<div class="floatright">(http://i741.photobucket.com/albums/xx51/Calliedelnoire/Commission__Ivae_by_charlie140588.jpg)</div><br/>Name: Callie Del Noire<br/>Race: Tiefling<br/>Occupation: Society dilettante<br/>Class:Rogue 3/Wizard 3 (Favored Class)/Arcane Trickster 2<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/><br/>CG Medium Outsider (Native)<br/><strong>Init </strong>+5;<strong>Senses </strong>Darkvision (60 feet); Perception +14<br/>--------------------<br/><strong>DEFENSE</strong><br/>--------------------<br/><strong>AC </strong>20, touch 16, flat-footed 15. . (+3 armor, +5 Dex, +1 natural, +1 deflection)<br/><strong>hp </strong>56 (3d8+5d6+16)<br/><strong>Fort </strong>+5,<strong>Ref </strong>+10,<strong>Will </strong>+6<br/><strong>Defensive Abilities </strong>Evasion, Trap Sense +1;<strong>Resist </strong>cold 5, electricity 5, fire 5<br/>--------------------<br/><strong>OFFENSE</strong><br/>--------------------<br/><strong>Spd </strong>30 ft.<br/><strong>Melee </strong>+1 Dagger +10 (1d4+2/19-20/x2) and<br/>. . +1 Rapier +10 (1d6+2/18-20/x2) and<br/>. . Unarmed Strike +9 (1d3+1/20/x2)<br/><strong>Ranged </strong>Shortbow, Composite (Str +0) +9 (1d6/20/x3)<br/><strong>Special Attacks </strong>Sneak Attack +3d6<br/><strong>Spell-Like Abilities </strong>Darkness (1/day)<br/><strong>Wizard Spells Known </strong>(CL 5, 5 melee touch, 9 ranged touch):<br/>3 (2/day)<em>Haste (DC 18), <del>Water Breathing</del>, Hydraulic Torrent</em><br/>2 (3/day)<em>Invisibility,  Spider Climb, Burning Gaze (DC 17), <del>Web(DC 17)</del></em><br/>1 (5/day)<em>Magic Missile,<del>Magic Missile, Magic Missile,</del> Disguise Self, Jump, Vanish</em><br/>0 (at will)<em>Detect Magic, Mage Hand, Prestidigitation (DC 15), Read Magic</em><br/>--------------------<br/><strong>STATISTICS</strong><br/>--------------------<br/><strong>Str </strong>12,<strong> Dex </strong>20,<strong> Con </strong>14,<strong> Int </strong>20,<strong> Wis </strong>12,<strong> Cha </strong>13<br/><strong>Base Atk </strong>+4;<strong>CMB </strong>+5;<strong>CMD </strong>21<br/><strong>Feats </strong>Alertness, Arcane Armor Training, Combat Casting, Rogue Weapon Proficiencies, Scribe Scroll, Stealthy, Weapon Finesse, Wizard Weapon Proficiencies<br/><strong>Skills </strong>Acrobatics +8/21, Appraise +1/9, Bluff +0/3, Climb +8/12, Disable Device +8/17, Disguise +6/10, Escape Artist +6/21, Knowledge: Arcana +4/12, Knowledge: History +2/10, Knowledge: Local +2/10, Knowledge: Nobility +2/10, Linguistics +1/9, Perception +8/14, Profession: Gambler +2/6, Ride +0/5 Sense Motive +5/11, Sleight of Hand +2/10, Spellcraft +8/16, Stealth +8/25, Swim +0/1<br/><strong>Languages </strong>Abyssal, Common, Draconic, Dwarven, Elven, Goblin, Infernal, Orc<br/><strong>SQ </strong>Bonded Object: Ring of Protection, +1 (1/day) (Sp), Conjuration, Evocation, Force Missile (8/day) (Sp), Intense Spells +1 (Su), Ioun Torch, Key of Lock Jamming, Necromancy, Ranged Legerdemain (Su), Ring of Jumping, Trapfinding +1<br/><strong>Combat Gear </strong>+1 Shadow, Slick Leather, +1 Rapier, +1 Dagger, Shortbow, Composite (Str +0), Arrows (20), Arrows, Blunt (20), Arrows, Whistling (20);<strong>Other Gear </strong>Amulet of Natural Armor +1, Bedroll, Blanket, winter, Boots of Elvenkind, Cloak of Elvenkind, Courtier's outfit, Dust of Tracelessness, Dust of Tracelessness, Dust of Tracelessness, Efficient Quiver (62 @ 12 lbs), Entertainer's outfit, Everburning torch, Explorer's outfit, Flint and steel, Handy Haversack (35 @ 76 lbs), Hat of Disguise, Ink (1 oz. vial, black) (4), Inkpen, Ioun Torch, Key of Lock Jamming, Potion of Cure Light Wounds (6), Potion of Cure Moderate Wounds (2), Pouch, belt (2 @ 2 lbs), Pouch, belt (empty), Rations, trail (per day) (20), Ring of Jumping, Ring of Protection, +1, Rope, silk (50 ft.), Scroll:<em><em><span class="bbc_u">Hypnotism, Comprehend Languages (x2) Identify (X2), Hold Portal, Expeditious Retreat (x2), Feather Fall (x2)</span></em></em>, Sealing wax, Spellbook, wizard's (blank), Tent, Small, Thieves' tools, masterwork, Travelling Spellbook (blank)<br/>--------------------<br/><strong>SPECIAL ABILITIES</strong><br/>--------------------<br/><strong>Arcane Armor Training</strong>Swift action: -10% arcane spell failure due to armor.<br/><strong>Bonded Object: Ring of Protection, +1 (1/day) (Sp)</strong>DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.<br/><strong>Combat Casting</strong>+4 to Concentration checks to cast while on the defensive.<br/><strong>Conjuration</strong>You must spend 2 slots to cast spells from the Conjuration school.<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>Evasion (Ex)</strong>If you succeed at a Reflex save for half damage, you take none instead.<br/><strong>Evocation</strong>Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.<br/><strong>Force Missile (8/day) (Sp)</strong>Magic Missile hits for 1d4+1<br/><strong>Intense Spells +1 (Su)</strong>+ 1/2 wizard level to spell damage (minimum +1).<br/><strong>Ioun Torch</strong>This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).<br/><br/>Construction<br/>Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp<br/><strong>Key of Lock Jamming</strong>This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding +2 to the lock’s hardness, 8 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes it the key to disintegrate, leaving the lock intact and rendering the mechanism operable again.<br/><br/>Construction<br/>Requirements Craft Wondrous Item, hold portal; Cost 200 gp<br/><strong>Necromancy</strong>You must spend 2 slots to cast spells from the Necromancy school.<br/><strong>Ranged Legerdemain (Su)</strong>Disable Device, Sleight of Hand from 30 feet away.<br/><strong>Ring of Jumping</strong>This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.<br/><br/>Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Jump skill; Price 2,500 gp.<br/><strong>Sneak Attack +3d6</strong>+3d6 damage if you flank your target or your target is flat-footed.<br/><strong>Trap Sense +1 (Ex)</strong>+1 bonus on reflex saves and AC against traps.<br/><strong>Trapfinding +1</strong>+1 to find or disable traps.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><strong>Spellbook</strong><br/>0-Level: Acid Splash, Arcane Mark, Bleed (DC: 15), Dancing Lights, Daze (DC: 15), Detect Magic, Detect Poison, Disrupt Undead, Flare (DC: 15), Ghost Sound (DC: 15), Light, Mage Hand, Mending, Message, Open/Close (DC: 15), Prestidigitation (DC: 15), Ray of Frost, Read Magic, Resistance, Spark (DC: 15), Touch of Fatigue (DC: 15) <br/>1-Level: Animate Rope, Burning Hands (DC: 16), Charm Person (DC: 16), Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Jump, Magic Missile, Shield, Sleep (DC: 16), Unseen Servant, Vanish<br/>2-Level: Alter Self, Arcane Lock, Burning Gaze (DC: 17), Darkness, Detect Thoughts (DC: 17), Elemental Touch (DC: 17), Fog Cloud, Fox's Cunning, Invisibility, Knock, See Invisible, Spider Climb, Web (DC: 17)<br/>3-Level: Fireball (DC: 18), Fly, Haste (DC: 18), Hydraulic Torrent, Lightning Bolt (DC: 18), Tiny Hut, Tongues, Water Breathing.<br/><br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">HORSE, LIGHT (COMBAT TRAINED)   CR 1<br/>Male Horse<br/>NN Large Animal<br/><strong>Init </strong>+2; <strong>Senses </strong>Low-Light Vision, Scent; Perception +6<br/>--------------------<br/><strong>DEFENSE</strong><br/>--------------------<br/><strong>AC </strong>11, touch 11, flat-footed 9. . (+2 Dex, -1 size)<br/><strong>hp </strong>15 (2d8+6)<br/><strong>Fort </strong>+6, <strong>Ref </strong>+5, <strong>Will </strong>+1<br/>--------------------<br/><strong>OFFENSE</strong><br/>--------------------<br/><strong>Spd </strong>50 ft.<br/><strong>Melee </strong>Hooves x2 (Horse) +3 x2 (1d4+3/20/x2) and<br/>. . Unarmed Strike +3 (1d4+3/20/x2)<br/><strong>Space </strong>10 ft.; <strong>Reach </strong>5 ft.<br/>--------------------<br/><strong>STATISTICS</strong><br/>--------------------<br/><strong>Str </strong>16, <strong> Dex </strong>14, <strong> Con </strong>17, <strong> Int </strong>2, <strong> Wis </strong>13, <strong> Cha </strong>7<br/><strong>Base Atk </strong>+1; <strong>CMB </strong>+5; <strong>CMD </strong>17 (21 vs. Trip)<br/><strong>Feats </strong>Endurance, Run<br/><strong>Tricks </strong>Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]<br/><strong>Skills </strong>Fly +0, Perception +6, Stealth -2<br/><strong>Languages </strong><br/><strong>SQ </strong>Combat Riding [Trick]<br/><strong>Other Gear </strong>Bit and bridle, Saddle (Riding)<br/>--------------------<br/><strong>SPECIAL ABILITIES</strong><br/>--------------------<br/><strong>Combat Riding [Trick]</strong> The animal has been trained to bear a rider into combat.<br/><strong>Endurance</strong> +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.<br/><strong>Low-Light Vision</strong> See twice as far as a human in low light, distinguishing color and detail.<br/><strong>Run</strong> You run faster than normal.<br/><strong>Scent (Ex)</strong> Detect opponents within 15+ feet by sense of smell.<br/></div></div>