Still working on her, but didn't get any feed back from Mystic so I figured I'd post what I have thus far.
Backstory that I've been thinking so far is she's either the guild's enchanter and/or works for commission.
MORAI IARTY CR 15
Female Tiefling Wizard 16
NE Medium Outsider (Native)
Init +3; Senses Darkvision (60 feet); Perception +18
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DEFENSE
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AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 82 (16d6+16)
Fort +6, Ref +8, Will +12
Resist cold 5, electricity 5, fire 5
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike +8/+3 (1d3/20/x2)
Spell-Like Abilities Darkness (1/day)
Wizard Spells Known (CL 16, 8 melee touch, 11 ranged touch):
8 (2/day) Fireball, Bounce, Linger, Wide (DC 25)
7 (4/day) Magic Missile, Quick, Thndr
6 (4/day) Forceful Hand
5 (5/day) Fireball, Thndr (DC 22)
4 (5/day) Ball Lightning (DC 21)
3 (6/day) Magic Missile, Thndr
2 (6/day) Scorching Ray
1 (6/day) Hydraulic Push
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STATISTICS
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Str 10, Dex 16, Con 12, Int 24, Wis 14, Cha 11
Base Atk +8; CMB +8; CMD 21
Feats Bouncing Spell, Combat Casting, Craft Construct, Craft Magic Arms & Armor, Craft Staff, Craft Wondrous Item, Lingering Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Thundering Spell, Widen Spell, Wizard Weapon Proficiencies
Traits Augmented Disguise, Focused Mind
Skills Bluff +2, Craft: Armor +24, Craft: Sculpture +24, Craft: Weapons +24, Disguise +8, Fly +14, Heal +6, Knowledge: Arcana +24, Knowledge: Dungeoneering +24, Knowledge: Engineering +22, Knowledge: Local +18, Knowledge: The Planes +18, Perception +18, Sense Motive +12, Spellcraft +26, Stealth +5
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Infernal, Orc
SQ Bonded Object: Staff (1/day) (Sp), Elemental Wall (16 rounds/day) (Sp), Evocation, Force Missile (10/day) (Sp), Illusion, Intense Spells +8 (Su), Necromancy
Other Gear Staff
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SPECIAL ABILITIES
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Bonded Object: Staff (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.
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Combat Casting +4 to Concentration checks to cast while on the defensive.
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).
Elemental Wall (16 rounds/day) (Sp) Create wall of energy for 1 round / level / day.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Focused Mind +2 to Concentration checks
Force Missile (10/day) (Sp) Magic Missile hits for 1d4+8
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +8 (Su) + 1/2 wizard level to spell damage (minimum +1).
Lingering Spell You can cast an instantaneous spell that lingers until the beginning of your next turn, affecting anyone who enters that area and possibly providing concealment.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Thundering Spell You can cast a spell that deafens those injured by it (duration = spell's level in rounds, Fort negates).
Widen Spell Alter area of a burst, emanation, line or spread spell. +3 Levels.