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Korinne Bryden's page

828 posts. Alias of Lady Ladile.


Race

Inactive

About Korinne Bryden

Korinne Bryden
Female Human Arcanist (White Mage) 4
CG Medium Humanoid (Human)
Init +2; Senses Perception +0
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 30
Fort +5, Ref +3, Will +3; +6 vs. charm and compulsion; +4 vs. emotion effects
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Offense
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Speed 30 ft.
Melee
Dagger (Cold Iron) +2 (1d4/19-20)
Morningstar +2 (1d8)
Ranged
Light Crossbow +4 (1d8/19-20)
Arcanist Spells Known
2ns - Burst of Radiance (DC 15), Glitterdust (DC 15)
1st - Adhesive Spittle (DC 14), Color Spray (DC 14), Endure Elements, Feather Fall, Grease, Liberating Command, Mage Armor, Magic Missile, Monkeyfish, Obscuring Mist, Protection from Evil, Snowball
0 - All
Arcanist Spells Prepared (CL 4th; concentration +7)
2nd (3/day) - Glitterdust (DC 15)
1st (5/day) - Adhesive Spittle, Color Spray, Mage Armor
0 (at will) — Acid Splash, Detect Magic, Light, Mage Hand, Message, Read Magic
Arcanist Exploits
Familiar (Ex) - An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar’s statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other).

Quick Study (Ex) - The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
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Statistics
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Str 10, Dex 14, Con 16, Int 16, Wis 8, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats
Explorer (Free Story Feat)
Extra Arcanist Exploit (3rd Level)
Extra Reservoir (1st Level)
Fearless Curiosity (Human Bonus Feat)
Traits
Friend in Every Town
Irrepressible
Rostlander
Drawbacks
Overprotective
Skills
Diplomacy +10 - (4 rank, 3 class, 2 Cha, 1 trait)
Heal +1 - (2 rank, -1 Wis)
Knowledge: Arcana +10 - (4 rank, 3 class, 3 Int)
Knowledge: Local +11 - (4 rank, 3 class, 3 Int, 1 trait)
Knowledge: Planes +7 - (1 rank, 3 class, 3 Int)
Ride +4 - (2 rank, 2 Dex)
Spellcraft +10 - (4 rank, 3 class, 3 Int)
Stealth +3 - (1 rank, 2 Dex)
Swim +1 - (1 rank)
Use Magic Device +8 - (3 rank, 3 class, 2 Cha)
Background Skills
Handle Animal +3 - (1 rank, 2 Cha)
Knowledge: Geography +9 - (1 rank, 3 class, 3 Int, 2 Explorer)
Linguistics +8 - (2 rank, 3 class, 3 Int)
Profession: Baker +6 - (4 rank, 3 class, -1 Wis)
Languages Common, Draconic, Halfling, Hallit, Skald, Sylvan
Other Gear Bedroll, Blanket, Board Games (Wyvern's Race), Canteen, Compass, Cooking Kit, Flint and Steel, Grooming Kit, Hemp Rope (50 ft.), Ink (black), Inkpen, Journal, Masterwork Backpack, Mess Kit, Trail Rations (10), Umbrella, Wrist Sheath (spring loaded) 181 gp, 6 sp
Alchemical & Magical Gear
Alchemist's Fire
Thunderstone
Potion of Cure Light Wounds x1
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Special Abilities
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Arcane Reservoir +1 DC or CL (10/day) (Su) - An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits - By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

Consume Spells (2/day) (Su) - At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Spontaneous Healing (Cure Spells) (Su) - At 1st level, a white mage can expend 1 point from her arcane reservoir to use one of her spell slots to cast a cure spell (any spell with "cure" in its name) from the cleric spell list as if it were on her spell list and prepared. The spell must be of a level the arcanist can cast. At 10th level, the white mage can expend 5 points from her arcane reservoir and a spell slot of at least 5th level to cast breath of life. This ability replaces the arcanist exploits gained at 1st and 9th levels.

Background:

Korinne was born to a family of bakers in the city of Restov, the southernmost settlement in the nation of Brevoy. Her early life was quiet and unremarkable as she apprenticed with her parents in the ways of bread making and the crafting of fine sweets, in anticipation of her helping to run the family business once her parents grew too old to manage it themselves. Although she enjoyed the precise nature of the baking process, she grew bored easily and often spent her spare time daydreaming of doing something more...exciting...with her life.

As she approached her teenage years, two things happened that forever altered the course of her life as she'd known it. The first was a notice posted around town announcing the opening of a new and small school for the study of the arcane arts. Miss Adula's Institute of the Arcane would be accepting a handful of young students that displayed talent for the study and application of arcane magic, as well as alchemy and other such topics. Korinne immediately went to Miss Adula and begged to be allowed to attend, though she knew that her parents could not afford the cost of paying for her studies and also would likely not approve. For her part, Miss Adula was quick to recognize that Korinne was possessed of a sharp mind and considerable enthusiasm, qualities that she admired. A deal was struck; Korinne would be allowed entry to the small school on the condition that she work to earn her keep - running errands, collecting spell ingredients, whatever odd jobs needing doing. Though her parents (largely her mother) did not approve of this sudden change in trajectory for their daughter, they knew that trying to stop her would be a fruitless endeavor.

The second event was a chance meeting with a young man that walked into her family's bakery one afternoon. Jules Aliker was a young freedom fighter recently fled to Restov from the fractured and tumultuous nation of Galt, hoping to recuperate as well as drum up supplies and support from sympathetic allies before returning. Though they seemed an unlikely pair, they struck up a friendship of sorts, with Jules frequently stopping by the bakery to visit with Korinne. It was through Jules that Korinne learned of the eternal struggle of those who fought for and still fight for freedom everywhere, from the revolutionaries of Galt to the Bellflower Network in far-off Cheliax and of Milani, the Everbloom. Deeply touched, when Jules readied to return to Galt she begged to go with him, to help him realize his dreams of a peaceful nation - but he gently and kindly refused. She was too young for such things and what about her dreams of becoming a great wizard? No, he could not and would not take her away from her goals and dreams. He would write to her when he could, he promised. And he did, for a time. But then, the letters abruptly ceased and Korinne hasn't heard from him since.

Life went on. Korinne continued with her studies, but since meeting Jules she had begun to see her magic and her studies in a different light. She had always dreamed of greatness for herself, but now she wondered if there were a way to put her magic to use for the greater good. What if there were a way for wizards and those with arcane training to be able to shape their magic and alter it into healing energy? How many lives could be saved if a mage could do such a thing when there was no cleric or doctor available or as a backup option? It was these thoughts that led her to channel her energy and her studies into a unique application of her magic, one that allowed her to alter the nature of her prepared spells by using her pool of stored arcane power as a battery to power it.

It was roughly around this time that rumor began to circulate that the swordlords were putting together groups of adventurers and explorers with the aim to explore and reclaim the Stolen Lands, though they weren't interested in handing just anyone a charter. Though surprised when she received word that they would like to speak with her, she jumped at the chance to make a difference...

Personality:

Korinne is a fairly intelligent and rather charming and friendly young woman. Though possessed of a seemingly limitless enthusiasm, she tends to grow bored rather quickly if a particular topic doesn't interest her. She is also very much a dreamer and rather on the naive side, which often leads her to making hasty decisions and being more trusting than is wise.

Regarding her family and those that she comes to view as friends, her love and loyalty run strong and deep, and she will do what she can to aid them. Though she rarely speaks of Jules, his memory has been stamped indelibly onto her heart and on an unconscious level, a large part of her desire to aid in the founding and formation of a new kingdom is her way of honoring her friend and his dreams for a peaceful place that he could call home. His likely death haunts her and leads her to be very protective of the ones that she loves.

Appearance:

Korinne is petite and slender in build, with short auburn hair and dark brown eyes that regard the world with a mixture of curiosity and unbridled optimism. She dresses in a simple outfit of dark red and white colors and carries a pack bulging with all manner of items that clank and jangle. A crossbow is also slung across her back and a morningstar hangs at her side.

The Questions:

"Why should the swordlords trust you with this important job?"

"Look, I know that some folks around town think I'm crazy, that I have more sense than brains. Maybe that's true, but if so, at least I put those brains to use. If you did your research before coming to talk to me, which I'm sure you did, you know that I was one of Miss Adula's best students. And I know you've heard of my work in utilizing arcane energies and channeling them to mend wounds. That's a powerful asset to have on your side, I'd think."

"How do you plan to set up a new nation and establish the trust and loyalty of the people?"

"Well, I'd imagine we'd need to show people that we're here to help, to build a brighter future for everyone! Of course there are the more mundane things; we'd need to pick suitable locations for settlements, clear them out, make them safe...then the rest should start to fall into place!"

"What sorts of religious and legal strictures do you think should be part of a new nation?"

"Obviously you need to have some rules in place to help keep things organized and running but beyond that? It's not my place to tell people how to live or who to worship. I'd like to build a nation where people feel safe to live as they please, provided they don't hurt others in the process. So, I'd expect such a place would be open to quite the variety of faiths - Iomedae, Cayden Cailean, Sarenrae, Abadar, Erastil, Shelyn, Milani, Gozreh, Desna, Irori, Nethys...a melting pot, if you will!"

"Do you have particular plans and goals? Why should the swordlords support those goals?"

"Me? All I want is to help build a nation that I and the people who choose to live there can be proud of. A safe haven for the oppressed, free of tyranny. If I can be a part of that, well...I think I could consider it a life well-lived and die happy."

"Do you have a criminal background? Is there anything we should know now that might cause problems later in your political future if it were to get out to the public?"

"Criminal background? Of course not! Although, uh...well, there was that one time with Menas in the back room of the Perfect Puddings Confectionery. I mean, he did work there, it wasn't like we broke in or anything! I'd just dropped in to visit and he was minding the shop while Mr. Finley was out on an errand and business had been slow that day, so we got to talking and then one thing led to another, and..."


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