Cutthroat Lawyer

Alexia "Bishop" Hebert's page

215 posts. Alias of Movin.


Full Name

Alexia "Bishop" Hebert

Race

Tiefling

Classes/Levels

Arcanist 7

Gender

Female

Size

Medium

Age

25

Special Abilities

Murdering your face. sundry arcane magic tricks.

Alignment

LE

Strength 7
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 12
Charisma 10

About Alexia "Bishop" Hebert

------------------------------
Tiefling Arcanist

LE Medium Outsider(native)

Init: +10

Senses: Perception + 12, Sense motive+12
W/Familiar in 5ft add +2.

Languages: Common, Infernal, Undercommon, Abyssal, Dwarf,Elven, Orc, Sylvan, Draconic, Celestial, Ignan, Terran, Auran, *Necril, Cyclopian

Spells for the day and consumables.:

Level 0 Prep7:
Prestidigitation, Ray of frost, Touch of fatigue, Dancing lights, Ghost sound, Detect magic, read magic

Level 1 Prep5 (6/day): Shocking grasp, Vanish, Reduce person, Chill touch, Grease

Level 2 Prep3(6/day): Pyrotechnics, Knock, Ghoul touch

Level 3 Prep2(4/day): Chain of perdition, Dispel magic

Consummables:
1st: 5/6
2nd: 6/6
3rd: 4/4

Rod Lesser intensify spell 3/3 day
Wand Mage armor 49/50charges
Book of harms Harmful surge 1/day
Beastbond brand (Xabu) 10/10 charges remain.
Scroll of Anti-magic field
Scroll 0f Fog cloudx2
Scroll of See invisibilityx2
Scroll of glitterdustx1
Scroll of gust of windx1


--------------------
Defense
--------------------
HP: 56 (7d6 (42), +14 Con, +0 Favoured Class)
Resist energy Fire(5) Electricity(5) Cold(5)

AC: 13, Touch: 12, Flat-footed: 11 (+1 armor, +2 dex)

BAB: +3; CMB: +1; CMD: 15

Fort(2/2/1): +5, Ref(2/2/1): +5, Will(5/1/1): +7

--------------------
Offense
--------------------

Speed: 30 ft.

Crossbow +5 1d8 19-20x2 P
Acid Splash +5 (1d3 Acid) E

Club +1 1d6-2 B

Dagger+1 1d4-2 S/P

lvl 0 spells DC: 16

lvl 1 spells DC: 17

Lvl 2 spells DC: 18

Lvl 3 spells DC: 19

Potent magic can boost DC by 2.
--------------------
Statistics
--------------------

Str: 7, Dex: 14, Con: 14, Int: 20(22), Wis: 12, Cha: 10

--------------------
Feats
--------------------
- Extra Traits

- Extra Exploit- School understanding (Div/ Foresight)

- Craft wondrous item

- Extra Exploit- Quick Study

--------------------
Exploits
--------------------
-Potent spell

-Dimensional Slide

-Familiar

-Counterspell

--------------------
Traits
--------------------
unsure.
- Transmuter (Bulls Str) (Magic) (+1CL for Transmutation spells)
- Clever wordplay (int to bluff) (Social)
- Tomb raider (Perception=Class skill, +1Perception and Know: Dungoneering)
- Holy schemer (+1 to sense motive/class skill)

----------------------------
Skills (56) (+7FCB)
----------------------------
Appraise[1] +10 (+6int,+1rank+3class)
Bluff[7] +15 (+6int+7rank+2 race)
Craft Alchemy [1] +10 (+6int+1rank+3class)
Perception[7] +12 (+1wis+7ranks+3class+1trait)
Sense motive[7] +12 (+1wis+7ranks+3class+1trait)
Spellcraft[7] +16 (+6int+7ranks+3class)
Stealth[7*] +11 (+2dex+7ranks+2race)
Disguise[1] +1 (+0cha+1ranks)
UMD[7] +10 (+0cha+7ranks+3class)
Linguisitics[7] +16 (+6int+7ranks+3class)
Knowledge: Arcana[5] +14 [+6int+5rank+3class]
Knowledge: Planes [1] +10[+6int+1rank+3class]
Knowledge: Nature[1] +10 [+6int+1rank+3class]
Knowledge: Dungeoneering[1] +11 [+6int+1rank+3class+1trait]
Knowledge Religion[1] +10[+6int+1rank+3class]
Knowledge: Local [1] +10[+6+1+3]
--------------------
Racial Abilities
--------------------
Dark vision 60ft
Outsider (native)
Fiendish resistance (cold elect fire 5)
Skilled +2 Bluff/Stealth
Spell like ability:Darkness 1/d
Traded for at will Speak with Insects
Fiendish sorcery
Traded for Prehensile Tail (retrieve items as a swift action)
--------------------
Special Abilities
--------------------

--------------------
Spells
--------------------
ARCANIST SPELLS KNOWN:

Level 0: All

Level 1 : Sculpt corpse, enlarge person, Reduce person, Vanish, grease, Liberating command, Shield, sure casting, Touch of gracelessness, Chill touch, Long arm,
Burning hands* Color spray* Corrosive touch* Hydraulic push* Hypnotism, Magic Missile* Ray of enfeeblement* Shocking grasp*

Transmuter tome
animate rope S, charm person, color spray OP, erase S, floating disk mage armor, magic missile, protection from chaos, unseen servant

Purchases:, hold portal, Adhesive spittle, Sleep

Level 2:

L2: Blood transcription, {Redacted}, Bulls strength, Spectral hand
acid arrow* Ghoul touch* Gust of wind* Darkness*

Transmuter tome
alter self S, flaming sphere, knock S, pyrotechnics S, resist energy, see invisibility, whispering wind

Purchases:Cats grace, Pilfering hand, Glitter dust, Fog cloud

L3: Chain of perdition, Fly, Haste, Excruciating deformation
Fireball* Lightning bolt*

Transmuter tome
arcane sight, dispel magic, explosive runes, lightning bolt, greater magic weapon S, slow

Purchases: Monstrous Physique 1,

L4:
Transmuter tome
beast shape II S, calcific touch S [APG], confusion, dimension door, stone shapeS

*= learned from book of harms.
ARCANIST SPELLS PREPARED:
7/5/3/2 Prep

-/4/4/3 Cast
-/2/2/1 (Int boost)
-/6/6/4

Level 0[]:
Prestidigitation, Ray of frost, Touch of fatigue, Dancing lights, Ghost sound, Detect magic, read magic

Level 1 (/day): Shocking grasp, Vanish, Enlarge person, Chill touch, Grease

Level 2 (/day): Pyrotechnics, bulls strength, Ghoul touch

Level 3 (/day): Chain of perdition, Dispel magic

--------------------
Equipment
--------------------
COMBAT / MAGIC EQUIPMENT( ):

Items:
Cloak of resistance +1 (1000gp)
circlet of intellect+2 (4000gp) *Skill=Stealth Lang=Necril
Book of harms 900gp
Ring of sustenance 2500gp
Travelers anytool 250gp
Item of continual flame Heightened to L4 330gp *a coin or a small rock*
Rod of intensify spell lesser3000gp
Cracked dusty rose prism 500gp
Tome of the Transmuter 2635gp
Scroll of AMF 1650gp
Beastbond brand 1000gp
Wayfinder 500gp
5235gp remaining

Wands:
Mage armor 750gp

Scrolls: 1000gp
Protection from evil x2
Fog cloud x2
See invisibility x2
glitterdust x2

Mundane
Bullseye lantern 12gp
6 pints oil .6gp
Alchemy lab 200gp
Forgery kit 200gp (+2 for forgeries)
Spell component pouch x5 25gp
Spellbookx2 30gp
Familiar Satchel 25gp
Superior lock 150gp
Sheath springloadedx2 10gp
Eyeglasses 5gp
Dagger 1gp
Crossbow 35gp
bolts(20) 1gp
Haramaki 3gp

Alchemical tools/consumables Clear ear x2 60gp
300ish gallons of lamp oil 30gp or so?
Alchemist firex2 40gp
Acidx2 20gp
Ghast retch flasksx2 100gp
Holy weapon balmx2 60gp
Ghost Salt weapon blanchex1 200gp
Tanglefoot bag x2 100gp

3964.4gp remaining

2211.4gp

560 scribing costs.

1651.4 remains.

Spent: 900gp (craft a hat of disguise)
Spent: 100gp (Craft a sleeve of many garments)

Gain:500gp ruby
Gain: Scroll of Arcane sight

Ask about:
Familiar Archetype: Valet
Shrink item shenanigans
Fungal creeper
Spiderdraw
Quieting needles

Other potentials or future purchases.
Ring of spell knowledge
Handy Havarsack
Agile AOMF for familiar.
Bone razor
Muleback cords
Mnemonic vestment
quick runners shirt
Gloves of Reconnaissance
Robe of infinite twine
Bookplate of recall
Boots of the cat

Backstory:

Character Alexia Hebert "Bishop"
Alexia Hebert was once a rising star in what some call the foot of heaven. The college that trained eager young mages in the shadow of the great city's tower. Now though she exists as an entity in the Issust Hold, a member of the Usturn commonly called in to deal with significant problems and provide magical expertise. She is more interested in lore than people, suspicious by nature and experience. She solves problems by coming at them from unconventional angles seeking to maintain a professional distance but still indulging in the occasional sardonic remark.

Birthplace and history:

Alexia does not know where or to who she was born, though divination into the matter show that she has the lineage of an ancient outsider in her veins. its true nature being hidden by powerful defensive magic beyond her ability to pierce.
Alexia was found squalling in the desert by one of the desert hermits, he brought her to one of the village leaders of Issust Hold, Barnabus Gralrund. The man took in the infant and raised her, perhaps not like one of his two other children but well enough. While Barnabus's children drifted out of Alexia's spheres of influence Barnabas followed though and got her all the way to young adulthood. She demonstrated an uncanny grasp of magic and a local tutors services were purchased, she swiftly outpaced them in what they could teach moving to others until she sent an Arcane thesis to the Tower of heaven academy hoping to become one of the three students selected each year to attend the school on a scholarship. She managed to gain such a lofty gift over the hundreds of other applicants on her second try. At a young age she left the only place she knew as home to become a student at the greatest home of learning in the world. Her father was furious that she would dare to leave home, that she felt herself better than her brother and sister who had found work in Issust Hold. She departed from home in tears, knowing that such a glorious establishment as the Tower of Heaven would take her in with open arms.

Alexia arrived and was inducted into the student body, stars in her eyes and a song in her heart. She made several friends in the a mousy young woman named Tabitha and an old orc blooded groundskeeper who referred to himself as 'Turn'. It was at this time she also met someone who she would eventually consider more fondly than even her family. A newly arrived teacher of the Conjuring arts that dabbled in many things the bald headed human had a boisterous laugh and welcoming smile.
It was Professor Abu that provided Alexia the additional schooling she needed to overcome her non-magical background, who provided answers and gentle nudges for spell casting methods. Over the two years she spent at the campus she grew closer to the man as her common background and opinions ground against the upper crust sensibilities of her class mates. She was swiftly labeled a bad student and others perpetuated the rumor, warning others of her dangerous nature. With such limitations, lack of peers to work with and inability to turn to family for help Alexia found herself at a crossroad. She began leveraging her familiar a Rat she had named Barbatoreum to spy on other students and teachers using magics to see through his eyes or understand his words and learning magic that way. She saw many things in those whispered sessions indiscretions and dark magic being the major themes. Inevitably her spying was discovered and all of the bad things whispered about her legitimized.
It was at that point she started working almost entirely with Durain, her other teachers often making it a point to single out her flawed areas and hammer on them. Pushing her until her already stressed facade would crack or she would leave half way through the lesson. It was the last week of her second year that is all changed, a transmutation gone wrong and a massive blank in her memory. Waking in a hospital ward under guard, chained to the wall. Her terrified screaming woke the night shift and she was swiftly dressed in penitents rags. The questioning she received was brutal and her trial a closed court, she was charged with the murder of Durain Abu Professor and foreign visitor. The funeral had been last week, a closed casket affair the professor had no relatives and was buried at the cost of the tower.

Even with mind fogged over in vibrant shades of grief, agony and confusion Alexia knew leading questions when she saw them. They wanted her to shoulder the blame, she managed to demand a cleric of the city arrive and administer a zone of truth. With such a public presence she was able to get a fair trial, with no other witnesses to present evidence and Professor Abu's body damaged beyond use they could only present circumstantial evidence. They could not prove she was the culprit but after the inquiry she was presented with the costs of the third years tuition and informed that Students with scholarships were not permitted to have altercations with the law.
So, with her bright future in ruins, the teacher she considered a father and any friends she might have still had in the campus gone Alexia wrote a letter of resignation and left in the dark of the early morning.
She discovered Durain's familiar Xabu had stowed away in her belongings a bright spot for the grief stricken girl.

She arrived home to find a sympathetic ear in Barnabus who had heard of her treatment in Coran. It was at this point she was offered a job to come and work with her adoptive father and learned that he had been a leading man in the Hold's criminal world for many years. With her rocky trip home she accepted and began a gradual entry into crime, helping with prep work at the start and progressing from petty theft to full robbery, assault and magically assisted murder.
Whatever scraps of innocence Alexia might have had before her journey to Coran was assuredly removed from the descent into crime. The years in illicit services taught her that much of what she had been taught in her schooling was incorrect. The kind did not prosper, the strong did and with all the knowledge in the universe unless one could leverage it you would still die with a knife in your gut.
She obtained more teachers for her mystic arts by hook or crook, digging into every contact she could find and learning a dozen different concepts of magic by the end of it. Be it a Demon, undead, abberant monster or simple corrupted man if they had knowledge she wanted Alexia would do everything in her power to get it.

It was eight years since the events in Coran, and Alexia journeys again to the towered city with her possessions. The month before she had been sent a transcript of several conversations in the Tower by Tabitha Fairsbrook, head clerk of the towers legal division. Along side an apology for taking so long to bring such to light. Seeing it himself and knowing from some of her tales how much she had trusted the professor Barnabas presented her with the option to work in Coran for a time, making nice with the local night guild.
Durain had uncovered a secret from one of the masters, he had been a mere breath away from obtaining a seat himself and swinging the powerblock that kept the more progressive of the Seven in check. Apparently one of them even knows who her actual parents are.

Flaws and Loved ones:

Alexia has several weaknesses but the defining flaw is her controlling nature. Alexia does not like going into situations blind, she learns all she can finds the gaps in her enemy and exploits them to the fullest extent. The problem being that when an enemy catches her off guard her first interest is escaping them, she does not fight battles she has a chance of losing. She also has a burning desire for Political and Knowledge based power to ensure she is never stuck in a situation like he time at the academy. Beyond this is a lack of self-esteem and the haunting specter of killing her favorite teacher making her a distant and cold person.

As to people she represents a major guild in Issut Hold, Barnabas his family and many people who work in the town. She is known there and were events to happen in the hold she would take notice.
Durain Abu's gravestone, which has received a well preserved purple cactus flower on March 14th every year (this day being his birthday being unknown to effectively everyone.)
And with the newly delivered lead on Durain's killer Tabitha Fairsbrook has become someone Alexia would do quite a lot for.

Physical description:

Alexia is 5'7'' with light red skin, hazel eyes and dark brown hair. She is often mistaken for some strange variety of half-elf due to her long pointed ears and having pupils(which normal elves do not) but the learned know she is a tiefling. Alexia wears a high collared duster of fine leather over common street clothes, though her tastes in clothing tend more toward male fashion than female fashion finding it easier to be taken seriously in a suit rather than a dress. She wears a pair of glasses though does not truly need them finding they help when reading the smaller text in older books.

Xabu:

Xabu
LE Tiny vermin
Init +7; Senses darkvision 60 ft.; Perception +11, Sense Motive+7, Stealth +22

DEFENSE
AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
hp 27 (1/2 masters)
Fort +2, Ref +5, Will +5

OFFENSE
Speed 30 ft.
Melee sting +8 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2
Base Atk +3; CMB +4; CMD 10 (22 vs. trip)
Feats Weapon Finesse B
(Familiar, Uses masters skill ranks if they are better (As a vermin with 0ranks that would be a yes.)

Acrobatics+3, Appraise+0, Bluff+3, Climb +7, Craft:Alchemy+0, Disguise+3, Escape artist+3 Heal+0, Intimidate-4, Knowledge: , Linguistics+6, Perception+7, ride+3, Sense motive+7, Sleight of hand+3, Spellcraft +6, Stealth+22, Survival+0 Swim+3, UMD+3

Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES

Poison (Ex)

Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
(As the familiar has effective HD of their master this DC ought to increase. Will need to find proof before I change it though. Plus planing on getting an Imp soon enough anyway.)

A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

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 empathically 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.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.