Clausyre

Corbin Leach's page

7 posts. Alias of Vellimir.


Full Name

Corbin Jethrow Leach

Race

Human

Classes/Levels

Arcanist 1

Gender

Male

Size

Medium

Age

30

Special Abilities

Arcane reservoir, arcanist exploit, cantrips, consume spells

Alignment

CG

Deity

None

Languages

Common

Occupation

Ex-Cultist of Yog-Sothoth, Unwilling Eldritch Conduit

Strength 8
Dexterity 16
Constitution 13
Intelligence 20
Wisdom 13
Charisma 13

About Corbin Leach

Corbin Leach
Human Arcanist 1
CG Medium humanoid (human)
Init +5; Senses Perception +1
AC 13, touch 13, flat-footed 13 (+0 armor, +3 Dex)
hp 7 (1d6+1)
Fort +1 Ref +4, Will +3
Speed 30 ft.

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:
Soulrider:
Type Exploit of the Outer Rifts
The arcanist can, as a swift action while he casts a spell that targets one living creature, spend 1 point from his arcane reservoir to infuse his spell with a manifestation of fiendish energy called a “soulrider.” The soulrider attaches to the target of the spell and buries itself in the target’s subconscious mind, persisting there as long as the arcanist maintains at least 1 point in his arcane reservoir, until the arcanist dismisses the soulrider (this requires a standard action), or until the arcanist successfully infects another creature with a soulrider. The target of the spell can resist having the soulrider attach to its soul with a successful Will saving throw (this is in addition to any saving throw the spell itself might or might not allow). If the target resists the spell’s effects with a successful save or other methods (such as via spell resistance or by being immune to that spell’s effects) the soulrider automatically fails to attach to the victim. Detect magic and detect evil can uncover the presence of a soulrider. As long as the soulrider persists, the arcanist can track the targeted creature as if it were under the effect of status, and the creature takes a –2 penalty to any saving throw against a mind-affecting effect created by the arcanist. While the soulrider remains bonded to the target, the arcanist can spend 1 point from his arcane reservoir to communicate with the target as per sending. Soulrider is a mind-affecting effect.

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]
Instinctive Behavior Upon Awakening
Upon regaining consciousness, the subject displayed immediate signs of extreme agitation and hypervigilance. He exhibits a constant need to survey his surroundings, and his body language indicates a heightened state of paranoia. The subject is prone to sudden, jittery movements and appears to be in a perpetual state of readiness to flee or defend himself. These behaviors suggest a deep-seated fear of his environment, possibly stemming from trauma or prolonged exposure to stress.

Personality Traits
The subject presents a complex mixture of fear, confusion, and underlying intellect. While his nervous demeanor might suggest instability, there is a discernible sharpness in his eyes and a methodical approach to his observations. His speech, though fragmented, hints at a high level of education and familiarity with arcane and esoteric subjects. The subject’s interactions are marked by a blend of timidity and a desperate need for understanding and control over his situation.

Behavioral Observations
Hypervigilance: Displays an acute awareness of his environment, often focusing on potential threats and escape routes.

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
Ghost Sight: The subject shows an unusual sensitivity to the presence of the undead, often claiming to perceive ethereal entities invisible to others. This sensitivity manifests in heightened perception checks when locating undead and the ability to locate ethereal undead as if they were merely invisible.

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
The subject’s fragmented memories and disjointed speech provide limited insight into his past. However, it is clear that he was involved in arcane studies and may have been part of a cult or similar organization. The theft of a ritual book from a figure of authority suggests a breaking point, where the subject sought to escape a perilous situation by taking knowledge that could protect or empower him. This act has bound him to entities from the outer rifts, resulting in a continuous mental assault from voices and visions.

Current Status
The subject continues to grapple with the constant whispers and influences of the eldritch beings connected to him. His demeanor is one of constant anxiety and fear, punctuated by moments of clarity where his intellectual capabilities shine through. The psychological impact of his connection to the outer rifts necessitates careful observation and support to manage his complex emotional and mental state.

Case Manager Notes
Recommendations
Continuous monitoring for signs of further mental deterioration or increased influence from eldritch entities.

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]
Danger Assessment: Moderate with vigilant observation.
(Physician's Note: The subject’s abilities and knowledge make him a valuable asset, but his mental state and connection to the outer rifts pose significant risks. Should be accompanied by a qualified handler at all times. Strange amulet found on him when he arrived in the shape of a black spiral.)

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.