Faidaeva Vonnarc

Chi T'reignial's page

884 posts. Alias of Deevor.


Full Name

Chi T'reignial of the Kili Taili

Race

Elf

Classes/Levels

Witch 3 (favoured) / Rogue 2 HPs 19/27

Gender

Female

Size

M

Special Abilities

Hex, Sneak Attack, Trapfinding

Alignment

Chaotic Neutral

Deity

XP: 15,191

Languages

Common, Elven, Sylvan, Draconic, Polyglot, Celestial, Infernal, Abyssal

Occupation

Slave

Strength 12
Dexterity 16
Constitution 12
Intelligence 19
Wisdom 10
Charisma 8

About Chi T'reignial

General Stats:

XP: 15,191 Next Level: 15,000
Current HPs: see opposite.
Damage: 0 Non-Lethal 0
HP: 27 Speed: 30ft Weight limits: 30/60/90
HP rolls 6 = 6,5,4,6 (+1 per lev Con bonus) (1pts Favored Class)
Money 383 gp 9 sp, 7 cp
Initiative +4 (includes +1 for Sasha's Red assassin training)
Concentration +8 ( 2 caster level + 4 int mod, +2 Jask's bonus )
DC for hex 15 (+1 for charm or language dependent effect - Gelik's bonus)
Wearing:
Specs of the eagle
cloak of resistance
ring of swimming

Faction(Associates of the Pathfinder Society):

TPA = 2
CPA = 2

Daily Allowances Remaining:

Hex Save DC = 15 (10+1+4)
Spell DC 0=14, 1=15
Spells Able to be cast today?
0 Detect Magic, Message, Guidance, Spark.
Y 1 Mage Armor
Y 1 Ray of Enfeeblement
Y 1 Enlarge Person

In Backpack

1 tanglefoot bag
2 flasks of oil
1 Rope

Ammo
Quiver of Efficiency
3 x +2 arrows
1 x +1 arrows
34 x normal arrows

Defense:

Current AC = 14
AC 14 = 10 + 0 + 0 + 3 + 0 + 0 + 0 + 1
Touch(14) Flatfooted(11)
Bracers of Armor +1
AC18 with Mage Armour)
CMD 17 = 10 + 3 + 1 + 3 + 0

Attack:

CMB [dice]1d20+4[/dice] = 3 + 1 + 0
Base Attack +3
Melee Attack +4 (+1d6 damage sneak attack)

  • Sickle attack [dice]1d20+4[/dice]
  • Sickle damage [dice]1d6+1[/dice]
  • Sickle damage with sneak damage [dice]1d6+1[/dice] + [dice]1d6[/dice]
  • Sickle crit range x3
  • M/Wrk Red Mantis Dagger attack [dice]1d20+5[/dice]
  • Dagger attack [dice]1d20+4[/dice]
  • Dagger damage [dice]1d4+1[/dice]
  • Dagger damage with sneak attack [dice]1d4+1+1d6[/dice]
  • Dagger crit range 19-20x2

ranged Attack +6

  • Longbow attack [dice]1d20+6[/dice]
  • Longbow damage [dice]1d8[/dice]
  • Longbow range 100ft crit range x3
  • Arrows see Ammo
  • Ray [dice]1d20+6[/dice]

Charm 1 rounds, Will save DC=15 to disregard
Evil Eye -2ACorBABorSkillorSave for 7 rounds, Will save DC=15 for a single round
Slumber sleep 4 rounds, Will save DC=15
Cackle increase EvilEye by 1 round.


Saves:

Wearing cloak of resistance +1 all saves.
  • Fort save [dice]1d20+3[/dice] = (0+1+2)
  • Reflex save [dice]1d20+7[/dice] = (3+3+1)
  • Will save [dice]1d20+4[/dice] = (3+0+1) +2 bonus against enchantment spells and effects, +1 Will bonus vs Enchantment (Compulsion) from Aerys.


Spells:

Concentration = [dice]1d20+8[/dice] = (2 caster level + 4 int mod + 1 Jask's bonus)
Gelik's bonus: +1 bonus to the save DC of any charm or language dependent effect you use.
Spells per day 0/3 DC=14, 1/2+1 DC=15

Known Spells
0-Level Witch Spells—bleed, Dancing lights, Daze, Detect magic, Detect poison, Guidance, Light, Mending, Message, Putrefy food and drink*, Read magic, Resistance, Spark*, Stabilize, Touch of Fatigue.
1-Level Witch Spells—Beguiling Gift, Mage Armour, Obscuring mist, Mount, Ray of Enfeeblement [dice]1d6+1[/dice] Str damage, will save for half, Sleep, Summon Monster I, Ventriloquism, Enlarge Person, , Comprehend Languages

Witches abilities:

Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).
Patron
Deception: 2nd—ventriloquism, 4th—invisibility, 6th— blink, 8th—confusion, 10th—passwall, 12th—programmed image, 14th—invisibility (mass), 16th—scintillating pattern, 18th—time stop.

Hexes


  • Charm (Su): A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch’s Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.
  • Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier = 7. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
  • Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
  • Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Familiar: Cat Stealth +3

Cat:

Cat Familiar Level 1
Tiny animal
Init +2; Senses low-light vision, scent; Perception +5

DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +1

OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills:
Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth

Su
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Rogue abilities:


  • Sneak Attack
  • Trapfinding
  • Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
  • Evasion
  • Rogue Talent(2nd level) - Trap Spotter: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Skills:

Skills per level 6 = 2 + 4 (Witch)
Skills per level 12 = 8 + 4 (Rogue)
Total - Skill = Ability Mod + Ranks + Skill additions


  • Acrobatics [dice]1d20+7[/dice] = 3 + 1 + 3
  • Appraise [dice]1d20+8[/dice] = 4 + 1 + 3
  • Bluff [dice]1d20-1[/dice] = -1 + 0 + 0
  • Climb [dice]1d20+1[/dice] = 1 + 0 + 0
  • Craft(alchemy) [dice]1d20+8[/dice] = 4 + 1 + 3
  • Craft(bows) [dice]1d20+8[/dice] = 4 + 1 + 3
  • Diplomacy [dice]1d20-1[/dice] = -1 + 0 + 0
  • Disable Device [dice]1d20+10[/dice] = 3 + 3 + 4 (+1 rogue level)
  • Disguise [dice]1d20-1[/dice] = -1 + 0 + 0
  • Escape Artist [dice]1d20+9[/dice] = 3 + 3 + 3
  • Fly [dice]1d20+7[/dice] = 3 + 1 + 3
  • Heal [dice]1d20+4[/dice] = 0 + 1 + 3
  • Intimidate [dice]1d20-1[/dice] = -1 + 0 + 0
  • Knowledge(arcana) [dice]1d20+9[/dice] = 4 + 2 + 3
  • Knowledge(history) [dice]1d20+8[/dice] = 4 + 1 + 3
  • Knowledge(nature) [dice]1d20+8[/dice] = 4 + 1 + 3
  • Linguistics [dice]1d20+8[/dice] = 4 + 2 + 3 (new language Infernal, Abyssal)
  • Perception [dice]1d20+14[/dice] = 0 + 4 + 10 (elf, +specs of the eagle)
  • Perception [dice]1d20+15[/dice] = 0 + 4 + 11 (to find traps, +1 rogue level, + specs of the eagle)
  • Profession(Cook) [dice]1d20+4[/dice] = 0 + 1 + 3
  • Ride [dice]1d20+3[/dice] = 3 + 0 + 0
  • Sense Motive [dice]1d20+0[/dice] = 0 + 0 + 0
  • Sense Motive [dice]1d20+2[/dice] = 0 + 0 + 2 (+2 Alertness, when near cat)
  • Spellcraft [dice]1d20+11[/dice] = 4 + 4 + 3
  • Stealth [dice]1d20+12[/dice] = 3 + 3 + 6 (Cat)
  • Stealth [dice]1d20+14[/dice] = 3 + 3 + 8 (Cat) (+2 Alertness, when near cat)
  • Stealth to find food [dice]1d20+13[/dice] = 3 + 3 + 7 (Cat,Trait)
  • Stealth to find food [dice]1d20+15[/dice] = 3 + 3 + 9 (Cat,Trait) (+2 Alertness, when near cat)
  • Stealth no penalty for full movement, -20 for running
  • Survival [dice]1d20+0[/dice] = 0 + 0 + 0
  • Survival to find food [dice]1d20+2[/dice] = 0 + 0 + 2 (Trait)
  • Swim [dice]1d20+10[/dice] = 1 + 1 + 3 (+5 Ring of Swimming)
  • Use Magic Device [dice]1d20+6[/dice] = -1 + 4 + 3

Feats and Traits:

Feats

  • Extra Hex(1). Lets you take an extra hex as long as you qualify for it: Evil Eye
  • Extra Hex(3). Lets you take an extra hex as long as you qualify for it. Cackle

Character Traits
Stowaway: Not all passengers on seafaring vessels are
legal or even known to the captain and crew, and the Jenivere
is no exception. Whether too poor to book legal passage
on the ship or fearing discovery by customs officials in
your home port, you or an ally stowed away on the ship in
secret. This may mean that the crew doesn’t know you’re
on board, or perhaps they do now but didn’t when the ship
set sail. You gain a +1 trait bonus on Stealth checks and
Survival checks to find food.
Characters with this trait might have boarded the Jenivere
at any port, but especially in the cities of the Shackles.
Forlorn (Any non-elven land, Elf):
Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Elven Traits


  • +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
  • Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Silent Hunter: Elves are renowned for their subtlety and
    skill. Elves with this racial trait reduce the penalty for using
    Stealth while moving by 5 and can make Stealth checks
    while running at a –20 penalty (this number includes the
    penalty reduction from this racial trait). This racial trait
    replaces the elven magic racial trait.
  • Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
  • Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Equipment:

00005 Artisans Tools
00002 Backpack
00000 Bedroll(1s)
00004 Caltrops x2
00001 Rope
00000 Peasants outfit(2s)
00001 Waterskin
00075 Longbow
00002 Arrows(20) x2
00002 Dagger
00006 Sickle
-----
00098 Spent
-----

00007 - 105 - 98

Treasure and stuff:

Treasures and Equipment found/made
Chi:
1 potion CLW
2 potions Lesser Restoration
Red Mantis Assassin masterwork dagger
1 Tanglefoot Bag
2 Flasks of Oil
Ring of Swimming
Javelin of Lightning
Vial of Anti toxin
Smokestick
4 cold iron arrows
3 +1 arrows
3 +2 arrows
Small steel mirror

Treasures and Equipment Used
2 potions Lesser Restoration
1 CLW
1 javelin of lightning

Background:

The only surviving daughter of Drinai T'Chano and Bri G'Yurial, witch doctors of the nomadic elven tribe of Kili Taili of the Ekujae. Many moons ago members of the tribe was attacked by slavers who captured Drinai T'Chano and the infant Chi T'Reignial, but killed the rest of the family. Being witch doctors of the tribe, the family were in an honoured and high position amongst the tribe princes, elders and counsellors holding sacred and ancient artefacts of the tribe.

Knowing Drinai's reliance on having a familiar to use his powerful spells the pirates killed his familiar and took both of them to the slave markest of Korsova, Cheliax. Chi is unsure, but somehow he father was able to keep them together through some last vestiges of power or was it just some sort of luck. She was to learn through her days as a slave that other families that were captured had not been so lucky.

Anyway, despite the constant surveillance she befriended a {animal type here} and under the guidance of her father, she was able to learn the basics required to be a witch herself. Her father, whose health dissipated the stronger she grew. On his death bed he gave her a sacred stone on a necklace required for many of the tribes deep rituals. He asked her to take the relic back and use it, regaining the families position in the tribe. All in her tribe will know the power that the relic represents, but beware there will be others that will try and stop you doing this. he died, and several days later Chi and her {insert animal familiar here} managed to escape from her masters.

She and her familiar eventually managed to get to the port and stowed away on board a ship called the Jenivere

Appearance/Personality:

She is small for an elf, is fact she could be mistaken for a flimsy human, if it weren't for the pointed ears and the blueish skin. She has long blonde untidy hair cascading over her head, blowing inconsiderately across her face. She often takes small bunches of hair and sucks them in the corner of her mouth. She walks head bent over, looking at the floor. In a crowd she would become lost from view, not that she is any more good at hiding than anyone else, but that she doesn't want to stand out or be noticed. Those in the literary circles around town, often thought this behaviour was rather like the character 'Mort'in the book of the same name, written by that great Gnomish author Pratchardelli Terryo.

A shy girl, doesn't speak much to strangers, except if she is in desperate need.

Her clothes are threadbare, as slave in Korsova would wear, yet she has a sturdy bag and pouch, which contain her worldly possessions. She wear a necklace made of twine with a strange green rock, with an unusual pattern in red painted on, yet the paint somehow never fades or wears on the stone.

Motivations:

She wants to find her tribe.
She wants to return the artefact and regain her place in the tribe.
She has a hatred of slavers and will attempt to free slaves where she can.
She will not start any fight against native elves of the Mwangi Expanse or Sargava, but will take whatever is required to protect herself.
She has no qualms about removing other races from her home.

HeroLab stat block Witch3/Rogue2:

Chi
Female Elf Rogue 2 Witch 3
CN Medium Humanoid (elf)
Init +4; Senses low-light vision; Perception +20
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 32 (2d8+3d6+5)
Fort +4, Ref +8, Will +4; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Red Mantis Dagger +4 (1d4+1/19-20/x2) and
Sickle +3 (1d6+1/x2)
Ranged Longbow +5 (1d8/x3)
Special Attacks hexes (cackle, charm [dc 15], evil eye [dc 15], slumber [dc 15]), sneak attack +1d6
Witch Spells Prepared (CL 3):
2 (2/day) Glitterdust, Feast of Ashes (DC 16)
1 (3/day) Mage Armor, Ray of Enfeeblement (DC 15), Enlarge Person (DC 15)
0 (at will) Message, Detect Magic, Guidance, Spark (DC 14)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 19, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16
Feats Extra Hex, Extra Hex, Skill Focus (Perception)
Traits Forlorn, Stowaway
Skills Acrobatics +5 (+1 jump), Appraise +8, Climb -2, Craft (alchemy) +8, Craft (bows) +10, Disable Device +10, Escape Artist +7, Fly +4, Heal +4, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (nature) +8, Linguistics +9, Perception +20 (+21 to locate traps), Profession (cook) +4, Ride +0, Sense Motive +2, Spellcraft +12, Stealth +11, Swim +7, Use Magic Device +7 Modifiers silent hunter
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal, Polyglot, Sylvan
SQ +3 to stealth checks, deliver touch spells through familiar, empathic link with familiar, patron spells (deception), rogue talents (trap spotter), share spells with familiar, trapfinding +1
Combat Gear Alchemist's fire (2), Tanglefoot bag; Other Gear +1 Arrows (50), +2 Arrows (50), Arrows (40), Longbow, Red Mantis Dagger, Sickle, Cloak of resistance +1, Efficient quiver (empty), Eyes of the eagle, Ring of swimming, Artisan's tools, masterworkCraft (bows), Backpack (empty), Bedroll, Caltrops (2), Rope, Thieves' tools, masterwork, Waterskin (2), 150 GP
--------------------
Special Abilities
--------------------
+3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Cackle Extend the duration of other hexes.
Charm +1 (4 round(s)) (DC 15) (Su) Improve attitudes by 1 step(s).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Evil Eye -2 (7 round(s)) (DC 15) (Su) Inflict penalties with a glance.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Slumber (3 rounds) (DC 15) (Su) Target falls asleep.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stowaway +1 Stealth, +1 Survival checks to find food.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 +1 to find or disable traps.

--------------------

Arcane Familiar
Cat
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 16 (1d8-1)
Fort +1, Ref +6, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Cat) +6 (1d3-4/x2) and
Claw x2 (Cat) +6 x2 (1d2-4/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 8 (12 vs. Trip)
Feats Weapon Finesse
Skills Acrobatics +7, Appraise -1, Climb +6, Disable Device +4, Escape Artist +6, Fly +10, Heal +2, Linguistics +0, Perception +9, Spellcraft +3, Stealth +21, Swim +6, Use Magic Device +3
Languages
SQ improved evasion
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

character creation notes:

Starting abilities
Str 12, Dex 14, Con, 14, Int 16, Wis 10, Cha 8
+2 Dex, +2 Int, -2 Con
Development 2nd level, take level of Rogue.
Skills: Acrobatics, Craft(alchemy), Craft(Bows), Disable Device, Escape Artist, Knowledge(dungeons), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Use Magic Device

2nd Level changes
HPs +6 (5+Con)
Gain
Sneak Attack
Trapfinding (+1 perception to find traps?/disable)
Proficiency with the hand crossbow, rapier, sap, shortbow, short sword and light armour.
+2 Reflex
+1 Will bonus vs Enchantment (Compulsion)
Fort 2, Reflex 5, Will 2 (+2 vs enchantment, +1 vs enchantment(compulsion)

So skill changes...8 rogue + 4 int.
7 Acrobatics = 3 + 1 + 3
8 Craft(alchemy) = 4 + 1 + 3
8 Craft(bows) = 4 + 1 + 3
8 Disable Device = 3 + 1 + 4 (+1 rogue level)
7 Escape Artist = 3 + 1 + 3
9 Knowledge(arcana) = 4 + 2 + 3
8 Linguistics = 4 + 1 + 3 (new language Infernal)
7 Perception = 0 + 2 + 5 (elf)
8 Perception = 0 + 2 + 6 (to find traps, +1 rogue level)
9 Spellcraft = 4 + 2 + 3
10 Stealth = 3 + 1 + 6 (Cat) (+2 Alertness, when near cat)
11 Stealth to find food = 3 + 1 + 7 (Cat,Trait)
5 Swim = 1 + 1 + 3
4 Use Magic Device = -1 + 2 + 3

Character 3rd level...
HPs +5 4+1(Con) 7+6+5=18
BAB +1
Will Save +1
1 extra 1st level spell per day.
Feat - extra hex (cackle)
Hex - Slumber
Skills +1 to
Profession(Cook)
Perception
Disable Device
Stealth
Escape Artist
Use Magic Device
Spellcraft (Favored class)
Spells added Enlarge Person, Comprehend Languages, Ventriloquism(patron: deception)

Character 4th level...
HPs +7 6+1(Con)
BAB +1
Ref Save +1
Rogue Evasion, Rogue Talent(Train Spotter)
Skills +1 to
Acrobatics
Appraise
Disable Device
Escape Artist
Fly
Heal
Knowledge(Arcana)
Linguistics(Abyssal)
Perception
Spellcraft
Stealth
Use Magic Device

Character 5th level - witch +1...
HPs +7 ?+1(Con)
Fort, Ref Save +1
Feat: Skill Focus(Perception)

6+1(Fav Class) Skills +1 to
Disable Device
Escape Artist
Knowledge(Arcana)
Perception
Spellcraft
Stealth
Use Magic Device

Spells 2 2nd level, Glitterdust, Feast of Ashes
Would also want to get Web, Cure Moderate Wounds, Enthrall, Fester, Fog Cloud, Percieve Clues, Pox Pustules, Summon swarm, Vomit Swarm, Zone of Truth, Summon Swarm, Spectral Hand, See Invis...have some as scrolls.

hexes I like...misfortune, disguise, flight and tongues, so might need another extra hex feat? also fortune, 2 more feats...woah!! may remove disguise as she cannot be anything other than an elf, or scrawny human.

Possible Future feats to increase rogue effectiveness against traps, Sharp Senses +4 Perception, Skill Focus +3 Perception, Dodge AC +1, Skill Focus +3 Disable Device, Skill Focus +3 Perception, Magical Aptitude +2 Spellcraft, Use Magical Device, Deft hand +2 Disable Device,Sleight of Hands, Lightning Reflexes +2 Reflex saves.
Also might need to look at magic type feats and meta magic feats...