About Corbin LeachCorbin Leach
Skills:
Acrobatics +3 Appraise +5 Bluff +1 Climb -1 Diplomacy +1 Disable Device +3 Disguise +1 Escape Artist +3 Fly +3 Handle Animal +1 Heal +1 Intimidate +1 Knowledge (arcana) +7 Knowledge (dungeoneering) +5 Knowledge (engineering) +5 Knowledge (geography) +5 Knowledge (history) +5 Knowledge (local) +5 Knowledge (nature) +5 Knowledge (nobility) +5 Knowledge (planes) +7 Knowledge (religion) +5 Linguistics +5 Lore +5 Perception +1 Ride +3 Sense Motive +1 Sleight of Hand +3 Spellcraft +7 Stealth +3 Survival +1 Swim -1 Use Magic Device +1 Traits and Drawback:
Twitchy: Your first thought upon awaking in the asylum isn’t confusion over why you can’t remember anything clearly—it’s a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you’re always ready to react. You have a hard time staying still, and you’re constantly surveying your surroundings. Maybe you are paranoid, or maybe it’s just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive. You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves Ghost Sight Benefit: You receive a +2 trait bonus to Perception checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth). Volatile Conduit You discovered a secret that enhances the energy of some spells. Benefit: Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type. Superstitious Ward You’re not frightened of the old wives’ tales of vampires and ghosts, and though you try to avoid the undead, you’ve learned how to deal with them. Benefit: You may cast disrupt undead once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. Drawback: Nervous Living under constant threat of death or worse from your oppressive government, your nerves have frayed terribly. Effect: Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time. Spells and Exploits:
0-Spark 0-Acid Splash 0-Prestidigitation 0-Daze 1-Charm Person 1-Implant Urge Exploits:
Equipment: (40 gp) Patient Profile:
Patient Profile: Unknown Subject Occupation: Uncertain, likely academic or occultist based on exhibited knowledge Age: Approximately 25 Sex: Male Height: 5'11" Weight: 145 lbs Nationality/Ethnicity: Unspecified Human Assessment Date: [REDACTED]
Personality Traits
Behavioral Observations
Paranoia: Exhibits signs of extreme distrust and fear, likely stemming from past traumas or encounters with the unknown. Intellectual Depth: Despite his fear, the subject demonstrates a profound knowledge of arcane lore and eldritch phenomena. Auditory and Visual Triggers
Volatile Conduit: The subject exhibits a peculiar ability to enhance the energy of certain spells, resulting in additional elemental damage. This ability appears to be tied to a secret or knowledge that the subject discovered, possibly linked to his interactions with eldritch forces. Superstitious Ward: Despite his fears, the subject is not easily intimidated by traditional superstitions about the undead. He possesses the ability to cast a minor disruptive spell once per day, indicative of a familiarity with combating such entities. Background Summary
Current Status
Case Manager Notes
Implementation of coping strategies to manage the subject’s paranoia and hypervigilance. Regular therapeutic sessions to explore the subject’s fragmented memories and underlying traumas. Exploration of potential methods to sever the subject’s connection to the outer rifts and provide relief from the incessant mental intrusions. Next Assessment: [REDACTED]
Class Features:
Weapon and Armor Proficiencies: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor). Spells: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level. To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–1. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3). An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table 1–2. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare. An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day. Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below). Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory). An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards' or other arcanists' spellbooks to her own (see Arcane Magic Writings). Arcane Reservoir (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. See the Arcanist Exploits section for a full list of Exploits from all sources. Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table 1–2. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast. Consume Spells (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.
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