Maenoth, the Warrior (Rogue 5/ Fighter 5)
Maenoth: Male human rogue 5/fighter 6; CR 11; Medium humanoid; HD 5d6+15 plus 6d10+18; hp 83; Init +4; Spd 30 ft.; AC 21, touch 16, flat-footed 21; Base Atk +9; Grp +12; Atk +12 melee (1d8+5/17-20, +2 keen longsword) or +13 ranged (1d8/19-20, light crossbow) or +13 ranged (1d4+3/19-20, dagger); Full Atk +12/+7 melee (1d8+5/17-20, +2 keen longsword) and +12 melee (1d62/19-20, +1 short sword) or +13 ranged (1d8/19-20, light crossbow) or +13 ranged (1d4+3/19-20, dagger); SA sneak attack +3d6; SQ evasion, trap sense +1, trapfinding, uncanny dodge; AL N; SV Fort +11, Ref +12, Will +6; Str 16, Dex 18, Con 16, Int 13, Wis 12, Cha 16. Height 5 ft. 9 in.
Skills and Feats: Balance +10, Bluff +11, Climb +9, Diplomacy +5, Disable Device +9, Escape Artist +10, Handle Animal +12, Intimidate +5, Listen +9, Move Silently +10, Open Lock +12, Ride +15, Search +4, Spot +9, Use Rope +12; Combat Expertise, Combat Reflexes, Dodge, Mobility, Power Attack, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Maenoth takes no damage with a successful saving throw.
Trap Sense (Ex): Maenoth has a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.
Trapfinding: Maenoth can use the Search skill to find traps with Search DCs higher than 20.
Uncanny Dodge (Ex): Maenoth can react to danger before his senses would normally allow him to even be aware of it. He retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. He still loses any Dexterity bonus to AC if immobilized.
Languages: Common, Elven.
Possessions: Chain shirt, +2 keen longsword,+1 short sword, three throwing daggers, light crossbow, 20 bolts, two potions of cure moderate wounds,ring of protection +2, cloak of resistance +2, three tanglefoot bags,one week's rations, 77 gp.