<div class="floatright">(http://i741.photobucket.com/albums/xx51/Calliedelnoire/Commission__Ivae_by_charlie140588.jpg)</div><br/>Name: Callie Del Noire (formerly: Callic Del Noire aka 'Cal')<br/>Race: Tiefling (formerly Human)<br/>Occupation: Society dilettante<br/>Class: Sorceress (Favored Class)<br/>Gender: Female (formerly male)<br/><br/>Born to a lesser noble family that was more merchant than noble, Callic grew up with little or no guidance on how to live his life and would most likely have gotten into more trouble on his own. His mother was charmed by a suave man by the name of Timmon Greylace who offered to take him as a 'squire' and make a gentleman of him. Greylace turned out to be a bigger scoundrel than he had been.<br/>Just a lot more witless than Callic, who spent more than his fair share of time bailing the man out of trouble. Husbands, fathers, and many other male relations wanted the man dead for all sorts of reasons. Mostly dealing with his way making with various female relations. He learned to lie, cheat, bribe and find a man with the right set of keys when needed.<br/>Till the night Timmon drew the ire of one mage over the discovery that his daughter was with child and Timmon was the father. A miscast curse due to a mispronounced word in the spell mixed with using a bit of Callic's blood sent the curse screaming towards the hapless boy. Who woke up to discover the miscast magics had awoken a long sleeping blood heritage of his mother's side of the family. The heritage of a succubi in her family line.<br/>Now 'Callie' is turning to an old friend who might know how to fix things, a noble she had done some 'off the books' work from time to time.<br/><br/><br/>CALLIE DEL NOIRE   CR 1/2<br/>Female Tiefling Sorcerer 1<br/>CG Medium Outsider (Native)<br/><strong>Init </strong>+5;<strong>Senses </strong>Darkvision (60 feet); Perception +2<br/>--------------------<br/><strong>DEFENSE</strong><br/>--------------------<br/><strong>AC 13</strong>, touch 13, flat-footed 10. . (+3 Dex)<br/><strong>hp </strong>11 (1d6+2)<br/><strong>Fort </strong>+2,<strong>Ref </strong>+3,<strong>Will </strong>+3<br/><strong>Resist </strong>cold 5, electricity 5, fire 5<br/>--------------------<br/><strong>OFFENSE</strong><br/>--------------------<br/><strong>Spd </strong>20 ft.<br/><strong>Melee </strong>Dagger +1 (1d4+1) and<br/>. . Mace, Light +1 (1d6+1) and<br/>. . Unarmed Strike +1 (1d3+1)<br/><strong>Ranged </strong>Crossbow, Light +3 (1d8)<br/><strong>Special Attacks </strong>Claws<br/><strong>Spell-Like Abilities </strong>Darkness<br/><strong>Sorcerer Spells Known </strong>(CL 1, +1 melee touch, +3 ranged touch):<br/>1 (4/day)<em>Burning Hands (DC 14), Disguise Self</em><br/>0 (at will)<em>Read Magic, Detect Magic, Arcane Mark, Prestidigitation (DC 13)</em><br/>--------------------<br/><strong>STATISTICS</strong><br/>--------------------<br/>Str 12,  Dex 17,  Con 14,  Int 19,  Wis 12,  Cha 15<br/><strong>Base Atk </strong>+0;<strong>CMB </strong>+1;<strong>CMD </strong>14<br/><strong>Feats </strong>Eschew Materials, Toughness +3<br/><strong>Traits </strong>Fast-Talker, Reactionary<br/><strong>Skills </strong><br/>Acrobatics +0/3<br/>Appraise +0/4<br/>Bluff +1/9<br/>Climb +0/1<br/>Diplomacy +1/3<br/>Disable Device +1/4<br/>Escape Artist +0/3<br/>Fly +0/3<br/>Heal +0/1<br/>Intimidate +0/2<br/>Perception +1/2<br/>Ride +0/3<br/>Spellcraft +1/8<br/>Stealth +1/6<br/>Swim +0/1<br/>Use Magic Device +1/6<br/><br/><strong>Languages </strong>Abyssal, Common, Draconic, Dwarven, Elven, Gnome<br/><strong>SQ </strong>Abyssal, Fiendish Sorcery<br/><strong>Combat Gear </strong>Mace, Light, Crossbow, Light, Bolts, Crossbow, Dagger;<br/><strong>Other Gear </strong><br/>Backpack (8 @ 27.5 lbs), Bedroll, Blanket, winter, Cheese, hunk of,  Ink (1 oz. vial, black), Inkpen, Waterskin, Spellbook, wizard's (blank), Vial, ink or potion,<br/>Pouch, belt (2 @ 3.88 lbs), Whetstone, Flint and steel<br/>Pouch, belt (3 @ 3 lbs), Sealing wax, Signet ring, Spell component pouch<br/>--------------------<br/><strong>SPECIAL ABILITIES</strong><br/>--------------------<br/><strong>Abyssal</strong>Summoned creatures gain DR 1/good.<br/><strong>Claws (6 rounds/day) (Ex)</strong>2 Claw atacks deal 1d4 damage<br/><strong>Damage Resistance, Cold (5)</strong>You have the specified Damage Resistance against Cold attacks.<br/><strong>Damage Resistance, Electricity (5)</strong>You have the specified Damage Resistance against Electricity attacks.<br/><strong>Damage Resistance, Fire (5)</strong>You have the specified Damage Resistance against Fire attacks.<br/><strong>Darkness (1/day) (Sp)</strong>Darkness once per day.<br/><strong>Darkvision (60 feet)</strong>You can see in the dark (black and white vision only).<br/><strong>Eschew Materials</strong>Cast without materials, if material cost is <= 1gp.<br/><strong>Fiendish Sorcery</strong>Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.<br/>