Which of the three should I go with for 'the face' of the group.<br/><br/><div class="floatright">(http://i1097.photobucket.com/albums/g350/Calliedelnoire2/SwordMaid.png)</div>Chance Dovan<br/>Female Changeling Rogue 5<br/>NG Medium Humanoid<br/><strong>Init </strong>+3;<strong>Senses </strong>Darkvision (60 feet); Perception +13<br/>--------------------<br/><strong>DEFENSE</strong><br/>--------------------<br/><strong>AC </strong>18, touch 13, flat-footed 15. . (+4 armor, +3 Dex, +1 natural)<br/><strong>hp </strong>37 (5d8+5)<br/><strong>Fort </strong>+2,<strong>Ref </strong>+7,<strong>Will </strong>+4<br/><strong>Defensive Abilities </strong>Evasion, Trap Sense +1, Uncanny Dodge<br/>--------------------<br/><strong>OFFENSE</strong><br/>--------------------<br/><strong>Spd </strong>30 ft.<br/><strong>Melee </strong>+1 Rapier +5 (1d6+2/18-20/x2) and<br/>. . Claw (Changeling) -1 (1d4/20/x2) and<br/>. . Unarmed Strike +4 (1d3+1/20/x2)<br/><strong>Special Attacks </strong>Sneak Attack +3d6<br/>--------------------<br/><strong>STATISTICS</strong><br/>--------------------<br/><strong>Str </strong>12,<strong> Dex </strong>16,<strong> Con </strong>13,<strong> Int </strong>16,<strong> Wis </strong>16,<strong> Cha </strong>20<br/><strong>Base Atk </strong>+3;<strong>CMB </strong>+4;<strong>CMD </strong>17<br/><strong>Feats </strong>Alertness, Extra Rogue Talent, Extra Rogue Talent, Rogue Weapon Proficiencies<br/><strong>Skills </strong>Acrobatics +9, Bluff +12, Climb +7, Diplomacy +13, Disable Device +12, Disguise +10, Escape Artist +8, Fly +2, Intimidate +10, Knowledge: History +6, Knowledge: Local +9, Linguistics +9, Perception +13, Ride +2, Sense Motive +13, Sleight of Hand +8, Stealth +10, Swim +4, Use Magic Device +11<strong> Modifiers </strong>Coax information, Hard to Fool (2/day), Honeyed Words (3/day)<br/><strong>Languages </strong>Common, Draconic, Drow Sign Language, Dwarven, Elven, Giant, Gnoll, Goblin, Orc, Terran, Undercommon<br/><strong>SQ </strong>Green Widow (Ex), Trapfinding +2<br/><strong>Combat Gear </strong>+1 Studded Leather, +1 Rapier;<strong>Other Gear </strong>Alchemist's Kindness (4), Bedroll, Blanket, winter, Caltrops (2), Case, map or scroll (empty), Courtier's outfit, Disguise kit (10 uses), Everburning torch, Flint and steel, Grappling hook, Handy Haversack (68 @ 93.5 lbs), Ink (1 oz. vial, black) (10), Ink (1 oz. vial, colored) (4), Inkpen (3), Noble's outfit, Paper (sheet) (10), Parchment (sheet) (10), Potion of Cure Light Wounds (5), Potion of Jump (2), Potion of Magic Fang (2), Pouch, belt (2 @ 4 lbs), Pouch, belt (3 @ 3 lbs), Rations, trail (per day) (10), Rope, Spider Silk (50'), Sealing wax, Signet ring, Tent, Small, Thieves' tools, masterwork, Waterskin (5), Wax key blank (2), Whetstone<br/>--------------------<br/><strong>SPECIAL ABILITIES</strong><br/>--------------------<br/><strong>Coax information (Ex)</strong>A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.<br/><strong>Darkvision (60 feet)</strong>You can see in the dark (black and white vision only).<br/><strong>Evasion (Ex)</strong>If you succeed at a Reflex save for half damage, you take none instead.<br/><strong>Green Widow (Ex)</strong>A changeling of green hag descent is naturally able to lure in potential mates and effectively trick them into pursuing her. You gain a +2 trait bonus on Bluff checks made against characters that might be sexually attracted to you.<br/><strong>Hard to Fool (2/day) (Ex)</strong>1/day roll 2d20 for Sense Motive and take the better result.<br/><strong>Honeyed Words (3/day) (Ex)</strong>1/day add +10 to a bluff check.<br/><strong>Sneak Attack +3d6</strong>+3d6 damage if you flank your target or your target is flat-footed.<br/><strong>Trap Sense +1 (Ex)</strong>+1 bonus on reflex saves and AC against traps.<br/><strong>Trapfinding +2</strong>+2 to find or disable traps.<br/><strong>Uncanny Dodge (Ex)</strong>Retain Dex bonus to AC when flat-footed.<br/>