Silas Flashstep
Human Rogue 1 / Trickster 1
NN Medium Humanoid
Init +4; Senses Perception +5
DEFENSE AC 16, touch 14, flat-footed 12 (+4 Dex, +2 armor)
hp 13 (1d8+1+4)
Fort +2, Ref +6, Will +1
OFFENSE Speed 30 ft.
Melee Quarterstaff +4 (1d6+4) or
Quarterstaff +2/+2 (1d6+4)
Special Attacks sneak attack +1d6, surprise strike
STATISTICS Str 8, Dex 18, Con 12, Int 13, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 13
Feats Two Weapon Fighting, Weapon Finesse, Weapon Finesse (Mythic)
Skills Acrobatics +8, Climb +5, Disable Device +9, Disguise +4, Knowledge (local) +5, Perception +5 (+6 to find traps), Sense Motive +5, Sleight of Hand +10, Stealth +10, Use Magic Device +4
Languages Common, Halfling
SQ trapfinding, path ability unwavering skill, hard to kill, mythic flaw (insanity), mythic power dexterity (1d6), bonus feat, heart of the slums
Traits Drug Addict (+1 Fort), Wharf Rat (+2 Climbing and rope use, +4 Appraise cargo without opening)
Gear Quarterstaff, Leather Armor, pickpocket's outfit, backpack, 50ft hemp rope and grappel, thieves' tools, crowbar, 2 waterproof bags, 70gp
Special Abilities:
Bonus Feat: What it says on the tin.
Hard to Kill(Ex): Autostabilize, Dead at -24 hp.
Heart of the Slums: +2 racial to Sleight of Hand and Stealth, +4 racial to Survival in urban areas. Roll twice vs disease and take the better.
Mythic Flaw(Insanity)(Ex): Confused for 1d4 turns whenever struck by a crit or failing a will save vs mind-affecting.
Mythic Power Dexterity (1d6)(Su): Mythic points equal to tier plus dex bonus.
Surprise Strike(Ex): Expend mythic point for melee or ranged attack as a swift action, target is considered flat-footed, add tier as insight bonus to attack, pierces DR.
Sneak Attack +1d6: Add 1d6 to damage vs targets denied their dex bonus.
Trapfinding: Add half rogue's level to disable device and perception checks vs traps.
Unwavering Skill(Ex): Always able to take 10 or 20 on class skills that allow it under normal circumstances
Background:
Silas's story is a common one. Child of calamity, perhaps not an orphan but certainly lost. One urchin among many swarming around the docks, working to stay fed and stay away from the predators of city life. He was pretty good at it too, nimble and clever. This changed when he and some friends discovered some of Gaedren's unclaimed cargo. Vials of murky liquid, a drug known as Shiver on the streets. Caving to the jeers of his friends he tried it with the rest of them. What followed was blurry in Silas's memory. Oh, not the dreams. The dreams remained vivid and beckoning to this day. No, the descent into a miserable life of addiction and exploitation was what blurred for Silas. And thus a common story would have had a common end. A sorry addict face down in a gutter before his time. But fate had other plans.
Nerid Torl was a great man. A legend in certain, circumspect circles. Agent, expert, thief, and spy. Nerid claimed mastery of all these titles and more. His very lack of public recognition proclaimed his skill in the unseen arts. But Silas knew none of this. And when Nerid tripped over Silas where he lay sprawled in a dirty alleyway, Silas knew only that someone was disturbing the dreamtime. He didn't even look up. Not until the blood started soaking through his rags. Nerid lay gasping where he had tripped, bleeding out from numerous stab wounds. Their eyes met and Silas felt a rush of some unknown energy bridge the gap. This energy burned away the colorful cobwebs that choked his mind, brought new purpose to every beat of Silas' heart. And when Nerid breathed his last, Silas stood. He didn't know what had happened to him or why, but he felt there was much he had to do. Starting with a certain dealer of Shiver.