocle of intellect (+2 enchancement bonus to intellect), Ring of Spell turning, Ring of greater invisiblity (greater invisiblity 3 times per day)