Once, there was a swashbuckling adventurer with a heart full of the spirit of exploration. He joined a renowned organization of likeminded individuals. They called themselves the Pathfinder Society. But, after many successful assignments, in his greatest hour of need, when his adventuring partners were dead or dying following up on a lead given to him in secret by one of a member of the Pathfinder Society's leadership, he called out for help and received no answer. At the ends of the earth, he was left for dead.<br/><br/>That adventurer was never seen again. For all intents and purposes, he could be said to be dead.<br/><br/>Not long after, though, someone with a keen mind and a sharp blade began to make himself known as an information broker for hire, someone calling himself Mirk. While Mirk never hesitated to help Pathfinder agents seeking his assistance, any members of the Pathfinder Society's command structure found the information broker to be distinctly elusive and unhelpful, sometimes even leaking information to their agents that they would rather the rank and file not know. Even then, however, he always kept any adventurer, Pathfinder or not, at arm's length.<br/><br/>... Well. Always lasted a few years, anyway, until a certain ebullient necromancer of celestial descent barged into his life and proved to be a more hands on client that most in... several respects.<br/><br/>Still, once the job was over, they'd go their separate ways. Or, at least, that's what he'd thought. But hearing about the kidnapping of the wives of multiple notable figures, including one Sabian Mercans... Mirk is starting to think that what he thought was a finished job is just a puzzle piece in a much bigger picture, and that he isn't done with the job he was hired for... and it's clear Artemis is going to chase this lead, with or without Mirk.<br/><br/>The most obvious thing that people tend to notice about Mirk is the bandana he keeps wrapped over not just his pate, but also over his right eye. He does not answer questions about why he wears the bandana, or what is beneath it, and those who persist, disregarding his stern admonishments will often find either the rates he demands for his information higher than usual or find he will leave out important information if a question was not specifically asked that would prompt him to disclose it.<br/><br/>From his one visible ear, it's clear that his heritage is half-elven – it is not pronounced enough to be elven, but aren't rounded enough to be human, either.<br/><br/>Mirk tends to dress for the occasion – when on the job, he might be festooned with tools, potions, and vials, with a number of different blades for different occasions hanging at his belt – but whatever he wears, he is rarely without a nice leather trenchcoat or the bandana wrapped around his head... and beneath his clothes, a shirt of mithril chain armor. A man can't be too careful, after all.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Statblock</div><div class="spoiler_body">"Mirk"<br/>Male half-elf swashbuckler 1 (inspired blade)/investigator 6 (empiricist)<br/>TN Medium humanoid (elf, half-elf, human)<br/><strong>Init</strong> +4; <strong>Senses</strong> darkvision 60 ft., low-light vision; Perception +15<br/><strong>AC</strong> 22 touch 15, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +2 shield)<br/><strong>hp</strong> 51 (1d10 + 6d8 + 14)<br/><strong>Fort</strong> +5, <strong>Ref</strong> +12, <strong>Will</strong> +8; +2 to disbelieve illusion; +2 vs enchantment<br/><strong>Speed</strong> 30 ft<br/><strong>Melee</strong> +1 inspired rapier +11 (1d6+5/18-20)<br/><strong>Ranged</strong> acid +10 touch (1d6 acid)<br/><strong>Ranged</strong> alchemist's fire +10 touch (1d6 fire)<br/><strong>Extracts Prepared</strong> (CL 6th)<br/>2nd (4/day) - TBD<br/>1st  (5/day) - TBD<br/>Str 10, Dex 18, Con 14, Int 16, Wis 10, Cha 8<br/><strong>Base Atk</strong> +5; <strong>CMB</strong> +9 (+11 with rapier); <strong>CMD</strong> 20 (22 vs disarm with 1 or more panache)<br/><strong>Feats</strong> Combat Reflexes, Extra Investigator Talent, Fencing Grace, Weapon Finesse, Weapon Focus (light blades), Weapon Versatility<br/><strong>Skills</strong> Acrobatics +8 (1 rank), Bluff +3 (+7 to lie; 1 rank), Climb +4 (1 rank), Diplomacy +10 (4 ranks), Disable Device +19 (7 ranks), Disguise +3 (1 rank), Escape Artist +8 (1 rank), Heal +4 (1 rank), Intimidate +3 (1 rank), Knowledge (arcana) +10 (4 ranks), Knowledge (dungeoneering) +10 (4 ranks), Knowledge (local) +10 (4 ranks), Knowledge (nature) +10 (4 ranks), Knowledge (planes) +10 (4 ranks), Knowledge (religion) +10 (4 ranks), Perception +15 (+18 vs traps; 7 ranks), Ride +8 (1 rank), Sense Motive +10 (4 ranks), Spellcraft +7 (1 rank), Stealth +10 (3 ranks), Survival +1 (1 rank), Swim +4 (1 rank), Use Magic Device +7 (1 rank); Armor Check Penalty -0<br/><strong>Background Skills</strong> Appraise +7 (1 rank), Craft (alchemy) +7 (+13 when crafting; 1 rank), Knowledge (engineering) +7 (1 rank), Knowledge (geography) +7 (1 rank), Knowledge (history) +7 (1 rank), Knowledge (nobility) +7 (1 rank), Linguistics +7 (1 rank), Sleight of Hand +8 (1 rank)<br/><strong>Traits</strong> fast drinker, student of philosophy<br/><strong>Languages</strong> Common, Dwarven, Elven, Gnome, Undercommon<br/><strong>SQ</strong> alchemy, ceaseless observation, deeds (derring-do, dodging panache, opportune parry and riposte), dual-minded, elf blood, inspired finesse, inspired panache (4), keen recollection, inspiration (6/day), investigator talents (infusion, mutagen, quick study), studied combat (+3), studied strike +2d6, trap sense +2, trapfinding, unfailing logic<br/><strong>Combat Gear</strong> acid (2), alchemist's fire (2), antiplague (2), antitoxin (2), holy water (2), <em>potion of barkskin</em> (CL 12th), <em>potion of fly</em>, <em>potion of stoneskin</em> (CL 15th), <em>potion of tongues</em>, tanglefoot bag (2), weapon blanch (ghost salt) (2)<br/><strong>Other Gear</strong> alchemist's kindness (3), bear trap, bell tripwire trap, <em>+1 buckler</em>, <em>cloak of resistance +1</em>, formula book containing <em>comprehend languages, cure light wounds, detect secret doors, heightened awareness, long arm, shield, tears to wine, true strike; alchemical allocation, alter self, barkskin, invisibility</em>, and <em>see invisibility</em>, <em>+1 inspired rapier</em>, investigator's kit, masterwork backpack, masterwork rapier (cold iron), masterwork rapier (silver), masterwork thieves' tools (adamantine), <em>+1 mithral chain shirt</em>, pitons (4), puzzle box, <em>ring of protection +1</em>, <em>sleeves of many garments</em>, smelling salts (2), <em>traveler's anytool</em>, 10 pp, 2,249 gp, 10 sp, 10 cp</div></div>