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OFFENSE
BAB: 0
Dagger +5 (1d3+2), or Dagger +3(1d3+2)/Dagger +3(1d3+1) [+1 to dmg if flanking]
Light Crossbow +4 (1d6)
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Traits:
Dirty Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
River Rat (marsh or river): You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Darkvision: Ratfolk can see in the dark up to 60 feet.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Class Abilities:
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With dark hair, capable grooming, and a lean physique, Dexter would qualify as "handsome" in most circles.
PERSONALITY
Socially, Dexter knows all of the proper cues and responds to people in kind. He tries to impress people as a kind gentlemen.
But his kindness is a facade. He cares little about people and customs. Ultimately, he is motivated by his desire to accumulate enough wealth so that he can retire at a young age and never engage in hard work ever again.
Dexter likes pretty women, but shuns commitment.
BACKGROUND
Dexter grew up in Magnimar. He comes from a stable, but poor family headed up by a father who was dedicated, underpaid handyman with authoritarian parenting skills. As he matured, Dexter was expected to help his father with backbreaking labor to support him and his five siblings. Dexter rebelled against his father's expectations and learned that there were far easier, albeit morally questionable, ways to make money. He eventually fell in with a group of con artists and ran away from home, finding that the life of easy money and taking advantage of "suckers" was far more fulfilling. He eventually conned a member of the Red Mantis and when he found there was a price on his head, he was forced to flee the city and find other means of making a living...