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About Carter H. CrosbyPrepared Spells:
Cantrips: Acid Splash, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Ghost Sound; 1st Level: Mage Armor, Magic Missile, Summon Monster I Advancement Choices:
1st: Arcanist; Arcane reservoir; Exploit: Dimensional Slide; Feat: Spell Focus Conjuration; Bonus Feat: Greater Spell Focus Conjuration; Traits: Bruising Intellect, Greater Adept of the Society, Precocious Spellcaster; Drawback: Pride; Favored Class HP 2nd: Arcanist; Favored Class HP 3rd: Arcanist; Feat: Augment Summoning; Exploit: Potent Magic; Favored Class HP Name: Carter H. Crosby (Jack Hayberry)
Init +1; Perception +3 --------------------
AC 11, touch 11, flat-footed 10 HP 23 (3d6+9) (6 + 4 + 4 + 6 Con +3 FC) Fort +3, Ref +2, Will +3 --------------------
Speed 30 ft. Melee Dagger +1 (1d4) Ranged Light Crossbow +2 (1d8 + 1) Space 5 ft., Reach 5 ft. --------------------
Consume Spells (Su): The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed. She cannot consume cantrips (0 level spells) in this way. Points added to the arcane reservoir in excess of the limit (see arcane reservoir) are lost. Arcane Reservoir: 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 an amount of magical energy equal to twice 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 1 + 1/2 her arcanist level (minimum 0). 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 that the total mentioned above, points gained in excess of this maximum are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one 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 DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way. Exploits: Dimensional Slide (Su): The arcanist can expend one point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see; this is in place of 5 feet of movement. She can only use this ability once per round. She does not provoke an attack of opportunity for the movement caused by this ability, but any other movement provokes as normal. Potent Magic (Su): Whenever the arcanist expends one use of her arcane reservoir to increase the caster level of a spell, the caster level is increased by 2 instead of 1. Whenever she expends one point from her arcane reservoir to increase the DC of a spell, the DC is increased by 2 instead of 1. --------------------
Cantrips: (6 prepared) Acid Splash, Arcane Mark, Bleed, Breeze, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Drench, Flare, Ghost Sound, Haunted Fey Aspect, Jolt, Light, Mage Hand, Mending, Message, Open-Close, Penumbra, Ray of Frost, Read Magic, Resistance, Root, Scoop, Spark, Touch of Fatigue 1st-Level Spells: (3 prepared, 5 spells/day) Bungle, Burning Hands, Cause Fear, Color Spray, Enlarge Person, Grease, Mage Armor, Magic Missile, Summon Monster I, Vanish --------------------
Str 10, Dex 12, Con 14, Int 18, Wis 10, Cha 13 Base Atk +1; CMB +1; CMD 12 Traits: Bruising Intellect - Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Greater Adept of the Society - You gain one additional 0-level spell slot. Precocious Spellcaster - Select one cantrip (Disrupt Undead) and one 1st-level spell (Mage Armor); when you cast these spells, they function at one caster level higher than your actual caster level. Drawback: Pride - When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you. Feats: Spell Focus: Conjuration - Add +1 to the Difficulty Class for all saving throws against Conjuration spells. Greater Spell Focus: Conjuration - Add +1 to the Difficulty Class for all saving throws against Conjuration spells. This bonus stacks with the bonus from Spell Focus. Augment Summoning - Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. Skills:
Racial Modifiers: +2 to Int, Bonus Feat, Skilled Languages: Aklo, Celestial, Common, Infernal, Sylvan, Undercommon --------------------
Location: On Person Backpack (2 pounds)
Wands:
Scrolls:
Carrying Capacity Light: 33 lbs. Medium: lbs. Heavy: lbs. Money: GP 729 SP CP Total Weight: 26.5 lbs., 2 ounces
Background:
Jack Hayberry was born the first son of a poor construction worker from Absalom. His parents, Jack Sr. and Marilinda, went on to have four more children, Conrad, Cora, James, and Selina. His father worked 12-14 hours a day doing backbreaking labor, and his mother was extremely busy with five little ones. As the oldest son, Jack knew he would have to take care of his mother and younger siblings one day, but he absolutely hated construction. Starting at the age of 10, his father obliged him to follow along to the worksite every day and help with some of the less intense tasks. Only two things got Jack through the tedium of manual labor: his innate magical ability, and all the things he found in the dirt. Over the next few years, Jack quickly found that the more bored he became, the more his magical nature seemed to assert itself. When he had to move a wheelbarrow of bricks, he could cast a simple spell and make them lighter. If he wanted to make some mischief, he could “whisper” something crass in the ear of another worker all the way across the yard. He got into trouble with the overseer a few times for these shenanigans, but the other workers found his games generally harmless. Jack also had a knack for finding strange trinkets in the ground at the worksites. Whenever the workers broke new ground, or tore down an old building to build a new one, Jack managed to come across some bone fragments, a broken bowl, or, once in a while, an artifact of actual historical and monetary value. To Jack’s frustration, the boss of the construction company took credit for all of his finds. But, the boss also happened to mention Jack to one of his friends, a Pathfinder society member named Tia Riley. Intrigued by a young teenager with such luck and magical talent, Tia invited Jack to come to the Grand Lodge and meet the Pathfinder trainees and instructors. Jack’s father begrudgingly let him visit the Lodge, but Jack’s mother was overwhelmed with pride for her oldest son. Jack felt a bit awkward around the other trainees at first, because he had not received any formal schooling. Tia recognized this and offered to bring Jack up to speed with some reading, writing, history, mathematics, and foreign language classes before he began formal Pathfinder training. Tia, a wizard herself, became Jack’s mentor. After four years of intense study, Jack started Pathfinder training at 18. Tia trained him as an arcanist, along with two other boys and one girl. Throughout his training, Jack kept a journal of all the marvelous things he studied and all the goings-on around the Grand Lodge. He finished his formal training at 22, and then started to go on adventures for the Pathfinder Society. His early exploits include excavating an ancient Osirion tomb thought to be cursed (it wasn’t), investigating reports of ghosts in a rural town in Irrisen, and battling a horde of goblins in the Mana Wastes in search of a mysterious ancient stone orb. Throughout the adventures, Jack kept a journal constantly, and compiled his notes and musings into articles for the Pathfinder Chronicles. He published regularly under the penname Carter H. Crosby, and his exciting articles quickly became extremely popular with the Society’s readership. His work became so popular that, after a few years working for the Pathfinder Society, the higher-ups began to send him on missions in a purely journalistic function, instructed to provide weekly updates on party progress that he sent back to Absalom via couriers on horseback. Though Jack was under orders to take a step back from fighting and focus on writing, many of his articles portrayed the great, intrepid Carter H. Crosby as the leader and main hero of all the expeditions. Though this angle brought harsh criticism from other Society members, his writing was so popular that he had enough supporters in the upper echelons of the society to keep his position. In addition to his articles, Jack (Now known as Carter in academic circles) wrote almanacs cataloguing the various wonders and monstrosities he saw during his Pathfinder adventures. He wrote books about archaeological mysteries, terrifying monsters, and ancient civilizations. The books attracted even more attention from the leaders in Absalom, and after a few more years of reporting from the front lines of Pathfinder Society action, he was appointed to a position as a trainer at the Grand Lodge at the age of 30. In his new position as a trainer, Carter could research in the Society’s vast libraries in his spare time and write even more books about Golarion’s wonders. He became quite popular with his students, even the ones who were aware of the controversy surrounding his articles. In addition to his books, he would periodically publish more articles in the Chronicle, but they were mostly chapters from his newest books or interviews with Society members who had just returned from the field. After he secured his position at the Grand Lodge, he bought his family a bigger house, and began to regularly visit his parents and younger siblings bearing food and other gifts. Carter eschewed all romantic attachments, preferring to focus on his studies and his teaching. As time went on, his younger siblings married and produced many nieces and nephews for him to dote on. His daily life was generally low-stress and professionally rewarding, and over the next several years, his fame and fortune in academic circles continued to grow. By the age of 39, it had been almost ten years since Carter published a self-aggrandizing adventure report in the Chronicle, but he still received regular accusations of fraud and embellishment from other Pathfinders. Driven to silence them, he decided to rejoin the adventuring fray. His age and years spent out of the field restricted his options; he was not about to set out to some distant desert with the fresh Pathfinders he had just trained. An opportunity arose when his colleague told him about a terrible tragedy in Korvosa. Something had slaughtered an entire group of Pathfinders, and Carter was determined to visit the city-state and investigate. He took a leave of absence from the Lodge, left some extra money with his mother, and headed to the city-state with his journal, pen, and ink in tow. When he arrived, he witnessed two men battling an incredible monster that he had never seen before. After the battle was over, he excitedly booked a hotel room and set about hunting down the two heroes. The next day, he located them in another inn, introduced himself, and begged for an interview. The men introduced themselves as Devan Steed and Thondrir Baradorn, founding members of Steed’s Samaritans. In exchange for an interview, the Samaritans asked that Carter pledge his services, both magical and journalistic, to the cause of the organization. Seeing an opportunity to do some real adventuring, rebuild his reputation, and add another book to his vast canon, Carter agreed. He took copious notes during the interview and whipped up a quick article detailing the heroic exploits of Steed and Baradorn, and asking for those brave enough to come join the Samaritans. The next day, he had the report sent back to Absalom, along with a request for a longer leave of absence from the Grand Lodge.
Personality:
Carter is extremely gregarious and outgoing, and delights in being the center of attention. He is often self-aggrandizing and can be a bit annoying to more humble people. His knowledge of multiple topics and his charming way with words make him a splendid guest at parties. He feels no shame about his poor upbringing. Instead, he exploits it to enhance the mystique of Carter H. Crosby. He adores his family and takes filial piety very seriously. While Carter is not particularly invested in helping those in need (besides his family), he is always be willing to assist someone in the name of getting a book or article out of it. Wealth, fame, and intrigue are his three greatest motivations. Carter will never:
Carter will always:
Carter likes:
Carter dislikes:
Description:
Ht: 6' 1" Wt: 180 lbs Age: 39 Hair: Brown Eyes: Brown Skin: Light Carter’s appearance is quite ordinary for such a famed writer and academic. He is a little bit tall, a little bit thin, and a little bit handsome. He has brown hair, brown eyes, and pale skin. But, his enormous smile transforms his relatively plain face into something engaging, charming, and memorable. He favors elaborate armor for his portraits, but when adventuring, wears plain but well-made trousers, shirts, and cloaks in pleasant shades of navy, cobalt, eggplant, and slate grey. At times, he has been known to favor elaborate fur-trimmed coats for the winter months. |