Talgoren

Origen Leanthris's page

399 posts. Alias of Eric Zylstra.


Full Name

Origen Leanthris

Race

Human

Classes/Levels

Sorceror 3 (Abberant Bloodline)

Gender

Male (hps 18/18)

Size

6' 1" (M)

Age

25

Special Abilities

spells, acidic ray (6/d), bloodline arcana, scholar of the great beyond, eye for danger (Perception as trait skill, +1 trait bonus)

Alignment

Lawful Good

Deity

Sarenrae

Location

The City at the Center of the World

Languages

Taldane, Aklo, Azlanti, Polyglot

Occupation

Pathfinder scholar

Strength 10
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 8
Charisma 17

About Origen Leanthris

Origen Leanthris

Male human sorceror 3 (abberant bloodline)
LG medium humanoid
Init +2 (Dex +2); Senses Perception +7 (+3 trait skill +2 ranks +1 trait +1 competence -1 Wis)

QUICK STATUS

Items in Hand (L) Crossbow (Brynmor's) (R) None (H) ioun torch as light source
Conditions None
AC 12, touch 12, flat-footed 10
(Dex +2)
Hit Points Currently/Maximum 18/18 (6 + 3 + 3 + 6 Con)
Spells Available/Used: 1st (6): 1/5

DEFENSE

AC 12, touch 12, flat-footed 10
(Dex +2)
CMD 13 (base +1, Dex +2)
Hit Points 18 (6 + 3 + 3 + 6 Con)
Fort +3 (base +1 Con+2), Ref +3 (base +1 Dex +2), Will +2 (base +3 Wis -1)
Concentration +6 (level +3 Chr +3)
Defensive Abilities None

OFFENSE

Spd 30 ft.
Melee dagger +1 (1d4/19-20) (base +1)
CMB +1 (base +1)
Ranged (<30') Ray of Frost +4 (1d3+1 cold/20, 30' range, ranged touch attack), Acidic Ray +4 (1d6+2 acid/20, 30' range, ranged touch attack), dagger +4 (1d4+1/19-20, 10' range increment), or light crossbow +4 (1d8+1/20; with Isandril) (base +1 Dex +2 Point Blank +1 attack/+1 damage)
Ranged (>30') dagger +3 (1d4/19-20, 10' range increment) or light crossbow +3 (1d8/20, 80’ range increment; with Isandril) (base +1 Dex +2)
Space 5 ft, Reach 5 ft. (10' for melee touch attacks, but reveals tentacles)
Special Attacks spells, Precise Shot (no -4 for firing into melee), Acidic Ray, 10' reach for melee touch attacks
Spell-Like Abilities (CL 3rd):
6/d: Acidic Ray (1d6+2 acid/20, 30' range, ranged touch attack) (spell 1d6 +1/2 lvl +1 Point Blank) (3 used)
Spells Known (CL 3rd):
0th (at will): Detect Magic, Prestidigitation, Ray of Frost (1d3/20 cold, 30' range), Read Magic, Touch of Fatigue (DC 13)
1st (5+1/d): Color Spray (DC 14), Enlarge Person, Grease (DC 14), Protection from Evil (5 used)

STATISTICS

Spoiler:

Str 10, Dex 14, Con 14, Int 14, Wis 8, Cha 17
Base Atk +1; Combat Maneuver Bonus +1
Feats Eschew Materials, Point Blank Shot, Precise Shot, Reach Spell
Weapon Groups Simple
Skills 18 (6 base +3 human +6 Int +3 favored); Intimidate (3) (Chr, class skill, +9), Knowledge (Arcana) (3) (Int, class skill, +8), Knowledge (Dungeoneering) (2) (Int, class, +7), Knowledge (History) (1) (Int, non-class skill, +4, +1 trait bonus), Knowledge (Planes) (1) (Int, trait skill, +7; +6 base, +1 trait bonus), Linguistics (1) (Int, non-class skill, +3), Perception (3) (Wis, trait skill, +7; +5 base, +1 trait, +1 competence), Spellcraft (3) (Int, class skill, +8), Use Magic Device (1) (Chr, class skill, +7)
Traits Scholar of the Great Beyond, Eye for Danger (Perception is a trait skill, +1 trait bonus)
Languages Taldane (Common), Aklo, Azlanti, Polyglot
SQ Sole Survivor (see below)
Experience Points 4230
Favored Class Sorceror (skill option x3)
Faction Pathfinder Society
Faction TPA 1
Faction CPA 0
Combat Gear dagger (1 lb, 2 gp); light crossbow (4 lb, 35 gp, with Isandril); case with 10 bolts (1 lb, 1 gp, with Isandril) 0 bolts used
Other Gear masterwork backpack (4 lb, 50 gp; +1 to strength for carrying capacity); bedroll (5 lb, 1 sp); candles (10) (10 x 1 cp); colored chalk (10; 4 different colors) (10 x 1 cp); hooded lantern (2 lb, 7 gp); flint and steel (1 gp); oil (2 x 1 1b, 2 x 1 sp); map case with parchment (3) and ink pen (1) (0.5 lb, 2 gp); sack (0.5 lb); sewing needles (2 x 5 sp); 50' silk rope (5 lb, 10 gp); signal whistle (1 gp); tindertwigs (10 x 1 gp); 2 days trail rations (2 x 1 lb, 2 x 5 sp); vial of ink (1 gp); waterskin (4 lb, 1 gp). (ca. 31 lb or 26 lb without crossbow/bolts; load 33/66/100 lb; 38/76/115 with masterwork backpack)
Origen also has a suit of scholar's clothes (5 gp, 6 lb) that he usually does not carry with him in dungeons. He also has an extra, partially full box of crossbow bolts (6) and 15' of silk rope.
Magic lesser explorer's hat (0.5 lb, 350 gp; counted as 0 lb for worn item); dull gray rhomboid ioun stone with continual flame (CL 3; 135 gp); potion of cure light wounds (CL 1; 50 gp)
Money 8 gp.

Sole Survivor

Spoiler:

Sole Survivor: The character is a survivor of a major Pathfinder expedition that failed catastrophically. Surviving the catastrophe has given the character a reputation for tenacity, but some people regard the character with mistrust.

The character's reputation has a 50% chance of providing a +1 circumstance bonus to Bluff, Intimidate, and Diplomacy. Otherwise, the character has a -1 circumstance penalty to these skills. The bonus or penalty only applies to NPCs who recognize the character's connection to the expedition. Most Pathfinders, however, will recognize the connection when they hear the character's name.

If applicable, this bonus or penalty stacks with the bonus for being a famous Pathfinder.

Explorer's Hat, Lesser

Spoiler:

EXPLORER'S HAT, LESSER
Aura minor abjuration and transmutation; CL 1st
Slot head; Price 350 gp; Weight ---

This wide-brimmed, black hat often looks weather-beaten, but is very durable. Its wearer can invoke an endure elements once each day by saying a brief prayer to Desna. If another magical hat is worn during the spell's duration, the spell's effects end.

The wearer also receives a +1 competence bonus to Perception checks.

Expedition Supplies
antitoxin (2) (2 x 50 gp)
antiplague (2) (like antitoxin, but for disease; 2 x 50 gp)
body balm (4) (+5 alchemical bonus to Heal checks vs. disease or poison) (4 x 25 g)
vermin repellant (20) (20 x 5 gp)
compass (1 gp)
hot weather clothing (8 gp, 4 lb)
iron pot (8 sp, 4 lb)
wandermeal (100 meals worth) (3 gp, 17 lb?)
pavillion tent (100 gp, 40 lb)
books on Polyglot (10 gp, 2 lb)
journal w. 50 p (2 x 10 gp, 2 x 1 lb)
salt (3 lb, 3? gp)
wand of cure light wounds (CL 1; 40 charges; 600 gp) carried by Torden
slate and 100 pieces of chalk; Bran's journal (12 gp)
copies of selected papers from the Venn Expedition's records (the most relevant-seeming)

TACTICS

Before Combat If Origen can’t think of a way to win without fighting, he may Grease a chokepoint in front of the party. He may also use Enlarge Person on a companion who may be in melee.
During Combat Origen will attempt to Color Spray before his companions enter melee. He'll attack with rays or crossbow bolts, focusing on spellcasters. Unless a spellcasting opponent seems close to death, he'll ready his attack for their action to disrupt their concentration. Alternatively, he may Grease an enemy's weapon, the ground underneath, or one of his companions caught in a grapple. He will take risks if necessary to help his companions.
Morale Origen will not flee while his companions are in danger unless he thinks that it is tactically necessary to help them.

APPEARANCE

Origen is tall, slender, and pale. Anyone who sees him immediately notices his deep violet eyes, a color normally seen only in Azlanti gillmen and old icons of Aroden. He is arrestingly handsome, but the silver streaks in his black hair make him look older than his years.

Origen wears black scholar's robes for formal occasions, but wears sturdy traveler's gear and a black, wide-brimmed hat when in the field. Even in hot weather, he usually wears a long-sleeved shirt with a vest. A perceptive observer will see that the fabric of his sleeves occasionally twitches, as if a serpent--or something worse--were hidden inside.

Spoiler:

The twitching is from retractable, black tentacles within pores in his forearms. When Origen casts a touch spell, the tentacles extend to touch his opponent for delivery of the spell. Origen doesn't like others to see the extent of his abnormality, so he tries to keep them from view in other circumstances.

PERSONALITY

Spoiler:

Before his father's doomed expedition, Origen was a quiet, but cheerful man. He had the confidence of someone who had never failed at anything that he thought was important. Despite occasional youthful arrogance, he was compassionate, if a bit too comfortable with himself.

Now, Origen is a man tormented by the past. His losses stripped away any naive assumption that things would always work out for him. The mysteries of the expedition's fate and his strange transformation haunt him, and he fears that he may be losing his humanity. He has sworn that he will find the truth no matter what the cost, but he wonders if it will destroy him.

Despite his internal conflict, Origen believes that he cannot afford self-pity or depression. He always attempts to stay collected and to focus on the task at hand. Origen's doubts sometimes make him second-guess himself, but he is determined not to fail his companions or to lose anyone else. He also has become much more sensitive to the pain of others, and he feels impelled to help, sometimes against his better judgment.

Origen is still frustrated with his inability to do things that were simple for him as a wizard, such as preparing different spells or creating magic items. Because scrolls remind him of this, he is somewhat reluctant to use them. He recognizes that this is completely irrational.

Origen deeply loves music, as it is one of the few things that allows him to forget the mysteries in his life. When he can afford it, he pays a bard to sing him to sleep, as it keeps the nightmares from coming.

Origen dislikes apes and monkeys. His sister's pet monkey Zaius bit him as a child, and he's thought that they were nasty little caricatures of humanity ever since. This aversion was only heightened by his encounter with the Tik Taan at the Blakros Museum.

BACKGROUND

Spoiler:

Origen is the son of the Pathfinder Aurelien Leanthris, a famous explorer and marksman who made his reputation by his exploration of an aboleth outpost. House Leanthris was a Chelaxian noble family that fled to Absalom when Thrune took the throne. Separated from their estates and revenues, House Leandris sank into an uncomfortable poverty. Aurelien's unexpected success as an adventurer rescued the family from obscurity, but Aurelien preferred to continue his explorations rather than to retire into respectability. His marriage to Istrianna, a base-born mage with Low Azlanti blood, left him on chilly terms with his relatives.

Perhaps because of this tension, Origen's family was very close. Aurelien was a loving, but stern man with high and occasionally unrealistic expectations for his children. Despite his insistence on daily crossbow practice, Istrianna usually tempered his strictness. Origen's vivacious older sister Elliandra was almost as deft and skillful as their father, and she thrived under his tutelage. Origen became a skilled shot, but his mother wisely recognized that he was more suited for scholarly pursuits. After teaching him the basics of spell preparation, Istrianna convinced Aurelien to apprentice their son to a mage.

Origen became the apprentice of Melancthus Venn, a Pathfinder wizard and loremaster. In only a few years, Origen completed his basic studies and soon progressed to higher-order magics. Both Origen and his sister were inducted into the Pathfinders, and the duo quickly began to make a name for themselves. Origen and Elliandra seemed destined to succeed by following in their father's footsteps.

Melancthus was obsessed by Azlanti magic and culture. His life's goal was to find a major ruin that would both answer his many questions and make his name synonymous with Azlanti archeology. When scraps of lore about a lost Azlanti city called Saventh-Yhi fell into his hands, he immediately began to organize an expedition. He enlisted his old friend Aurelien, who saw this as a good opportunity for his children to test their growing skills in the field. His father called in every old favor and spent most of his assets to get the expedition ready quickly. The two men took every precaution to keep their find secret, fearing a loss of priority to some other group. Even now, Origen knows little about the city save its name.

Origen remembers saying farewell to his mother on the day of the expedition's launch three years ago. He knows nothing of the expedition afterwards. His next memory is waking up on a beach near Absalom in tattered, soaked clothes. When he made his way to his home, he found strangers in possession. His mother had died suddenly and unexpectedly. Most of Aurelien's wealth had bankrolled the expedition, and what was left had vanished with his mother.

Origen reluctantly took shelter with his father's family. However, he quickly realized that he had been marked by his ordeal. He was now slower-witted, and he had lost all ability to prepare spells. Over the next months, his body slowly changed. His eyes lost all traces of blue, his features became more Azlanti, and he began to manifest uncontrolled sorcerous abilities. When his other physical abnormalities manifested, the family patriarch Valerien asked him to leave. Valerien believed his deformities were a sign of a curse or some infernal influence that would endanger the family. A few more sympathetic relatives periodically help him, probably with Valerien's implicit consent.

Origen took refuge in the Pathfinder's Guild, but it too refused to provide sanctuary. The Decemvirate had already questioned him at length about the expedition, but when magical methods failed, they suspended his Pathfinder membership and apparently left him to his own devices. The Decemvirate did reveal that Origen must go to Sargava for any answers. Origen spent the past several months gaining control over his new powers and attempting to find what he can about the expedition by any means that he can.

Origen's luck finally seemed to change when he heard of a strange mist at the Blakros Museum. Four others answered the Pathfinder Society's call for investigators: Bran Morigon, a no-nonsense Andoran fighter; Leofrik Forthwind, a jovial cleric of Cayden Cailean; Jonagher Witt, a glib, but good-natured rogue and scholar; and Torden Ironcask, an enthusiastic dwarf bard fascinated by new cultures and lore. At the behest of Venture-Captain Adril Hestram, Origen joined these companions to rescue the curator Nigel Blakros from the Tik Taan, minions of the demon lord Anghazan, and to reconcile Nigel with the Pathfinder Society. The Decemvirate reinstated Origen, gave his companions field commissions, and commissioned a new expedition to find Saventh-Yhi. They even released some previously unknown papers that revealed Aurelien's distrust of Melancthus Venn as well as the Venn Expedition's rendezvous point--the Sargavan city of Eleder. Origen suspects that he may be serving some faction's hidden purposes, but he only really cares about knowing what happened to his family. With his preparations complete, he began the long trip to Sargava.