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So....strong opinions follow. This isn't a personal attack, just strong opinions about your choices as a player and your DM's choices as lead storyteller.
I have to say that this is one of the worst ideas I've ever seen shared on the boards. Really. I'm not sure what you are trying to accomplish as a player or as a member of your gaming community, but I think you should think hard about your choices.
First, I do actually believe that except in rare circumstances, role-playing a 'serial killer' over time and spending part of your gaming imagination thinking about identifying good NPCs you can 'hunt' as 'easy targets' is questionable.
I know that conversations of this kind -- about morality and values in gaming -- are often really ugly on the Paizo boards, but I want to raise it...gently...as something you should ponder.
Bluntly, the answer to your question is pretty simple:
Runelords is full of good, innocent and largely defenseless NPCs that you can murder if you think that's a fun thing to do. 'Easy targets' are everywhere. The only drama to that activity is the drama of your very high risk of getting caught and blowing up your party.
Which brings me to my second point. I think you should think about the fact that you (and the DM who allowed you to make run this PC) are endangering an entire campaign and the shared story-telling experience of a group of players.
At our table, we long ago banned 'rogue' players - by which I don't mean the rogue class, but players who want to run PCs who are fundamentally at odds with the nature of the story and the motivations of the party as a whole.
Having a maverick PC with some color or textures that are outliers - that's fine. But the Runelords story involves a long, desperate quest to stop precisely the kind of psychopathic villains that you are attempting portray.
I've seen so many fun campaigns implode over entirely unnecessary choices like this. After weeks (or months) of gaming, suddenly the party feels called upon to kill one of the PCs, or banish a PC, or take some similar action. The spirit of that player-on-player conflict inevitably spills over to the players themselves.
And boom, you're done.
And really...why? Why not trust your DM and your other players and the writing of the adventure to give you a good, compelling experience? Why put a bomb under the whole affair and light the fuse?
Why not put your obviously cool imagination to the task of creating a complex, weirdly motivated PC who actually serves (rather than threatens) the campaign and its narrative arc?
So...there's my suggestion.
Rather than putting your imagination to work trying to sort out who you can kill on the margins of the story, I would try to find ways that you can commit to building and enhancing the story itself.
That means ret-conning your PC and getting with the spirit of the story that your fellow gamers are acting out. And then, when the moment is right, see if they're interested in running an evil-PC campaign.
Let me say, finally, that I get that Cheliax is a cool setting and it offers some fun, morally ambiguous flavor for GMs and PCs to work with. I don't think all PCs need to be paladins or motivated by 'good.'
There are even some campaigns (Crimson Throne, for example) where taking the Cheliax flavor to the extremes you're talking about might make some sense.
In Runelords, though, your PC is a ticking time-bomb that has huge potential to blow up a campaign and (again, I've seen this happen...) an entire gaming group.