Agathion-Blooded Aasimar

Illethianai "Spot" Horebanis's page

14 posts. Alias of MagusJanus.


About Illethianai "Spot" Horebanis

Spot
Tattooed Sorcerer/2; AC: 12; HP: 10/10; F: +2, R: +2, W: +4; Init: +3; Perc: +9
CG Aasimar
Deity: Calistria
Init +1; Darkvision 60ft; Perception +1
Fame:
Prestige:
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DEFENSE
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AC 12, touch 12, flat-footed 10
hp 10 Current: 10/10
Fort +2, Ref +2, Will +4
Defensive Abilities
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OFFENSE
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Speed 30 ft.
Melee Quarterstaff +1 (1d6/1d6)
Ranged Crossbow +3 (1d8)
Special Attacks
Daylight 1/day (caster level 2), daze 3/day
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STATISTICS
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Str 10 (+0), Dex 14 (+2), Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 18 (+4)
Base Attack +1; CMB +1; CMD +13
Feats Varisian Tattoo (Evocation), Eschew Materials
Traits Arcane Temper, Seeker
Drawbacks Hedonistic
Skills Bluff +9, Knowledge (arcana) +7, Knowledge (criminal underworld) +7, Perception +9, Sense Motive +3, Spellcraft +7
Languages Common, Celestial, Varisian, Draconic, Dwarven, Elven
Combat Gear Quarterstaff (1d6/1d6), light crossbow (1d8), 10 bolts, potion of cure light wounds, scroll of endure elements, scroll of identify, scroll of mage armor, scroll of comprehend languages, wand of expeditious retreat
Other Gear Sorcerer’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin ), explorer’s outfit, hot weather outfit, cold-weather outfit, Alchemist’s Kindness (3), Journal, Scrivener’s Kit, Blue Book (Absalom)

Coin:
PP:
GP: 24
SP:
CP:
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SPECIAL ABILITIES
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Native Outsider: Aasimars are outsiders with the native subtype.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
(Chosen: Arcane)

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.

Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her f lesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature.

A familiar tattoo cannot be erased or dispelled.

Familiar: Rat (+2 fortitude)

Varisian Tattoo: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. [Note: class abilities override feat pre-requisite and allows it to affect any spell tattoo she has, regardless of if they’re the correct school]
Chosen:
Evocation (ragario): dancing lights:
School evocation [light]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.

Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo
manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.

Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Hedonistic: You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

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SPELLS
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Spells Per Day
1st: 5

Spells Known
0th: Detect Magic
School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Detect Magic
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)

Light
School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Mending
School transmutation; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 10 minutes
Components V, S
Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Read Magic
School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Prestidigation
School universal; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

1st: Color Spray
School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (red, yellow, and blue powder or colored sand)
Range 15 ft.
Area cone-shaped burst
Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Magic Missile
School evocation [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Background:
Spot simply showed up one day to ask for a guard job. She was messily drunk, wearing half of a Cheliax military uniform, and kept switching between every language she spoke with every word. She almost ended up arrested herself; only the fortuitous escape of a prisoner and her casting color spray to subdue the escapee kept her out of jail. It also earned her the job, since she demonstrated that she was willing to uphold the law even while too impaired to think straight.
Spot herself actually has no idea what the laws of Absalom are, so she tends to go along with whoever she is partnered with on what is and what is not legal. She is pretty certain that murder, theft, assault, and similar crimes are illegal. It doesn't help that she didn't even know what city she was in when she woke up after applying for the guard job; by all accounts, the first time anyone in the city had seen her was when she was walking to city the city guard.

How Spot got into the city and what her real name is are also generally unknown; Spot claims she shaved a bear, turned the fur into rope, lashed a kobold to each foot, lassoed a mermaid, and waterskied to the city. She also claims to have traded away her name for the very arcane power she now wields, or to actually be the incarnation of an outsider that was stripped of their name and forced to incarnate as a mortal so they could understand evil. Or that her real name was eaten by sea turtles.

What is known is that she loves food. And drink. And music. And dancing. And a few other activities. And gold. She's shown up to work hung-over pretty much every single day. Most people are generally not aware that she's an aasimar for obvious reasons. But despite that, she still believes in the laws of the land, and still does her best to help people and justly enforce the laws as far as she knows them to be; she is not aware that this is her aasimar nature asserting itself and would protest vehemently if anyone ever suggested such.

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Spot's real name is Illethianai Horebanis. She's a native of Varisia, but would not be welcome back by anyone who knows her there.

Her parents are wizards, and they viewed her birth as a sign of divine favor. By the time she turned 5, her parents had come to view her as a cruel joke played upon them by the gods. Illethianai rejected the idea that she is some holy messenger or divine person at a very young age and has spent most of her life proving the expectations laid upon her are not ones she ever intends to meet.

Her parents were subjected to another disappointment as Illethianai grew older: The aasimar was a sorceress. Not only that, but her sorcery came from her arcane heritage, not her celestial side. Her parents told friends they suspected she had rejected her celestial side so heavily that it had affected her magic. This, in turn, made the aasimar proud, and in turn she trained with her magic to try to master it. She never managed to reach a wizard level of mastery, but her reactions with magic improved and she her concentration got sharper. This training also led to her embracing tattoos to help with her magic, eventually ending up with her body covered in long stretches of Thassilonian script.

By the time she was nearing adulthood, Illethianai was rather well known for her tendency to enjoy celebration. Some whispered that she was into all kinds of crime, as more than once she had been spotted returning stolen goods... goods that, when investigated, always turned out to be stolen by someone else. It was one of these events which got her good nature noticed, eventually resulting in that family contacting her parents about an arranged marriage. Illethianai objected, but was ignored.

The arrangement ended badly. The potential groom is still too terrified to talk, so no one knows how Illethianai managed to set him on fire. What is known is that he has been terrified to touch women without their permission ever since. Illethianai left after that, deciding to seek out her own fortune; her time on the road has taught her to keep an eye out for danger, yet she is always keeping an eye out for when she can benefit as well.

How she made it to Absalom is not known even to her; she was too drunk to remember.

Appearance

For all intents and purposes, Spot looks human. She has brown hair, blue eyes, stands five and a half feet tall, is somewhat lithely built, and has tattoos with Thassilonian script covering her arms and legs, along with a tattoo of a waterfall on her left cheek. When off-duty, she typically prefers dresses relatively cheaply, wearing a leather vest over a white cotton shirt with a leather skirt and walking boots; all clothes easily replaced should they become destroyed by morning.