Mezriss, Rog5/Asn1 (CR 6)
Mezriss: Male half-elf Rog5/Asn1; CR 6; Medium-size humanoid; HD 5d6 plus 1d6; hp 25; Init +4; Spd 30 ft.; AC 17, touch 14, flat-footed 17; Atk +8 melee (2d4, +1 spiked chain), or +2 melee (1d4-1/19-20, dagger), or +8 ranged (1d4/19-20, masterwork hand crossbow); SA sneak attack +4d6; SQ death attack, evasion, half-elf traits, poison use, traps, uncanny dodge (Dex bonus to AC); AL NE; SV Fort +2, Ref +11, Will +4; Str 9, Dex 19, Con 10, Int 16, Wis 15, Cha 12. Height 5 ft. 3 in.
Skills and Feats: Appraise +4, Bluff +9, Climb +6, Decipher Script +7, Diplomacy +6, Disable Device +8, Disguise +9, Escape Artist +9, Gather Information +10, Hide +12, Innuendo +5, Intimidate +6, Jump +2, Listen +8, Move Silently +13, Open Lock +8, Pick Pocket +8, Search +6, Sense Motive +4, Spot +7, Tumble +8, Use Magic Device +4, Use Rope +5; Alertness, Exotic Weapon Proficiency (spiked chain), Weapon Finesse (spiked chain).
Death Attack: If Mezriss studies his victim for 3 rounds and then makes a sneak attack within the next 3 rounds with a melee weapon that successfully deals damage, the sneak attack may also paralyze or kill the target (Mezriss's choice). A victim who fails his or her Fortitude saving throw (DC 14) against the kill effect dies. If the saving throw fails against the paralysis, the victim's mind and body become enervated, making him or her completely helpless and unable to act for 1d6+1 rounds.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Mezriss takes no damage with a successful saving throw.
Half-Elf Traits: Mezriss is immune to magic sleep spells and effects, and he has a +2 racial bonus on saves against enchantment spells or effects. He has low-light vision (can see twice as far as a human in low-light conditions). Mezriss also has a +1 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).
Poison Use: Mezriss is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.
Possessions:+1 spiked chain, masterwork hand crossbow, 10 bolts, masterwork studded leather armor, 4 daggers (belt, 2 in boots, sleeve), potion of spider climb (2), potion of cure serious wounds (2), cloak of resistance +1, masterwork thieves' tools, 50-ft. silk rope, grappling hook.
Assassin Spells Prepared (1; save DC 13 + spell level): 1st -- change self.