As it happens...I have a draft ready.
I've included sources on spells and items, and provided a capsule description of what non-core spells and items do. If you need more details on anything let me know and I can do a full writeup. Most of it's from your sources...I did dip into the Compendiums a little though.
[sblock=Shard Rough Draft]Name: Shard
Race: Human
Class/Level: Sorceror 5/Wild Mage 9
Gender: Female
Exp
Desc: Pending
Strength (STR) 8 -1
Dexterity (DEX) 16 +3 (8)
Constitution (CON) 14 +2 (6)
Intelligence (INT) 10 +0 (2)
Wisdom (WIS) 14 +2 (6)
Charisma (CHA) 18 +4 (10)
Alignment: Chaotic Neutral
AC: 13 (10 + 3 Dex
Hit Points: 4+13d4+28
Movement: 30'
Init: +2
Base Attack Bonus: +6
Melee Attack: +5
Ranged Attack: +8
Fort: +6
Reflex: +9
Will: +9
Race Abilities
Bonus Feat
Bonus skills
Class Abilities:
Sorceror
- Metamagic Specialist (PHB2 variant)
Wild Mage
- Wild Magic (-3 base caster level, but +1d6 when each spell cast)
- Random Deflector 3/day (redirect some spells/attacks to random target within 20')
- Student of Chaos (When using magic device that offers random result, roll twice and select)
- Chaotic Mind (immune to Confusion & Insanity, constant Nondetection effect)
- Reckless Dweomer (Can expend slot of 1st level or higher to produce Rod of Wonder effect)
Skills: 24+27
Concentration +19 (17 ranks +2 Con)
Knowledge Arcana +10 (8 ranks +0 Int +2 Synergy)
Knowledge Planes +4 (4 ccranks ranks +0 Int)
Spellcraft +7 (5 ranks +0 Int +2 feat)
Use Magic Device +12 (4 ccranks +2 ranks +2 feat +4 Cha)
Languages - Common, Draconic
Feats
1 Celestial Heritage (+2 vs elec & petri, gain Prot from Evil)
1 Eschew Materials
3 Magical Aptitude
6 Celestial Lance (1d8/spell level used, 60' line, only to evil)
9 Empower Spell
12 Quicken Spell
Spells (Base DC 17+lvl, Caster level 13+1d6)
0 6/6 - Acid Splash, Mending, Message, Ghost Sound, Light, Disrupt Undead, Prestidigitation, Arcane Mark, Detect Poison
1 8/8 - Shield, Magic Missile, Dawnburst, Alarm, True Strike, Protection from Evil
2 8/8 - Invisibility, Arcane Turmoil, Rope Trick, See Invisible, Dimension Hop
3 8/8 - Energy Aegis, Arcane Sight, Disobedience, Phantom Steed
4 7/7 - Confusion, Ennervation, Voice of the Dragon, Orb of Force
5 7/7 - Telekinesis, Lucent Lance, Greater Blink
6 6/6 - Disintegrate, Greater Heroism
7 4/4 - Limited Wish
Noncore spells
Dawnburst (Complete Mage)
- Causes all creatures within 10' of caster to glow like torches for 1 rnd/lvl. Reduces invisibility to concealment. Makes Hide difficult. Causes 1d6+CL (max 5) to undead and light-sensitive creatures.
Arcane Turmoil (complete Mage)
- Works as per targeted Dispel Magic (can't do area version), but also causes a spellcaster to lose 1 prepared spell or slot of highest level if Will save failed.
Dimension Hop (PHB2)
- Teleport 5'/2 CL as standard action, either self or creature touched. Will negates.
Energy Aegis (PHB2)
- As immediate action, grant self or ally at Close range 1 rnd of resistance 20 to specified energy type.
Disobedience (Complete Scoundrel)
- Grants immunity to charms and compulsions, and can fool a caster into thinking the charm/compulsion succeeded if they fail a will save. 1hr/CL.
Voice of the Dragon (Spell Compendium)
- 10 min/CL gain +10 to Bluff, Diplomacy and Intimidate attempts...can discharge spell by issuing a Suggestion.
Orb of Force (Complete Arcane)
- Ranged touch, 10d6 damage cap, no save, no SR, force damage.
Lucent Lance (Spell Compendium)
- Ranged touch, Ray, 15d6 damage cap, no save, SR applies. 15d4 dmg if in shadowy illumination. Blinds target for 1 rnd, dazzles for 1rnd/CL. Acts as 1 rnd sun exposure to light-sensitive creatures. Light damage.
Money - 880gp
Weapons -
Armour -
Gear -
Magic -
Ring of Arcane Might, 20k (Complete Arcane) +1 CL
Ring of Enduring Arcana, 6k (Complete Mage) +4 to dispel DC of spells.
Orange Prism Ioun Stone, 30k (SRD) +1 CL
Bracers of Armor +4, 16k (SRD)
Headband of Charisma +6, 36k (SRD)
Steadying Robe, 1k (Complete Mage) Negates need for Concentration check due to casting spell while in vigorous, violent or extremely violent motion.
Cloak of Comfort +3, 11k (Complete Mage) As Cloak of Resistance, plus Endure Elements within 30'.
Runestaff of Evocation, 25k (Magic Item Compendium) Allows casting each of the following spells 2/day, by spending spell slots of appropriate level.
- Chain Lightning
- Fireball
- Ice Storm
- Magic Missile
- Shatter
- Wall of Force
Survival Pouch, 3.3k (Magic Item Compendium) Can be accessed up to 5/day, each time producing one of the following effects: (anything taken out vanishes 8 hrs later, unless it's been eaten/drunk)
- 1 day rations for 1 Medium creature.
- 2 gallons water in skin
- Campfire (lit...lasts 8 hours or can make up to 8 torches that burn 1 hr each)
- Tent & 2 bedrolls
- 50' rope
- Composite shortbow (+1 Str) and 20 arrows.
- Shovel
- Pack Mule with riding gear and saddlebags. Treated as summoned, but will not fight.
Eternal Wand of Cure Light Wounds, 820gp (Magic Item Compendium) Cast 1st level spell 2/day.
Background:
Pending[/sblock]