<div class="floatleft">(http://img.photobucket.com/albums/v181/Kittenpeeler/tumblr_mx2f6th4Fi1qzl05no1_500.jpg)</div><strong>Name:</strong>Pénelope "Penny" d'Aumont<br/><strong>Race:</strong>Halfling<br/><strong>Class:</strong>Rogue 3 / Wizard 1<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stat Block</div><div class="spoiler_body">Pénelope "Penny" d'Aumont<br/>Halfling rogue 3 / Evoker 1 (Admixture)<br/>NG Small humanoid (Halfling)<br/><strong>Init</strong> +9 <strong>Senses</strong> Perception +10<br/><hr/><strong>Defense</strong><br/><hr/><strong>AC</strong> 17, touch 17, flat-footed 12 (+5 dex, +1 size, +1 deflection)<br/><strong>hp</strong> 36 (3d8+6, 1d6+2)<br/><strong>Fort</strong> +5, <strong>Ref</strong> +10, <strong>Will</strong> +5<br/><strong>Defensive Abilities</strong> Evasion, Fearless, Halfling Luck<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Evasion</div><div class="spoiler_body">At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Halfling Luck</div><div class="spoiler_body">Halflings receive a +1 racial bonus on all saving throws.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Fearless</div><div class="spoiler_body">Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.</div></div><br/><hr/><strong>Offense</strong><br/><hr/><strong>Speed</strong> 30 ft.<br/><strong>Melee</strong> <em>+1 Rapier</em> +9 (1d4+1/18-20)<br/><strong>Ranged</strong> Hand crossbow +8 (1d3/19-20)<br/><strong>Special attacks</strong> Sneak attack +2d6<br/><strong>Wizard Spells Prepared</strong> (CL 3rd; concentration +5)<br/>   1st - <br/>   0 (at will) - <br/><strong>Arcane School Abilities</strong> Intense Spells, Versatile Evocation<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Intense Spells</div><div class="spoiler_body">   Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Versatile Evocation (Su)</div><div class="spoiler_body">   When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spellbook</div><div class="spoiler_body">* = found in <em>Spell Compendium</em><br/><br/><strong>(0-level spells)</strong><br/>   <strong>Abjuration:</strong> resistance<br/>   <strong>Conjuration:</strong> acid splash<br/>   <strong>Divination:</strong> detect magic, detect poison, read magic<br/>   <strong>Enchantment:</strong> <br/>   <strong>Evocation:</strong> dancing lights, flare, light, ray of frost, spark<br/>   <strong>Illusion:</strong> ghost sound, haunted fey aspect<br/>   <strong>Necromancy:</strong><br/>   <strong>Transmutation:</strong> mage hand, mending, message, open/close<br/>   <strong>Universal:</strong> arcane mark, prestidigitation<br/><br/><strong>(1st-level spells)</strong><br/>   <strong>Abjuration:</strong> protection from evil, shield<br/>   <strong>Conjuration:</strong> benign transposition*, lesser orb of sound*, mage armor, obscuring must<br/>   <strong>Divination:</strong> comprehend languages<br/>   <strong>Enchantment:</strong> charm person<br/>   <strong>Evocation:</strong> burning hands, flare burst, persistent blade*, ray of flame*, shocking grasp<br/>   <strong>Illusion:</strong> color spray, disguise self, vanish<br/>   <strong>Necromancy:</strong> ray of enfeeblement<br/>   <strong>Transmutation:</strong> enlarge person, reduce person<br/>   <strong>Universal:</strong></div></div><br/><hr/><strong>Statistics</strong><br/><hr/><strong>Str</strong> 11, <strong>Dex</strong> 20, <strong>Con</strong> 14, <strong>Int</strong> 18, <strong>Wis</strong> 8, <strong>Cha</strong> 14<br/><strong>Base Atk</strong> +2; <strong>CMB</strong> +1; <strong>CMD</strong> 17<br/><strong>Feats</strong> (1) (1) Improved Initiative (http://www.d20pfsrd.com/feats/combat-feats/improved-initiative-combat---final), (1) Scribe Scroll (http://www.d20pfsrd.com/feats/item-creation-feats/scribe-scroll-item-creation---final), (3) weapon Finesse (http://www.d20pfsrd.com/feats/combat-feats/weapon-finesse-combat---final)<br/><strong>Skills</strong> acrobatics +12,  appraise +8, bluff +9, climb +4, diplomacy +6, diable device +11, disguise +6, escape artist +9, intimidate +6, arcana +8, dungeoneering +8, local +8, nobility +8, linguistics +8, peception +10, perform (oratory) +6, profession (scribe) +3, sense motive +3, sleight of hand +12, spellcraft +8, stealth +16, swim +4, use magic device +9<br/><strong>Languages</strong> Common, halfling, elven, draconic, abyssal, goblin, sylvan<br/><strong>SQ</strong> Trapfinding, Trap sense +1, Rogue Talent: Offensive defense, Arcane Bond<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Trapfinding</div><div class="spoiler_body">A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Trap sense +1</div><div class="spoiler_body">At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rogue Talent: Offensive Defense</div><div class="spoiler_body">When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Arcane Bond</div><div class="spoiler_body">Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.<br/><br/>A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).<br/><br/>A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.<br/><br/>If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.</div></div><br/><strong>Traits</strong> Magical Knack (http://www.d20pfsrd.com/traits/magic-traits/magical-knack), Adopted (http://www.d20pfsrd.com/traits/social-traits/adopted) (gaining Carefully Hidden (http://www.d20pfsrd.com/traits/race-traits/carefully-hidden-human))</div></div><br/><strong>Sheet:</strong>http://www.myth-weavers.com/sheetview.php?sheetid=1071359<br/><br/><strong>Background:</strong><br/>Penny is the "daughter" of one of Gaius Talonius' followers, a wizard by the name of Taltus d'Aumont; A survivor of an ambush on caravan of some of the world's remaining halflings, she was adopted by the goodly wizard, and given the blessing of House Talonius by her "godfather." Well, as adventurers often do, Taltus and Gaius had a falling-out and went their separate ways, with Taltus taking his toddler "daughter" with him. The duo settled on the outskirts of Albiez-Tende, a town seeking to reclaim the now-wild hills. For several years, the aging wizard raised Penny as both his daughter and apprentice, subtly guiding her to be his heir as he assisted the town in their goals.<br/>Of course, it wasn't dusty tomes and cleaning up after Taltus' flock of ravens that consumed most of the growing girl's time. No, you see, Taltus needed... things. Reagents. Items. An occasional purse of gold. Maybe a scroll held by a mage or adventurer passing through. His daughter - his apprentice - served this function, of slipping out to "fetch' what he needed... Or on occasion, to poke holes in the plans of petty rivals; for though Taltus was, at heart, a good man, he was also an imperfect man, and jealous of his position.<br/>So Penny grew up, quick as a whip and sharp as a thistle, as adept with playing the noble's daughter, as the wizard's apprentice, or the cunning sneak. To the rest of the town, t was a small wonder that the old coot in the tower with his potions and magics could raise such a bright and charming little thing. So what if in occasion she "found" a few lost coins, or that<em>Scroll of Disguise Self</em>, or snuck a glass of Old Daell's apple brandy?<br/>When the missive from Crassus Antillus came to the far-flung mountain hamlet, Taltus was heartbroken. Though he and Gaius had last spoken words in anger, they had still been friends and allies, and had shared blood and woes. He bade his daughter to travel with the man, to deliver his condolences to Crassus firsthand, and to do her family proud. Enchanted by the lure of the world beyond the stony hills and frosty streams of her home (and the glow of gold on the messenger's fingers), Penny could only happily promise she would do exactly that.<br/><br/><strong>Personality:</strong><br/>Penny is quick; quick of thought, tongue, and finger. She always has some quip or remark, and seems to<em>mysteriously</em>always have just the tool for th job. She is enamored by gold and jewels, and more than one "mission" from her father nearly failed due to the lure of a bright gem or garland of silver lattice. when in good company, she plays the "Noble's Daughter" facade smoothly, the pretty sweet thing in a silken gown... but given the opportunity, she'll trade out the slippers for clogs, the coronet for a bandanna, and spend the night rattling dice and sneaking wine from under the barkeeper's nose.<br/>On a more serious note, she's well aware of her status as one of the world's remaining halflings; while she's certain that there are more that the world has simply overlooked (she was raised by a human and is still a master of stealth; imagine what halflings raised as halflings might do!) she's quite interested in possible ways to bring her kind back from the brink. They'll never be what the books say they once were, obviously, but there must be<em>something</em>to bring them back from the brink...