Maenoth, the King's Agent (Rogue 5/Fighter 5/Wizard 5)
Maenoth: Male human rogue 5/fighter 6/wizard 5; CR 16; Medium humanoid; HD 5d6+15 plus 6d10+18 plus 5d4+15; hp 110; Init +4; Spd 30 ft.; AC 21, touch 15, flat-footed 21; Base Atk +11; Grp +14; Atk +14 melee (1d8+5/17-20, +2 keen longsword) or +15 ranged (1d8/19-20, light crossbow) or +15 ranged (1d4+3/19-20, dagger); Full Atk +14/+9/+4 melee (1d8+5/17-20, +2 keen longsword) and +14 melee (1d62/19-20, +1 short sword) or +15 ranged (1d8/19-20, light crossbow) or +15 ranged (1d4+3/19-20, dagger); SA sneak attack +3d6; SQ evasion, trap sense +1, trapfinding, uncanny dodge; AL N; SV Fort +15, Ref +16, Will +13; Str 16, Dex 18, Con 16, Int 14, Wis 12, Cha 16. Height 5 ft. 9 in.
Skills and Feats: Balance +12, Bluff +11, Climb +11, Concentration +10, Diplomacy +5, Disable Device +10, Escape Artist +12, Gather Information +8, Handle Animal +12, Intimidate +5, Listen +9, Move Silently +12, Open Lock +12, Ride +15, Search +5, Spellcraft +10, Spot +9, Use Rope +12; Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Mobility, Power Attack, Scribe Scroll, Silent Spell, Spring Attack, Still Spell, 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.
Wizard Spells Prepared (4/4/3/1; save DC 12 + spell level): 0 -- acid splash, detect magic, light, read magic; 1st -- charm person, mage armor, magic missile, reduce person; 2nd -- invisibility, Melf's acid arrow, obscure object; 3rd -- nondetection.
Spellbook: 0 -- acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st -- charm person, disguise self, mage armor, magic missile, mount, ray of enfeeblement, reduce person, shield, sleep; 2nd -- alter self, arcane lock, invisibility, Melf's acid arrow, obscure object, scorching ray, see invisibility, web, whispering wind; 3rd -- dispel magic, halt undead, illusory script, lightning bolt, nondetection, tongues.
Languages: Common, Elven.
Possessions: +2 keen longsword, +1 short sword, three throwing daggers, light crossbow, 20 bolts, bracers of armor +3, ring of protection +2, amulet of natural armor +2, cloak of resistance +5, slippers of spider climbing, two potions of cure serious wounds, two scrolls of dispel magic, scroll of halt undead, two scrolls of lightning bolt, two scrolls of tongues, two scrolls of disguise self, two scrolls of see invisibility, two scrolls of web, two scrolls of whispering wind, six scrolls of mage armor, 3 tanglefoot bags,1 week's rations, 707 gp.