the Jester
Legend
Blaesing, one third of the Dim Triad
Here's Blaesing, who happily pulled the ambush and almost got a tpk by himself... of course, this is before his unfortunate petrification.
BLAESING (Medium Undead)
Female Human Vampire Rogue 5/Assassin 10
Hit Dice: 15d12 (100 hp)
Initiative: +10
Speed: 30’
Armor Class: 27 (+6 natural, +5 armor, +6 dex) plus 10% miss chance, touch 16, flat-footed 21 plus 10% miss chance
Base Attack/Grapple: +10/+14
Attack: Slam +14 melee (1d6+6 plus energy drain); or +3 keen longsword +17 melee (1d8+7); or masterwork mighty (+2) shortbow +18 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Full Attack: Slam +14/9 melee (1d6+6 plus energy drain); or +3 keen longsword +17/12 melee (1d8+7); or masterwork mighty (+2) shortbow +18/13 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, death attack (DC 25), dominate (DC 22), create spawn, energy drain (DC 22), sneak attack +8d6, spells
Special Qualities: Alternate form, DR 10/silver and magic, evasion, fast healing 5, gaseous form, improved uncanny dodge, resistance to cold 10 and electricity 10, spider climb, trap sense +1, trapfinding, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +7, Ref +17, Will +7 plus spell turning
Abilities: Str 19, Dex 22, Con -, Int 21 (with headband), Wis 10, Cha 20
Skills: Balance +8, Bluff +36, Climb +5 (+7 when involving rope), Diplomacy +9, Disguise +17 (+19 acting in character), Escape Artist +6 (+8 when involving rope), Hide +34, Intimidate +15, Jump +7, Listen +20, Move Silently +34, Search +25, Sense Motive +20, Sleight of Hand +21, Spot +20, Survival +0 (+2 when following tracks), Tumble +21, Use Rope +18
Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Feint, Improved Initiative, Lightning Reflexes, Sidestep, Stealthy
Challenge Rating: 17
Alignment: Chaotic evil
Gear: Headband of intellect +2, keen longsword +3, boots of speed, Blaesing’s cloak of compensation (+3 resistance bonus to Fort and Will saves, dimension door as a standard action 1/day, grants 10% miss chance), masterwork mighty (+2) shortbow, 24 silver arrows, 24 howling arrows (arrows +1, deal +1d4 sonic damage, those struck must make a Fort save, DC 15, or be deafened for ten minutes), potion of invisibility, potion of bull’s strength, potion of eagle’s splendor, ring of spell turning, Deception (scarf, grants +5 competence bonus to Bluff; uses amulet slot), bracers of armor +5
Spells Per Day: 5/4/4/4; base save DC 15 + spell level.
Spells Known:
1st level- Disguise self, ghost sound, obscuring mist, true strike;
2nd level- Cat’s grace, darkness, invisibility, undetectable alignment;
3rd level- Magic circle against good, Malford’s dopplegangment, misdirection, nondetection;
4th level- Clairaudience/clairvoyance, dimension door, freedom of movement, greater invisibility.
Here's Blaesing, who happily pulled the ambush and almost got a tpk by himself... of course, this is before his unfortunate petrification.

BLAESING (Medium Undead)
Female Human Vampire Rogue 5/Assassin 10
Hit Dice: 15d12 (100 hp)
Initiative: +10
Speed: 30’
Armor Class: 27 (+6 natural, +5 armor, +6 dex) plus 10% miss chance, touch 16, flat-footed 21 plus 10% miss chance
Base Attack/Grapple: +10/+14
Attack: Slam +14 melee (1d6+6 plus energy drain); or +3 keen longsword +17 melee (1d8+7); or masterwork mighty (+2) shortbow +18 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Full Attack: Slam +14/9 melee (1d6+6 plus energy drain); or +3 keen longsword +17/12 melee (1d8+7); or masterwork mighty (+2) shortbow +18/13 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, death attack (DC 25), dominate (DC 22), create spawn, energy drain (DC 22), sneak attack +8d6, spells
Special Qualities: Alternate form, DR 10/silver and magic, evasion, fast healing 5, gaseous form, improved uncanny dodge, resistance to cold 10 and electricity 10, spider climb, trap sense +1, trapfinding, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +7, Ref +17, Will +7 plus spell turning
Abilities: Str 19, Dex 22, Con -, Int 21 (with headband), Wis 10, Cha 20
Skills: Balance +8, Bluff +36, Climb +5 (+7 when involving rope), Diplomacy +9, Disguise +17 (+19 acting in character), Escape Artist +6 (+8 when involving rope), Hide +34, Intimidate +15, Jump +7, Listen +20, Move Silently +34, Search +25, Sense Motive +20, Sleight of Hand +21, Spot +20, Survival +0 (+2 when following tracks), Tumble +21, Use Rope +18
Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Feint, Improved Initiative, Lightning Reflexes, Sidestep, Stealthy
Challenge Rating: 17
Alignment: Chaotic evil
Gear: Headband of intellect +2, keen longsword +3, boots of speed, Blaesing’s cloak of compensation (+3 resistance bonus to Fort and Will saves, dimension door as a standard action 1/day, grants 10% miss chance), masterwork mighty (+2) shortbow, 24 silver arrows, 24 howling arrows (arrows +1, deal +1d4 sonic damage, those struck must make a Fort save, DC 15, or be deafened for ten minutes), potion of invisibility, potion of bull’s strength, potion of eagle’s splendor, ring of spell turning, Deception (scarf, grants +5 competence bonus to Bluff; uses amulet slot), bracers of armor +5
Spells Per Day: 5/4/4/4; base save DC 15 + spell level.
Spells Known:
1st level- Disguise self, ghost sound, obscuring mist, true strike;
2nd level- Cat’s grace, darkness, invisibility, undetectable alignment;
3rd level- Magic circle against good, Malford’s dopplegangment, misdirection, nondetection;
4th level- Clairaudience/clairvoyance, dimension door, freedom of movement, greater invisibility.