Name: Callie Del Noire
Occupation: Society dilettante
Class:Rogue 3/Wizard 3 (Favored Class)/Arcane Trickster 2
Gender: Female (formerly male)
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.
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.
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.
CG Medium Outsider (Native)Init
Darkvision (60 feet); Perception +14
20, touch 16, flat-footed 15. . (+3 armor, +5 Dex, +1 natural, +1 deflection)hp
Evasion, Trap Sense +1; Resist
cold 5, electricity 5, fire 5
+1 Dagger +10 (1d4+2/19-20/x2) and
. . +1 Rapier +10 (1d6+2/18-20/x2) and
. . Unarmed Strike +9 (1d3+1/20/x2)Ranged
Shortbow, Composite (Str +0) +9 (1d6/20/x3)Special Attacks
Sneak Attack +3d6Spell-Like Abilities
Darkness (1/day)Wizard Spells Known
(CL 5, 5 melee touch, 9 ranged touch):
3 (2/day) Haste (DC 18), Lightning Bolt (DC 18), Hydraulic Torrent
2 (3/day) Invisibility, Invisibility, Spider Climb, Burning Gaze (DC 17)
1 (5/day) Magic Missile, Magic Missile, Magic Missile, Disguise Self, Jump, Vanish
0 (at will) Detect Magic, Detect Magic, Mage Hand, Prestidigitation (DC 15)
Alertness, Arcane Armor Training, Combat Casting, Rogue Weapon Proficiencies, Scribe Scroll, Stealthy, Weapon Finesse, Wizard Weapon ProficienciesSkills
Acrobatics +21, Appraise +9, Bluff +3, Climb +12, Disable Device +17, Disguise +10, Escape Artist +21, Knowledge: Arcana +12, Knowledge: History +10, Knowledge: Local +10, Knowledge: Nobility +10, Linguistics +9, Perception +14, Profession: Gambler +6, Sense Motive +11, Sleight of Hand +10, Spellcraft +16, Stealth +25Languages
Abyssal, Common, Draconic, Dwarven, Elven, Goblin, Infernal, OrcSQ
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 +1Combat Gear
+1 Shadow, Slick Leather, +1 Rapier, +1 Dagger, Shortbow, Composite (Str +0), Arrows (20), Arrows, Blunt (20), Arrows, Whistling (20); Other Gear
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: Hypnotism, Comprehend Languages, Comprehend Languages, Identify, Identify, Hold Portal, Expe, Sealing wax, Spellbook, wizard's (blank), Tent, Small, Thieves' tools, masterwork, Travelling Spellbook (blank)
--------------------Arcane Armor Training
Swift action: -10% arcane spell failure due to armor.Bonded Object: Ring of Protection, +1 (1/day) (Sp)
DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.Combat Casting
+4 to Concentration checks to cast while on the defensive.Conjuration
You must spend 2 slots to cast spells from the Conjuration school.Damage Resistance, Cold (5)
You have the specified Damage Resistance against Cold attacks.Damage Resistance, Electricity (5)
You have the specified Damage Resistance against Electricity attacks.Damage Resistance, Fire (5)
You have the specified Damage Resistance against Fire attacks.Darkness (1/day) (Sp)
Darkness once per day.Darkvision (60 feet)
You can see in the dark (black and white vision only).Evasion (Ex)
If you succeed at a Reflex save for half damage, you take none instead.Evocation
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.Force Missile (8/day) (Sp)
Magic Missile hits for 1d4+1Intense Spells +1 (Su)
+ 1/2 wizard level to spell damage (minimum +1).Ioun Torch
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).
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 spKey of Lock Jamming
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.
Requirements Craft Wondrous Item, hold portal; Cost 200 gpNecromancy
You must spend 2 slots to cast spells from the Necromancy school.Ranged Legerdemain (Su)
Disable Device, Sleight of Hand from 30 feet away.Ring of Jumping
This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Jump skill; Price 2,500 gp.Sneak Attack +3d6
+3d6 damage if you flank your target or your target is flat-footed.Trap Sense +1 (Ex)
+1 bonus on reflex saves and AC against traps.Trapfinding +1
+1 to find or disable traps.
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