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Aspasia de Malagant's page

250 posts. Alias of Malagant.

Full Name

Aspasia de Malagant


Chelaxian Human


10th Conjurer, 3rd Diabolist




Medium; 5'7", 125 lbs, Black Hair, Green Eyes



Special Abilities

+1 Ability Increase to Dexterity; +2 Ability Increase to Intelligence; +2 Racial bonus to Intelligence; Bonus Feat, Skilled, Lost Nobility, Diabolical Dabbler, +1 Escape Artist and +2 Concentration (Delvehaven)


Lawful Neutral (Evil leanings)




Westcrown, Cheliax


Celestial, Chelaxian, Common (Taldane), Draconic, Infernal, Varisian


Mayor of Westcrown (result of events from Council of Thieves AP)

Strength 11
Dexterity 16
Constitution 12
Intelligence 24
Wisdom 12
Charisma 18

About Aspasia de Malagant

Combat Data:
Stat Generation Method: roll 4d6 drop lowest, arrange as desired
HP: 78 (6+1 +12d6+12)
AC: 12 (10 +3 Dex)
BAB: +6/+1
CMB: +6 (+0 Str +6 BAB)
CMD: 19 (10 +6 CMB +3 Dex)
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
Move: 30ft (30ft Base)
Initiative: +3 (+3 Dex)

Fortitude: +9 (+4 Base, +1 Con, +4 Cloak)
Reflex: +11 (+4 Base, +3 Dex, +4 Cloak)
Willpower: +14 (+9 Base, +1 Wis, +4 Cloak)

Feats: * = Bonus; ** = Virtual; (5*, 7)
Scribe Scroll*, Spell Penetration*, Spell Focus: Conjuration, Point Blank Shot, Precise Shot, Craft Wand*, Improved Familiar, Craft Wondrous Item, Persistent Spell*, Arcane Discovery: Opposition Research (Evocation), Augment Summoning*, Superior Summoning

Skills: 80 Conjurer, 24 Diabolist, 26* Headband, 10 Level
Bluff 13 (+20), Diplomacy 13 (+20), Escape Artist 1* (+4), Intimidate 6 (+13), Knowledge: Arcana 13 (+23), Knowledge: History 13* (+23), Knowledge: Nobility 9 (+19), Knowledge: Planes 13 (+23), Knowledge: Religion 5 (+15), Perform: Acting 5 (+9), Profession: Courtesan 5 (+9), Sense Motive 13 (+17), Spellcraft 13 (+23), Use Magic Device 13* (+17)

Spells per Day: 4* / 10*+1 / 6+1 / 6+1 / 5+1 / 4+1 / 3+1 / 2+1
Opponent’s Save DC base: 17 + spell level; 18 for Conjuration
Caster Level check bonus: +13 (+15 SR); Caster Level: 13th; Concentration check: +22

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, Heresy +2

Combat Gear: Masterwork Dagger, Cloak of Resistance +4, Blue Dragon Staff (10ch), Pearl of Power II, Headband of Vast Intellect +4 (Knowledge: History, Use Magic Device), Rod of Splendor, Ring of Wizardry I

Other 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, Amulet of Proof Against Detection and Location, Handy Haversack (w/ the head of Khazrae), Crystal Ball, Carpet of Flying (5’x10’), Well of Many Worlds

Potions: Lesser Restoration, Cure Serious Wounds (x2), Shield of Faith,
Scrolls: Planar Binding (12th), Greater Infernal Healing (x2, 10th)
Wands: Acid Arrow (20ch; 3rd), Cure Light Wounds (50ch; 1st), Major Image (37ch; 5th)

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 Evil, 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, Silent Image, Animate Rope, Ant Haul, Blood Money, Burning Disarm, Crafter’s Fortune, Erase, Expeditious Retreat, Feather Fall, Gravity Bow, Jump, Touch of Gracelessness

2nd Level: Arcane Lock, Protection from Arrows, Resist Energy, Acid Arrow, Dust of Twilight, Glitterdust, Summon Monster II, Web, Create Treasure Map, Detect Thoughts, See Invisibility, Touch of Idiocy, Burning Gaze, Darkness, Elemental Touch, Scorching Ray, Invisibility, Magic Mouth, Mirror Image, Command Undead, Alter Self, Make Whole, Spider Climb, Whispering Wind

3rd Level: Dispel Magic, Magic Circle against Evil, Non-Detection, Protection from Energy, Aqueous Orb, Phantom Steed, Sleet Storm, Stinking Cloud, Summon Monster III, Blood Biography, Clairaudience/Clairvoyance, Tongues, Heroism, Hold Person, Suggestion, Elemental Aura, Fireball, Lightning Bolt, Displacement, Invisibility Sphere, Major Image, Fly, Haste, Secret Page, Slow, Versatile Weapon, Water Breathing

4th Level: Dimensional Anchor, Lesser Globe of Invulnerability, Remove Curse, Acid Pit, Black Tentacles, Control Summoned Creature, Dimension Door, Greater Infernal Healing, Minor Creation, Summon Monster IV, Locate Creature, Scrying, Charm Monster, Lesser Geas, Ice Storm, Wall of Fire, Greater Invisibility, Phantasmal Killer, Beast Shape II, Stone Shape

5th Level: Break Enchantment, Dismissal, Cloudkill, Lesser Planar Binding, Major Creation, Summon Monster V, Teleport, Wall of Stone, Prying Eyes, Dominate Person, Hold Monster, Cone of Cold, Sending, False Vision, Mirage Arcana, Baleful Polymorph, Overland Flight, Passwall, Telekinesis, Permanency

6th Level: Greater Dispel Magic, Getaway, Planar Binding, Summon Monster VI, Wall of Iron, Legend Lore, True Seeing, Cloak of Dreams, Geas/Quest, Chain Lightning, Forceful Hand, Mislead, Shadow Walk, Disintegrate, Flesh to Stone, Stone to Flesh

7th Level: Banishment, Greater Teleport, Summon Monster VII, Reverse Gravity, Limited Wish

Biographical Information:
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.

Aspasia is a hater of tyranny. She regards devils, devil worshippers, and other enablers as the worst sort of tyrants and actively opposes them at every opportunity. However, she also recognizes their worth as expendable tools, to be used to undo their infernal works whenever opportunity presents itself. Aspasia loves this kind of irony the most. She also prefers to solve problems by adhering to the law when possible. Though willing to step outside the law to advance her agenda, she finds such practices distasteful and endeavors to return to the “right” side of the law at the earliest opportunity. To that effect, she does not honor the laws made by tyrants to control and subjugate. She only pays lip service to such “laws” if only to keep up appearances. Rather, she holds to the laws of Cheliax as during the time of Aroden. Of course, even well meaning, some of those laws were every bit as draconian as the laws she despises in the Thrune regime.

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.

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