Init: +4. Senses: darkvision 60 ft.; Perception +12. Ac: 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size).
Hp: 42 (6d8+12).
Fortitude: +5. Reflex: +10. Will: +4. Defensive Abilities: evasion, trap sense +2, uncanny dodge.
Speed: 20 ft.. Melee: mwk rapier +10 (1d4/18-20). Ranged: hand crossbow +9 (1d3/19-20). Special Attacks: sneak attack +3d6, swarming. Strength: 11. Dexterity: 18. Constitution: 14. Intelligence: 12. Wisdom: 12. Charisma: 8.
Base Attack: +4. Cmb: +3. Cmd: 17.
Feats: Deft Hands, Pack Rat*, Weapon Finesse.
Skills: Acrobatics +13 (+9 when jumping), Appraise +7, Bluff +5, Climb +6, Craft (alchemy) +3, Diplomacy +5, Disable Device +20, Escape Artist +13, Knowledge (local) +10, Perception +12, Sense Motive +10, Sleight of Hand +6, Stealth +17, Use Magic Device +10.
Languages: Common, Undercommon. Special Qualities: rogue talents (fast stealth, quick disable, trap spotter), trapfinding +3. Combat Gear: elixir of hiding, potion of cure light wounds, potions of invisibility (2), wand of shocking grasp (CL 4th, 12 charges), acid (2). Other Gear: +1 studded leather, hand crossbow with 10 bolts, mwk rapier, cloak of resistance +1, grappling hook, mwk thieves' tools, silk rope (50 ft.), 314 gp.
Tactics
During Combat After drinking her potion of invisibility, the troubleshooter makes a sneak attack against her most vulnerable foe. If her enemies wear metal armor, she instead uses her wand of shocking grasp against them.
Ratfolk Weapon Masters
Because they trade so widely, ratfolk acquire interesting equipment—including black powder and rare metals.