Here's what I've got so far:
Sir Darian Almardean
Human male
Wizard 10(37845 XP +?)
Lawful Good
Specialization: Abjuration Barred: Illusion
STR 12 +1
DEX 8 -1
CON 14 +2
INT 20 +5 (24 +7)
WIS 13 +1
CHA 15 +2
Spd: 30
Initiative: -1
Attack +5, +6 melee, +4 ranged (+7 rapier)
Dmg: rapier: 1d6+1 18-20
AC 9 (- 1 dex)
HP 51
F: +3 (+8)
R: +3 (+5)
W: +7 (+11)
Spell Focus: Transmutation, Martial Weapon Prof: rapier, Scribe Scroll, Craft Wonderous Item, Lace Spell: Holy, Spell Penetration, Lace Spell: Resistant, ?
Spellcraft 13 +20
Concentration 13 +15
Riding 3 +2
Scry 1 +8
Speak Language 2
Diplomacy 3 +5
Knowledge:
__Arcana 13 +20
__Nobility and royalty 3 +10
__History 3 +10
__Geography 3 +10
__Psionics 1 +8
Psicraft 1 +8
Languages: Common, Celestial, Draconic, Auran, Terran, Elven, Dwarven
Spells Known:
Cantrips: tons
1: Endure Elements, Alarm, Protection from Evil, Shield, Mage Armor, Comprehend Languages, Detect Secret Doors, Identify, Charm Person, Sleep, Magic Missile, Erase, Message, Reduce*, Anavar's Anticipated Attack, Feather fall, Betray the Years, Resist Scrying, Spider Climb
2: Protection from Arrows, Glitterdust, Arcane Lock, Detect Thoughts, See Invisible, Rope Trick, Bull's Strength, Endurance, Knock, Daylight, Levitate
3: Dispel Magic, Protection from Elements, Slow*, Haste, Fly, Secret Page, Extended Charge, Force Blast, Fireball, Arcane Sight, Water Breathing, Greater Magic Weapon
4: Dimensional Anchor, Evard's Black Tentacles, Scrying, Confusion, Polymorph Other*, Minor Globe of Invulnerability, Strength to Strike, Chains of Vengeance, Gird the Warrior
5: Permanency, Teleport, Wall of Force, Quintelemental Blast, Dismissal, Sending, Energy Buffer, Prying Eyes
Spells per day:
0: 4 (DC 17)
1: 6+1 (DC 18)
2: 6+1 (DC 19)
3: 5+1 (DC 20)
4: 4+1 (DC 21)
5: 3+1 (DC 22)
+1 spells must be from abjuration
+2 DC for Transmutation spells
+2 DC against evil creatures
+2 to penetrate SR
Stuff:
Spell workbook
Lots of extra spells
Boccob's Blessed Book (full)
Robe of Resistance +3
Headband of Intellect +4
3x Pearl of Power 1
Pearl of Power 2
Vestments of Hygiene
Wand of Magic Missiles (7th level caster, 17 charges)
mw rapier
Light warhorse
Military Saddle
2 healing potions
50 ft rope
5 sunrod
5 tindertwig
Books from library [200 gp.]
2 captured spellbooks
Lots of Scrolls: spells are at the minimum caster level unless otherwise mentioned
0:
2 Detect Magic
2 Detect Poison
1:
2 Alarm (4)
2 Reduce (5)
4 Endure Elements
2 Detect Secret Doors
2 Spider Climb
2 Message
2 Comprehend Languages
4 Protection from Evil
1 Erase
8 Resist Scrying
2:
2 See Invisible
2 Glitterdust
2 Daylight
2 Knock
2 Rope Trick (8)
2 Levitate
3:
2 Protection from Elements
2 Water Breathing
1 Dispel Magic
1 Fly
4:
2 Dimensional Anchor
1 Scrying
1 Charm Monster
5:
1 Dimissal
1 Teleport
1 Sending
other adventuring gear that would be a pain to write out
70 pp
70gp
18 sp
10 cp
+2747 GP
Appearence:
Sir Darian is a distinguished looking gentleman of slightly above average height. His dark gray robes are trimmed with blue, and are cut of fine silk. Each breast of his robes is adorned with a sigil, one for his noble house (a ship surronded by 2 lightning bolts), and the other is the rune for his mage's guild. Darian avoids ostentation in dress - no honorable family flaunts its wealth with gaudy baubles. Despite his ordinary grey eyes and brown hair, his refined and elegant mannerisms would set apart in a crowd. His graceful movements are rather slow though, in order to conceal his clumsiness.
Background:
Darian is a scion of the Almardean family of [city name], a thriving costal trading center. As a child, he usually stood in the shadow of his elder brother, Edmure, who stood tall and athletic. However, as they grew, Darian quickly proved to be far more adept in his studies and easily mastered knowledge of other noble houses and heraldic devices, geography, history, the best trade routes, and other skills that would enable him to better manage the family business. With Darian's quick mind, he quickly became his father's favorite, and had additional training in courtly graces, riding and swordplay. Edmure was expected to become a knight and advance the prestige of the family through might of arms and adventuring.
However, when Edmure was sheared (sent out on his own for a year to make his way in the world without the name or backing of his family), instead of adventuring, he proved himself a merchant of unusual savvy by working for the [merchant guild]. In fact, Stephaneos, patriarch of the Almardeans, was somewhat displeased because of the substancial advantage the contracts Edmure negociated gave to potential rivals. So it fell upon Darian to advance the family's honor while Edmure increased its fortunes.