Wolfgang comes from a large town or small city a few days' ride from Longacre. At home, he worked for whichever gang or group of thugs wanted to pay him, but he was rarely offered a long-term contract and never accepted them when offered. He thought most of the goons who hired him were idiots, and made no effort to hide his opinions. Wolfgang's minor tricks and illusions, combined with his natural stealth and talent with a blade, kept him in demand for one-off jobs that paid well enough.
Eventually, though, Wolfgang's luck ran out. He and the partner he had been given for a minor bit of burglary were surprised in the act by the owner of the shop they had broken into. Wolfgang panicked and quickly cast a spell. He vanished from sight and escaped (with the object of their burglary), while his partner took the shopkeeper's crossbow bolt in his throat.
In the aftermath of that incident, Wolfgang began to understand the cost of his insistence on remaining a freelancer. When he reported to his employer to deliver the item they had been sent to obtain, the gang leader barely glanced at it; instead, he demanded to know the whereabouts of the Wolfgang's partner for the job. Wolfgang told the man what had happened without remorse, and was completely unprepared for the blaze of anger the news triggered, not just in his employer but also among the other gang members within earshot. Apparently the petty thief was a well-liked younger sibling of one of another member of the gang, and the group was not pleased that - as they saw it - Wolfgang, to whom they felt no particular affection or loyalty, had left him to die alone.
Wolfgang did the only reasonable thing and left town that evening. By the time he arrived in Longacre, he had changed his surname (keeping his given name so that if he is recognized, he will not be immediately given away if addressed as "Wolfgang"), and his attitude towards working alone. If his trouble at home was due to his failure to build any loyalty among the people he worked for, then he would not make the same mistake when starting over. In Longacre, he decided to start off by taking jobs from whoever was hiring, but as soon as he had the lay of the land, he would seek out the most powerful group in need of his services and do everything he could to earn a long-term position. When he hears that House Thrune itself is seeking new agents, he knows that this is the job for him, fiendish blood, unlikeable personality, and occasional cowardice be damned.
Wolfgang von Erzteufel
Daemon-spawn tiefling unchained rogue (eldritch scoundrel) 1 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder Player Companion: Arcane Anthology 23, Pathfinder RPG Bestiary 264, Pathfinder Unchained 20)
NE Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +7
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +0
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
dagger +4 (1d4+1/19-20) or
dagger +4 (1d4+1/19-20) or
rapier, mwk +5 (1d6+1/18-20) or
sap +4 (1d6+1 nonlethal)
Ranged shortbow +4 (1d6/×3)
Spell-Like Abilities (CL 1st; concentration +1)
1/day—death knell (DC 11)
unchained rogue (Eldritch Scoundrel) Spells Prepared (CL 1st; concentration +5)
1st—mage armor, vanish[APG] (DC 14)
0 (at will)—detect magic, ray of frost, read magic
Str 12, Dex 18, Con 13, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 15
Feats Skill Focus (Perception), Weapon Finesse
Traits amoral mercenary, arcane temper, scholar of the great beyond
Skills Acrobatics +8, Disable Device +11, Knowledge (arcana) +7, Knowledge (local) +7, Perception +7, Sense Motive +1, Sleight of Hand +10, Spellcraft +7, Stealth +8; Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Abyssal, Common, Halfling, Infernal, Orc
SQ cowardly, prehensile tail[ARG], spells, trapfinding +1
Combat Gear scroll of infernal healing, acid; Other Gear arrows (20), dagger, dagger, dagger, rapier, sap, shortbow, backpack, bedroll, bell tripwire trap, belt pouch, fishhook (2), flint and steel, mug/tankard, sb1, sewing needle, signal whistle, spell component pouch, string or twine[APG], thieves' tools, thread (50 ft.), tindertwig (5), torch, trail rations (4), waterskin, whetstone, 6 gp, 4 sp, 9 cp
Cowardly +5 ft base speed when frightened & fleeing, & the penalty for cower & fear conditions are +1
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spells Can cast wizard spells with the number of slots of a magus.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.