About Aspasia de Malagant
Stat Generation Method: roll 4d6 drop lowest, arrange as desired
Hit Points: 73 (12d6+12)
AC: 13 (10 +3 Dex)
CMD: 19 (10 +0 Str +3 Dex +6 BAB)
CMB: +6 (+0 Str +6 BAB)
Melee Attacks: +6 Melee Touch, +7 Masterwork Dagger, +7 Blue Dragon Staff
Melee Damage: 1d4 (19-20/x2) Masterwork Dagger, 1d6+1 (20/x2) Blue Dragon Staff
Ranged Attacks: +9 (+10 Point Blank) Ranged Touch, +10 (+11 Point Blank) Masterwork Dagger
Ranged Damage: 1d4 (19-20/x2) Masterwork Dagger
Initiative: +3 (+3 Dex)
Move: 30ft (30ft Base)
Feats: * = Bonus; ** = Virtual; (4*, 6)
Skills: 80 Conjurer, 16 Diabolist, 24* Headband, 5 Level (5 Bonus Spells; 1 2nd, 4 3rd)
Spells per Day: 4* / 10*+1 / 6+1 / 6+1 / 4+1 / 4+1 / 3+1
Conjurer Abilities: Arcane Bond: Familiar, Cantrips, Conjurer Specialty (Opposed School: Necromancy), Summoner’s Charm (+10 rounds), Acid Dart (30ft; 1d6+5 Acid; 10/day), Dimensional Steps (300ft/day)
Diabolist Abilities: Damned, Imp Companion (Kri'Khet), Infernal Charisma +2, Channel Hellfire (4/day), Infernal Bargain
Combat Gear: Masterwork Dagger, Blue Dragon Staff* (10ch), Wand of Acid Arrow (20ch; 3rd), Wand of Cure Light Wounds (50ch; 1st), Wand of Major Image (37ch; 5th)
Equipment: Spell Component Pouch, Belt Pouch, Bedroll, Waterskin, Towel, Bar of Soap, 3 Days Rations, Traveler’s Outfit (x2), Aspasia’s Spellbooks, Continual Light Gem (8; 120gp), Ring of Sustenance, Ring of Wizardry I, Amulet of Proof Against Detection and Location, Pearl of Power II, Headband of Vast Intellect +4 (Knowledge: History, Use Magic Device), Rod of Splendor, Handy Haversack (w/ the head of Khazrae the Erinyes), Crystal Ball, Carpet of Flying (5’x10’), Well of Many Worlds
Potions: Lesser Restoration, Cure Serious Wounds (x2), Shield of Faith
Blue Dragon Staff – This is a lovingly crafted staff made in the likeness of a blue dragon. It serves as a Quarter Staff +1 and has the following spells: Ventriloquism (1ch), Lightning Bolt (2ch), and Fear (4ch)
0-Level: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Light, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st Level: Protection from Good, Shield, Grease, Infernal Healing, Mage Armor, Obscuring Mist, Summon Monster I, Comprehend Languages, True Strike, Charm Person, Memory Lapse, Burning Hands, Magic Missile, Color Spray, Disguise Self, Animate Rope, Ant Haul, Burning Disarm, Crafter’s Fortune, Erase, Expeditious Retreat, Gravity Bow, Jump, Touch of Gracelessness
2nd Level: Arcane Lock, Protection from Arrows, Acid Arrow, Dust of Twilight, Glitterdust, Summon Monster II, Web, Create Treasure Map, Detect Thoughts, Touch of Idiocy, Burning Gaze, Darkness, Elemental Touch, Scorching Ray, Magic Mouth, Mirror Image, Command Undead, Alter Self, Spider Climb, Whispering Wind
3rd Level: Dispel Magic, Magic Circle against Evil, Non-Detection, Protection from Energy, Aqueous Orb, Phantom Steed, Sleet Storm, Summon Monster III, Clairaudience/Clairvoyance, Elemental Aura, Fireball, Lightning Bolt, Displacement, Invisibility Sphere, Major Image, Haste, Secret Page, Slow, Versatile Weapon
4th Level: Dimensional Anchor, Lesser Globe of Invulnerability, Remove Curse, Acid Pit, Black Tentacles, Control Summoned Creature, Dimension Door, Greater Infernal Healing, Summon Monster IV, Locate Creature, Scrying, Ice Storm, Greater Invisibility, Phantasmal Killer, Stone Shape
5th Level: Cloudkill, Lesser Planar Binding, Major Creation, Teleport, Wall of Stone, Prying Eyes, Cone of Cold, Sending, False Vision, Baleful Polymorph, Overland Flight, Passwall, Telekinesis, Permanency
6th Level: Getaway, Planar Binding, Summon Monster VI, Wall of Iron, True Seeing, Cloak of Dreams, Chain Lightning, Forceful Hand, Mislead, Disintegrate
Aspasia de Malagant is the youngest of three children in the Malagant line. Between Ursias, presumed dead, and her brother Malak, they are now the only remaining heirs to a now defunct legacy. Their great-grandfather opposed House Thrune in the take over of Cheliax and as a result was branded a traitor, lands and property seized and family hunted to face execution. Naturally, the Malagants are quite bitter with the current regime as a result.
All was not lost however, as arrangements were made to have the children live in exile in distant Korvosa. Using what remained of their considerable fortune, the children attended the Acadamae from the age of ten. While at the Acadamae, Aspasia rose to prominence amongst her peers for her displayed mastery of Conjuration magic and her ability to manipulate all around her.
Though a quite even tempered lady to everyone she meets, she does savor a special hatred for the ruling class of Cheliax and the Hellknights that serve them. She is especially careful not to display her disdain openly because she also recognizes that ones enemies can become ones friends with the right coaxing and prodding. However, where they are concerned, she and her family will stop at nothing to thwart their designs where possible.
When dealing with others, Aspasia will not hesitate to use subterfuge or outright deceit to achieve her goals. Manipulation through non magical means when exercised properly is a skill she prizes very highly. Using brute force to slay ones enemies, Aspasia finds very distasteful and has chosen to ignore the arts of Evocation as a result. The only exception to this disdain are Evocations that represent protective arts. However, using deceit or illusions to assist in a manipulation are perfectly acceptable, for such practices take skill and creativity to achieve success.
Conjuration magic, Aspasia’s specialty, is the Art of movement or transportation. Conjurations bring something from someplace else; whether creatures, matter, or energy. Her view on the nature of summoning magic coincides with her theories of manipulation and control. Where enchantments bend another to ones will, so too do summoning spells. She rationalizes this by viewing summoned creatures as tools to be exploited in the same way manipulated or enchanted beings are. She justifies her position by only treating evil creatures like bound slaves. Other sentient beings she may call to service, she tries to be respectful and asks their permission (after the fact, of course). Though in reality, there is really little distinction morally. One line she will only reluctantly cross concerns using the Art to call on the powers of death, undeath, or affect the life force in any manner. Though incredibly powerful, she finds necromancy magic to be corrupt and would rather not learn such dark arts. Notable exceptions might include those spells that affect the mind or instill fear.