Murmur: Male half-elf Rogue 7/Sorcerer 8/Assassin 6/Epic Infiltrator 4; CR 25; Medium-size humanoid; HD 7d6+7 plus 8d4+8 plus 6d6+6 plus 4d6+4; hp 104; Init +10; Spd 30 ft.; AC 25, touch 19, flat-footed 25; Atk +18 melee touch (by spell), or +22 ranged touch (by spell), or +22/+17/+12 melee (1d4+6/19-20, +4 dagger), or +22/+17/+12 melee (1d3+2, unarmed strike); SA death attack, sneak attack +9d6; SQ +3 save against poison, evasion, far senses 1/day, half-elf traits, improved cover identity, low-light vision, mind blank 1/day, posion use, read thoughts 1/day, specialist training (Diplomacy, Gather Information, Intimidate, Sense Motive), traps, uncanny dodge (Dex bonus to AC, can't be flanked, +1 against traps); AL NE; SV Fort +15, Ref +24, Will +17; Str 14, Dex 22, Con 13, Int 25, Wis 12, Cha 24.
Skills and Feats: Bluff +37, Diplomacy +25, Disable Device +24, Disguise +37, Forgery +17, Gather Information +29, Hide +22, Intimidate +16, Knowledge (arcana) +13, Knowledge (history) +9, Knowledge (local) +12, Listen +16, Move Silently +22, Open Lock +18, Perform (ballad, comedy, dance, epic, flute, lute, lyre, mime, poetry, storytelling) +17, Read Lips +8, Search +22, Sense Motive +14, Spot +21; Alertness, Dodge, Great Fortitude, Improved Death Attack, Improved Initiative, Polyglot, Scribe Scroll, Silent Spell, Skill Focus (Bluff), Weapon Finesse (unarmed strike).
Death Attack (Ex): Murmur can study a victim for 3 rounds then make successful melee sneak attack to kill or paralyze target. A successful Fortitude save (DC 25) negates the effect.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Murmur takes no damage with a successful saving throw.
Far Senses (Su): Murmur can extend his vision or hearing into an area beyond his normal range, once per day, to a distance of 100 feet. He must have visited the location earlier. This effect is otherwise similar to clairaudience/clairvoyance (caster level 15th).
Half-Elf Traits: Murmur is immune to magic sleep spells and effects. He has a +2 racial bonus on saves against enchantment spells or effects and a +1 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).
Improved Cover Identity (Ex/Su): Murmur has three favored cover identities, as described above. While operating in one of these cover identities, Murmur gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks. Murmur can switch between cover identities or don a disguise in 1d3 minutes. He can also put on or take off armor in half the normal time. Murmur has an ongoing undetectable alignment effect protecting him. This last effect is a supernatural ability.
Mind Blank (Sp): Once per day Murmur can use mind blank on himself (caster level 15th).
Poison Use: Murmur never risks accidentally poisoning himself when applying poison to a blade.
Read Thoughts (Su): Murmur can "hear" the surface thoughts of a single target once per day, as though using a detect thoughts spell.
Specialist Training (Ex): Murmur has focused his craft on interaction and thus gains a +3 bonus to Diplomacy, Gather Information, Intimidate, and Sense Motive checks (included above).
Sorcerer Spells Known (6/8/8/7/4; save DC 17 + spell level): 0 -- detect magic, detect poison, ghost sound, light, mage hand, mending, open/close, ray of frost; 1st -- chill touch, mage armor, Nystul's undetectable aura, spider climb, true strike; 2nd -- obscure object, see invisibility, spectral hand; 3rd -- gaseous form, haste; 4th -- improved invisibility.
Assassin Spells Prepared (3/3/3; save DC 17 + spell level): 1st -- change self (2), obscuring mist; 2nd -- darkness (2), pass without trace; 3rd -- deeper darkness, invisibility (2).
Spellbook: 1st -- change self, detect poison, ghost sound, obscuring mist, spider climb; 2nd -- alter self, darkness, pass without trace, undetectable alignment; 3rd -- deeper darkness, invisibility, misdirection, nondetection.
Possessions:Bracers of armor +6, ring of protection +3, +4 dagger, gloves of Dexterity +6, circlet of Charisma +6, cloak of resistance +4, goggles of night, amulet of proof against detection and location, tome of clear thought +5 (read), 2 arcane scrolls of dimension door, masterwork thieves' tools, disguise kit, spell component pouch, 1d4 doses each of deathblade poison, dragon bile, and dark reaver powder, several changes of clothes, various props and tools.