Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadowstrike (6/day) (Sp) Melee touch attack deals 1d4 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Combat Casting: +4 to concentration checks while casting defensively
Foreigner - You are not native to Absalom. You must start the game living in the Foreign Quarter living in a work house owned by the Smoke Knights, they take 4 gold out of your pay for rent. Living in the Foreign Quarter is not an easy life. You gain Improved Unarmed combat as most of disputes in the Foreign Quarter are handled with violence, yet not many go so far as murder since it carries a death penalty. You handle bets at the Crimson Coin for Gladiatorial events and hear many things about the goings on in Absalom. This covers your Profession requirement and you can use Intimidate as a job roll to collect unpaid debts. You gain +2 Diplomacy or Knowledge Local to gather information. One of these is a class skill.
Background:
Jiri grew up among the thieves and whores of Underbridge in Magnamar. His father was unknown and his mother a whore who died at the hand of drunken noble while he was still young. He survived by working as a runner for a pickpocket, taking the lifted item and fleeing so the pickpocket wouldn't get caught red handed. That might be fine for the pickpocket but not so good for the runner in the event that he is caught, and one day, Jiri was. When he was passed the purse the pickpocket had lifted from a fat merchant he turned to flee but took no more than a dozen steps when he ran headlong into the merchants guard. There was little doubt to his guilt, he hadn't had time to tuck away the purse and it fell when he did, scattering its contents across the muddy paving stones. In the ensuing near riot as every person in reach scrambled for a share of the coin, Jiri was able to escape. Unfortunately that wasn't the end of it. Apparently the merchant was one to bear a grudge for within days posters were up offering a generous reward for his capture leaving him little choice but to flee the city signing on with a smugglers crew. A life at sea didn't appeal to Jiri and he jumped ship at the first opportunity finding himself in the city of Absalom.
Jiri hadn't the talent to make a living as a pickpocket and didn't have enough knowledge of the city for any of the more dodgy ways to make a living that he was used to. As a last resort he reluctantly sought honest work. He was lucky enough to find work scrubbing floors in a seedy tavern in the foreign district called the Crimson Coin. It didn't pay much but it included a simple cot in the attic and leftovers from the kitchen. After almost a year he was promoted to bartender and assistant brewer. It wasn't bad work as honest work went but Jiri was far from satisfied. He spent his off hours wandering the city, learning it's ways and trying to blend with its citizens. He was tempted to a life of crime but didn't feel right rob the poor and was too intimidated to attempt to steal from the well guarded wealthy citizens. He knew he needed training if he were to prosper as a thief but didn't know who he could trust. He'd heard rumors of the so-called Smoke Knights of Absalom and from the tales it sounded like there were exactly the people he needed to make contact with. One can only imagine how he felt when he finally learned that the shadowy organization met in a upstairs room in the very tavern where he worked.