About Horus Hightower
Horus never knew his parents, their died in an accident when he was but an infant. His earliest memories are of the orphanage where he grew up. His unusual appearance made him somewhat of an outcast and as a result he spent much of his youth reading and tinkering with what gizmos he could get his hands on. When he reached the age of majority, he was forced to leave the orphanage and at the headmaster's recommendation he went directly to the local FEF recruitment centre to take his entrance exams.
Upon gaining entrance to the FEF Academy, Horus' natural agility and fierce appearance made him a prime candidate for infantry duty. Though as time progressed, as his natural aptitude for mechanical devices became apparently and his latent magical gifts began to develop, he gravitated more towards the engineering corps, where he excelled. The engineering corps became the family he had never had and the camaraderie he experienced during his training was unlike anything he could have dreamed of. He knew the FEF was where he needed to be and he redoubled his effort in training.
He performed so admirably that after graduation, he was assigned a commission as chief engineer upon the FEF Excelsior.
Merkos II (Home Planet):
Medium Terrestrial Planet in stable orbit around binary star system.
Ecology: 70/30 ocean to land ratio. Single Pangean land mass near equator. Costal regions suport subtropical rain forests aridity increases as you move away from coast until you reach the great baren desert that encompasses the entire interior of the continent. Unimpeded ocean mixing creates volatile weather patterns and giant hurricanes, making habitation of the coastline unadvisable.
Population: Population (~2.5 billion) is a mixture of standard federation races. Major cites are clustered around the periphery of the continent in the stable zone between the hurricane ravaged coast and arid desert interior. Smaller mining communities exist to the interior.
Economy: Merkos II runs on a mineral based manufacturing economy. The planet is mineral rich and the arid interior facilitates mineral surveying. Aquaculture is also a major industry, though more so on world than off.
0th: Prestidigitation, Mending, Message, Light, Mage Hand
1st: Colour Spray, Grease, Expeditious Retreat
Feats:Bardic Knowledge, Toughness
Traits: Magical Knack ( Arcane class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.)
Born Damned (You gain a +2 trait bonus on saving throws against curses and magical effects that produce curses.)
Skills: Disable Device +8, Perception +6, Use Technology +9, Spellcraft +9, Knowledge(engineering +10, Knowledge(planes) +10, Craft(ships) +9, Pilot(dex) +8, Linguistics +9, Knowledge(arcana) +10, Craft(Firearms)+8, Craft(explosives) +8
Languages: Common, Elven, Infernal, Dwarven, Abyssal, Draconic, Giant, Celestial
SQ Darkvision, cold, electricity, and fire resistance 5
12:Disable Device, Perception, Use Technology(Int), Spellcraft, Knowledge(engineering, Knowledge(planes), Craft(ships), Pilot(dex), Linguistics, Knowledge(arcana), Craft(Firearms), Craft(explosives)
Money: 240 credits
Equipment: Laser Pistol, Minicell (30) x4, Headband of intellect
Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).
Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.
School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.
Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
N Tiny animal (Rat)
Init +2; Senses low-light vision, scent; Perception +1
AC 15, touch 14, flat-footed 12 (+2 Dex, +2 size)
Fort +2, Ref +4, Will +1
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +6 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +2; CMB +0; CMD 6 (10 vs. trip)
Feats: Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
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.
Spell-Like Abilities: darkness 1/day (caster level equals the tiefling's class level.)