Name: Callistar Darkeye.
CALLISTRAR CR 10
Female Tiefling Wizard 10 (Tiefling +1)
NG Medium Humanoid
Init +4; Senses Darkvision (60 feet); Listen +4, Spot +4
Languages Common, Draconic, Dwarven, Elven, Infernal, Orc
AC 22, touch 16, flat-footed 18
. . (+4 Dex, +3 armor, +2 deflection, +3 natural)
hp 37 (10d4+10)
Damage Resistance, Cold (5), Damage Resistance, Electricity (5), Damage Resistance, Fire (5)
Fort +4, Ref +7, Will +9
Melee weapon +1 Dagger +6 (1d4+1) and
. . Masterwork Quarterstaff +6 (1d6) and
. . Unarmed Strike +1 (1d3)
Ranged weapon +1 Crossbow, Light +8 (1d8+1)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +5
Combat Gear +1 Crossbow, Light, +1 Dagger, Bolts, Crossbow, Masterwork Quarterstaff, Unarmed Strike
Wizard Spells Prepared (CL 10, +5 melee touch, +9 ranged touch):
5 (DC 21, 3/day) - Cone of Cold, Interposing Hand, Overland Flight, Wall of Stone
4 (DC 20, 4/day) - Globe of Invulnerability, Lesser, Ice Storm, Shout, Shout, Stoneskin
3 (DC 19, 4/day) - Alter Self, Extend, Dispel Magic, Haste, Lightning Bolt, Lightning Bolt
2 (DC 18, 6/day) - Unseen Servant, Extend, Flaming Sphere, Flaming Sphere, Protection from Arrows, Scorching Ray, Scorching Ray, Scorching Ray
1 (DC 17, 6/day) - Mage Armor, Magic Missile, Magic Missile, Magic Missile, Obscuring Mist, Shield, True Strike
0 (DC 16, 4/day) - Detect Magic, Light, Prestidigitation, Ray of Frost, Read Magic
. . 1/day-Darkness (1/day) (Sp)
Abilities Str 10 Dex 18 Con 12 Int 22 Wis 14 Cha 10
SQ Eschew Materials, Evocation, Extend Spell, Illusion, Necromancy, Racial Skill Bonuses
Feats Craft Magic Arms & Armor, Craft Rod, Craft Wand, Craft Wondrous Item, Eschew Materials, Extend Spell, Scribe Scroll, Wizard Weapon Proficiencies
Skills Bluff +2, Concentration +11, Craft: Alchemy +16, Decipher Script +11, Hide +6, Knowledge: Arcana +16, Knowledge: Architecture & Engineering +16, Knowledge: Dungeoneering +16, Listen +4, Ride +5, Search +9, Spellcraft +18, Spot +4
Possessions combat gear plus Alchemist's fire (flask), Alchemist's lab, Amulet of Natural Armor +3, Antitoxin (vial), Artisan's Outfit (Free), Bag of Holding II (42 @ 57.06 lbs), Bag of Holding III (16 @ 50 lbs), Bit and bridle, Blessed Book, Bracers of Armor, +3, Efficient Quiver (38 @ 11 lbs), Everburning torch, Feed (per day), Flask, Flint and steel, Gloves of Dexterity, +2, Grappling hook, Handy Haversack (51 @ 146.5 lbs), Headband of Intellect, +2, Money, Potion of Cure Moderate Wounds, Potion of Invisibility, Rations, trail (per day), Ring of Feather Falling, Ring of Protection, +2, Rod of Metamagic, Empower, Lesser, Rope, silk (50 ft.), Saddle (Riding), Saddlebags (10 @ 100 lbs), Scholar's outfit, Sealing wax, Smokestick, Spellbook, wizard's (blank), Tanglefoot bag, Tent, Thunderstone, Tindertwig, Wand of Burning Hands, Wand of Color Spray, Wand of Magic Missile, Wand of Silence, Wand of Web, Waterskin, Whetstone, Wine (Fine, bottle)
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) Cast the Darkness spell once per day
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast without materials, if material cost is <= 1gp.
Evocation You are specialized in casting spells from the Evocation school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Illusion You may not cast spells from the Illusion school.
Necromancy You may not cast spells from the Necromancy school.
Racial Resistances Resistances: Fire 5, Cold 5, Electricity 5
Racial Skill Bonuses +2 to Bluff and Hide Checks
History: Born to Wallic Darkeye, she was raised as a wizard from the day she was born. Her mother apparently died when she was young and Wallic raised as best he knew, to be a mage. Only when she had proven her skill as an apprentice was she given her leave to go out in the world by her father, because he wished to ensure that she could defend herself.
She's had a long and hard path, fighting the distrust of her heritage but her skill as an artificer and mage along with her rule of sticking to larger cities and taking only the most forthright of contracts has paid off. She has adventured when needed, for funds or magic she hasn't learned yet and has earned a reputation as a sarcastic but skilled battlemage.
Personality: Sarcastic to strangers, Callistar opens up once she has felt that she can trust the person. She's got a wicked sense of humor, as many of her foes know to their chagrin as well as an understated sense of justice. She has worked indirectly when needed to accomplish a goal, such as leaving a note enscribe with Explosive Runes to an alchemist who was known to brew inflammable potions and poisons. She prefers to hide her body and likes to be judged on her sharp mind.