Calidor Mathril
Male Human Ftr6/Rog31
HD: HD 6d10+48 plus 31d6+248 (439)
Initiative: +17 (+13 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 43 (+12 Dex, +11 Armor, +5 Natural Armor, +5 Deflection)
Attacks: +44/+44/+44/+44/+39/+39/+34/+34/+29/+29 with short swords
Damage: 1d6+14 (primary hand), 1d6+10 (off-hand), 19-20/x2 with short swords
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: sneak attack +16d6, crippling strike, opportunist
Special Qualities: enhanced ability scores, improved evasion, uncanny dodge
Saves: Fort +30, Ref +39, Will +19
Abilities: Str 27 (21), Dex 37 (31), Con 27 (21), Int 19, Wis 15, Cha 17.
Skills: Appraise +24 (20), Balance +25 (10, Tumble Synergy), Climb +23 (15), Decipher Script +24 (20), Diplomacy +25 (20, Sense Motive Synergy), Disable Device +29 (25), Escape Artist +46 (33), Gather Information +28 (25), Hide +46 (33), Jump +23 (5, +10 competence), Listen +35 (33), Move Silently +46 (33), Open Lock +38 (25), Pick Pocket +38 (25), Profession (antique dealer) +7 (5), Search +37 (33), Sense Motive +35 (33), Spot +42 (40), Swim +18 (10), Tumble +25 (10, Jump Synergy), Use Magic Device +32 (29), Use Rope +18 (5).
Feats: Ambidexterity, Combat Reflexes, Dodge, Expertise, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Improved Initiative, Mobility, Quick Draw, Spring Attack, Two-Weapon Fighting, Weapon Finesse (short swords)
Epic Feats: Dexterous Fortitude, Dexterous Will, Dire Charge, Epic Dodge, Lingering Damage, Penetrate Damage Reduction, Perfect Two-Weapon Fighting.
Alignment: Chaotic Good.
Calidor speaks common, draconic, and sylvan.
Combat
Crippling Strike: Opponent takes 1 point of Strength damage on a successful sneak attack.
Defensive Roll: Once per day, when a wound would reduce his hit points to 0 or less, he can make a Reflex save (DC = damage) for half damage.
Enhanced Ability Scores: Calidor has a +5 inherent bonus to all ability scores.
Improved Evasion: No damage on successful Reflex save, half on fail.
Opportunist: Once per round, Calidor can make an attack of opportunity against an opponent that has been struck.
Slippery Mind: Can make another Will save against a failed enchantment spell next round.
Uncanny dodge: is not denied Dexterity bonus when caught flat footed, cannot be flanked except by rogue of four levels or higher (35th), +7 AC against attacks made by traps and +7 Reflex save against traps.
Possessions
two +6 defending short swords of speed (4840K), +1 mithral buckler of heavy fortification (36K), mithral celestial armor (fly at will, +7 chain shirt, permanent magic circle against evil, max Dex +12, 620K), belt of physical prowess (+6 enhancement to Strength, Dexterity, and Constitution) (180K), safety amulet (+5 natural armor, +5 resistance, adaptation, health) (153K), ring of spell turning, protection +5, blinking (310K), ring of regeneration, freedom of movement, x-ray vision, sustenance, warmth (229.2K), cloak of major displacement (50K), vest of escape (2K), Tomes: 825K (+5 to all abilities), heward’s handy haversack (2K), bag of holding (2.5K), gem of seeing (always on, even when gem is in his pocket, 150K), carpet of flying (6 by 9, 1200 lb., 120 ft., 15 lb., 53K), boots of striding and springing (6K).
Total: 7458.7K. Remaining: 1341.3K
Background is a treasure seeker. A little bit like a deadlier version of Indiana Jones. He takes contracts for long lost items, negotiates his own prices, and follows up leads and legends by investigating various locations.
The hardest part is probably choosing the items. I used the standard "doubling" rule for additional powers.