Here is the character so far. I see him as a know-it all who can't help but impart his opinion.
Dancer
Male tiefling diviner 1
LN Medium outsider (native)
Init 4; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 10 (1d6+4)
Fort 3, Ref 2, Will 2; +2 bonus vs. traps and hazards while underground
Resist fire 5
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Offense
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Speed 30 ft.
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—diviner's fortune (+1)
Diviner (Chronomancer) Spells Prepared (CL 1st; concentration +6)
. . 1st—burning hands (DC 16), heightened awareness[ACG], mage armor, magic missile
. . 0 (at will)—acid splash, detect magic, read magic
. . Opposition Schools Enchantment, Illusion
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Statistics
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Str 10, Dex 14, Con 16, Int 20, Wis 10, Cha 5
Base Atk +0; CMB 0; CMD 12
Feats Combat Advice, Scribe Scroll
Traits magic is life, magical lineage
Skills Bluff -1, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Spellcraft +9, Stealth +4; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal, Orc, Undercommon
Other Gear wizard starting spellbook, 120 gp
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Special Abilities
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Combat Advice As mv act, designate enemy, ally gains +2 comp bonus on next atk vs. target.
Darklands Guide +2 to saves vs. traps and hazards while underground.
Darkvision (60 feet) You can see in the dark (black and white only).
Diviner's Fortune +1 (8/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
Enchantment Energy Resistance, Fire (5) Forewarned (+1d4 initiative) (Su) 1 TP: +1d4 to initiatve
Illusion Inspiring Prediction (8/day) (Su) As swift action give all allies within 50 ft +4 luck bonus on next atk roll, save, or skill check.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rewind (Su) Immediately recast failed spell for 1/2 spell's level TP (min 1)
Temporal Pool (5/day) (Su) Gain reservoir of temporal energy used to power abilities
I have a character Dancer a Tiefling Chronomancer Prophecy Wizard. Working on a Forgotten Realms appropriate background for him. Here is the character sheet in PDF format.
Let me know if you have any questions. Open to suggestions as to appropriate Wizard College / geographical background. Was considering having him be a Red Wizard of Thay not sure how that works with the story.
SKILLS
Strength d8[ ]+1 [ ]+2 [ ] +3
Melee: Strength +3
Dexterity d6 [ ] +1 [ ] +2
Constituion d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d4 [ ]+1 [ ]+2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2
Divine: Charisma +1
Favored Card: Weapon
Hand Size 5 [ ] 6
Proficient with: Light Armors, Weapons,
Powers:
When you defeat a monster, you may examine the top card ( [ ] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [ ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [ ] or to evade a bane you encounter).
SKILLS
Strength d8[ ]+1 [ ]+2 [ ] +3
Melee: Strength +3
Dexterity d6 [ ] +1 [ ] +2
Constituion d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d4 [ ]+1 [ ]+2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2
Divine: Charisma +1
Favored Card: Weapon
Hand Size 5 [ ] 6
Proficient with: Light Armors, Weapons,
Powers:
When you defeat a monster, you may examine the top card ( [ ] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [ ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [ ] or to evade a bane you encounter).
SKILLS
Strength d8[ ]+1 [ ]+2 [ ] +3
Melee: Strength +3
Dexterity d6 [ ] +1 [ ] +2
Constituion d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d4 [ ]+1 [ ]+2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2
Divine: Charisma +1
Favored Card: Weapon
Hand Size 5 [ ] 6
Proficient with: Light Armors, Weapons,
Powers:
When you defeat a monster, you may examine the top card ( [ ] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [ ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [ ] or to evade a bane you encounter).
SKILLS
Strength d8[ ]+1 [ ]+2 [ ] +3
Melee: Strength +3
Dexterity d6 [ ] +1 [ ] +2
Constituion d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d4 [ ]+1 [ ]+2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2
Divine: Charisma +1
Favored Card: Weapon
Hand Size 5 [ ] 6
Proficient with: Light Armors, Weapons,
Powers:
When you defeat a monster, you may examine the top card ( [ ] or top 2 cards) of your location deck.
You may recharge a card that has the Divine trait to add 1d8 and the Fire ( [ ] or Acid or Poison) trait to your combat check.
You may bury an ally from your discard pile to explore your location ( [ ] or to evade a bane you encounter).