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Roscoe Elring's page

119 posts. Organized Play character for PatheticWretch.


Full Name

Roscoe Elring

Race

Halfling

Classes/Levels

Medium 5 | HP 38/38 | AC 16; Tch 13; FF 14 | F +4; R +6; W +5 | CMB +2; CMD 15 | Speed 30 ft | Init +5 | Light Crossbow: +7 (1d6) | Perc +10

About Roscoe Elring

Male Halfling Medium (Fiend Keeper) 5
CG Small Humanoid (Halfling)
Init +5 (Time Lost); Senses Perception +10
Languages Common, Goblin, Halfling, Abyssal, Azlanti, Thassilonian, Undercommon
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DEFENSE
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AC 16, touch 13, flat-footed 14
(+3 armor, +2 Dex, +1 size)

hp 38 (5d8, +10 Con)

Fort +4, Ref +6, Will +5 (+7 vs. fear)

Defensive Abilities Fearless, Halfling Luck, Shadowhunter (+2 vs. saves to remove negative levels, recover physical ability damage)
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OFFENSE
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Speed 30 ft. (6 squares; Fleet of Foot)
Melee Light Mace +7 (1d4)
Ranged Light Crossbow +7 (1d6)

Base Atk +3; CMB +2; CMD 15

Special Attacks Spirit Surge (1d6), Shadowhunter (deal 50% damage to incorporeal creatures)

Known Medium Spells (CL 5, concentration +9):
1st (2/day) – burst of insight, oneiric horror, reduce person
0th (at will) – detect magic, detect psychic significance, guidance, light, mage hand
Spell-like ability (5/day) – contact other plane
Scrolls comprehend languages
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STATISTICS
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Abilities STR 10, DEX 16, CON 14, INT 10, WIS 8, CHA 19
Feats Legendary Influence, Improved Legendary Influence, Weapon Finesse
Traits Deft Dodger, Fate's Favored, Time Lost Drawback Haunted
Skills Acrobatics +5, Appraise +0, Bluff +8, Climb -1, Diplomacy +9, Disguise +4, Escape Artist +2, Fly +4, Heal -1, Intimidate +8, Knowledge (History) +5, Knowledge (Arcana, Planes, Religion) + 4, Linguistics +8, Perception +10, Ride +2, Sense Motive +3, Spellcraft +4, Stealth +6, Survival -1, Swim -1, Use Magic Device +11 Armor Check Penalty -1
SQ Evil Spirit, Spirit Bonus +2, Spirit Power (lesser), Shared Séance, Taboo, Dark Communion (5/day)
Combat Gear potion of cure light wounds(x5), potion of lesser restoration, alchemist's fire (x2), acid flask (x3), holy water Other Gear everburning torch, dueling sword, longsword light mace, light crossbow, dagger (cold iron), javelin (x3), sling, bullets (10), studded leather armor, mwk heavy shield (darkwood), outfit (cold-weather), backpack, holy symbol, flag, bandolier, bedroll, rations (trail/per day) (x3), rope (hemp/50 ft.), waterskin, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), smokestick (x2), thunderstone, earplugs, thieves’ tools, mwk perception tool, 853 gp

SPECIAL ABILITIES:

Dark Communion (Su): At 3rd level, a fiend keeper can entice the evil spirit to lend him its knowledge or its power as a full-round action a number of times per day equal to his class level. If the fiend keeper seeks knowledge, this behaves as contact other plane using his medium level as his caster level, but if he fails the Intelligence or Charisma check, his spirit gains 1 point of influence over him instead of reducing his ability scores. Treat the spirit as an entity from the Astral Plane for this ability. Its knowledge is equivalent to that of a demigod at 5th level, a lesser deity at 7th level, and an intermediate deity at 13th level.
If the fiend keeper requests power, he must instead succeed at an Intelligence or Charisma check (DC 10 at 3rd level, DC 12 at 7th level, or DC 14 at 13th level or higher), or his spirit gains 1 point of influence over him. Regardless of the outcome, he gains one of the following powers for 1 minute. At 5th level, he also gains a number of temporary hit points equal to his medium level for 1 minute. At 7th level, he selects two powers.
*Dark Power: The fiend keeper gains a +1 profane bonus on attack and damage rolls, and a +1 profane bonus to AC.
At 13th level, these bonuses increase to +2.
*Fiendish Form: The fiend keeper gains darkvision 60 feet. At 7th level, he grows fiendish wings and gains a fly speed equal to his base speed (average maneuverability).
At 13th level, his fly speed instead equals double his base speed (good maneuverability).
*Natural Attacks: The fiend keeper gains two claw attacks and a bite attack. These are primary attacks that each deal 1d4 points of damage (1d6 if the fiend keeper is Medium). At 13th level, the damage increases to 1d6 (1d8 if Medium).
*Spirit Power: The fiend keeper’s spirit bonus increases by 1. At 13th level, the spirit bonus instead increases by 2.
*Unholy Resilience: The fiend keeper gains resistance 5 to two of the following energy types: acid, cold, electricity, fire, or sonic. The resistance increases to 10 at 7th level and 20 at 13th level.
This ability replaces haunt channeler, location channel, connection channel, and ask the spirits.

Evil Spirit (Su): A fiend keeper serves as the vessel for a powerful evil spirit that fights and bargains for dominance. The legends a fiend keeper channels are all aspects of this evil presence. Willingly performing an evil act automatically grants the evil spirit 1 point of influence over him. Protection from evil temporarily suppresses all the spirit’s benefits while the fiend keeper is under the spell’s effects. When the spirit gains at least 3 points of influence over the fiend keeper, in addition to the penalties associated with each legend, he gains an evil aura as per a cleric of his level and treats his alignment as evil for the purposes of resisting or being vulnerable to spells and abilities (such as unholy blight or a paladin’s smite evil class ability).
This ability modifies spirit.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks. This racial trait replaces slow speed and sure-footed.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Halflings can take this trait in place of weapon familiarity.
Shared Séance: At 2nd level, a medium can share his channeled spirit’s aid with his allies. All allies who participate in the medium’s seance gain the channeled spirit’s seance boon for 24 hours.
Spellcasting: A medium can cast a small number of psychic spells drawn from the medium spell list. To learn or cast a spell, a medium must have a Charisma score equal to at least 10 + the spell’s level. He can cast any spell he knows without preparing it ahead of time. The saving throw DC against a medium’s spell is equal to 10 + the spell level + the medium’s Charisma modifier.
A medium can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Medium. In addition, he receives bonus spells per day if he has a high Charisma score.
The medium’s selection of spells is limited. At 1st level, a medium knows two 0-level spells of his choice. At each new level, the medium learns one or more new spells, as indicated on Table: Medium Spells Known. Unlike his spells per day, the number of spells a medium knows is not affected by his Charisma score; the numbers on the table are fixed. At 5th level and every 3 levels thereafter, a medium can learn a single new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and he must choose whether to swap the spell at the same time he gains new spells known for the level.
The medium casts all spells as psychic spells.
Spirit (Su): A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require the medium’s concentration.
At the end of a seance, the medium invites a local spirit to inhabit him and serve as his spirit for that day. Each spirit arises from one of six legends. Though the medium can choose the legend to which the spirit he channels belongs, he must channel that spirit from an appropriate location. Each spirit has a favored location it usually inhabits, though spirits may also be present at other locations appropriate to their legends; such locations are listed in each legend’s Favored Locations entry [also, see FAQ at right]. The medium gains the spirit’s listed seance boon and lesser spirit power for 24 hours. The medium also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level. After 24 hours, the medium loses contact with the channeled spirit and can perform another seance.

A medium can invite his allies to participate in his seance—shared seance and certain spirit powers affect other participants. A character counts as participating so long as she maintains physical contact with another participating character and willfully opens herself to the spirit; unlike the medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance.

In addition to granting power to the medium, a channeled spirit can influence the medium. By channeling a spirit, the medium allows the spirit to gain 1 point of influence over him. If the medium loses that 1 point of influence, he loses contact with the spirit, though he is still unable to perform a new seance until the normal 24 hour period has elapsed since his last seance. When the spirit leaves after the 24-hour duration and before the next seance, the spirit’s influence over the medium resets to 0. Certain abilities allow the medium to gain additional power in exchange for allowing the spirit more influence over him.

When a spirit gains at least 3 points of influence over the medium, the dual impulses housed within the same body cause the medium to meld with his spirit’s consciousness.

The resulting muddled sense of self and struggle for control causes the medium to take a –2 penalty on initiative checks as well as a specific additional penalty listed in each spirit’s entry. However, the spirit’s mental presence grants the medium a +4 bonus against possession effects and a +2 bonus on saving throws against mind-affecting effects that are not related to possession.

If a spirit ever attains 5 or more points of influence over the medium, the medium completely loses control to the spirit. He effectively becomes an NPC under the GM’s control until after he awakens the next day with the spirit gone.

During his seance, the medium can choose to channel a weaker spirit to gain its help without incurring as much of its influence. If he does so, he can forgo any number of spirit powers, starting with his most powerful spirit power. For each spirit power he forgoes, the medium can use his spirit surge ability twice without incurring influence.

Spirit Bonus (Su): When a medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter.

Spirit Surge (Su): After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action.

This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium’s spirit surge die increases to 1d8, and at 20th level it increases to 1d6.

Taboo (Ex): At 2nd level, during his daily seance, a medium can accept a taboo in order to appease his spirit. Each spirit lists example taboos, and the GM may allow additional taboos as well. Accepting a taboo allows the medium to use his spirit surge ability twice without incurring influence. The medium can select only a single taboo. The medium is not magically prevented from breaking his taboo, but if he breaks the taboo for any reason, he takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws for 1 hour and his spirit gains 1 point of influence over him. If the medium continues violating the taboo while taking the penalty, the duration of the penalty extends, but the spirit doesn’t gain additional influence over the medium. If a spirit attains 5 points of influence because of a violated taboo, instead of possessing the medium, the spirit leaves the medium’s body entirely, and the medium loses access to his spirit powers, spirit bonus, and spirit surge abilities until the next time he can perform a seance. Banishing a spirit in this way damages the medium’s connection to that spirit’s legend; the medium cannot channel spirits of that legend for 1 week, and the next time the medium channels a spirit of that legend, it starts with 2 points of influence over him instead of 1.

Weapon and Armor Proficiency: Mediums are proficient with all simple weapons, light armor, and medium armor, but not with shields.

BACKGROUND:

“It is here. It lurks at the periphery of my mind...”

Roscoe Elring was born in Roderic’s Cove and had lived there his entire life, having only been as far as Riddleport once. Roscoe had a good family and upbringing, despite a wanderlust and discontent that made him unhappy with what he had in life.

At sixteen years old, Roscoe had never believed that Roderic’s cove was haunted, even though most of his friends said it was. He simply hadn’t seen anything to make him believe it. He had heard the tale of Sir Roderic’s ghost at the helm of a mysterious ship scuttling in the harbor. His friends had dared him to run up and touch the front door of Roderic’s Wreck. Though time and neglect had caused the once-magnificent, moss-covered building to sag into the water, all Roscoe had seen were lots of bugs as he ran away laughing.

He found life tediously boring, and felt his natural talents could be better used to acquire money, shelter, or even romantic company. Bored with his provincial life and thinking he could be much more, Roscoe spent much of his youth as a two-bit criminal and con man. He had never done anything particularly malicious, primarily conning, stealing, and cheating at gambling. He might play the part of a pitiable youth with potential, often playing it up and ingratiating himself with noble families, convincing them to accept him as an apprentice or servant. Regardless of how he got into their good graces, it almost always ended the same, with broken hearts and heavy pockets. He became involved with some criminals from Riddleport, and things started becoming more intense. But at age twenty-five, his criminal days came to an end after a stint in prison, when he realized he was on track to become a permanent resident if he stayed with this Riddleport gang.

Deciding to turn over a new leaf and part ways with low-life friends, Roscoe needed a way to earn an honest living, and he began exploring nearby ruins looking for treasure. Adventurous, stealthy, and nearly fearless, he was well-suited to this task. Though he had a little luck finding treasure to sell, he found one ruin that seemed ancient beyond belief. He didn’t know it at the time, but these ruins were Thassilonian, the remnants of an empire fallen thousands of years ago.

Finding what he thought was a valuable medallion with a strange, seven-pointed star on it, Roscoe took it back to Rodric’s Cove to sell. However, this strange relic turned out to be cursed. When he thought he had sold the medallion, it turned up around his neck the next morning. Worse, he began to have dark thoughts, and the spirits of powerful entities haunted him. They even wanted things from him. It seemed as though a fragment of ancient Thassilonian beings vied for control of him, to what purpose he did not know.

Roscoe couldn’t simply ignore this amulet. Things were becoming worse, and he had to figure out how to get rid of it. In varying degrees, he began exhibiting the worst of vices: wrath, envy, greed, sloth, lust, pride, and gluttony. It was all beginning to take a great toll on him, as well as his relationships. Most thought he had returned to the days of his youth. Roscoe either had to bargain with these malign spirits, in which case he was able to exert some level of control, or they would overcome him entirely.

The upside, if there was any, was that these spirits were powerful and gave him great abilities if he worked with them. By performing a séance, lighting candles, and focusing, he could work with specific spirits. He could sense, though, that they were evil. Evil beyond description, and powerful, too. If he ever lost control, these toxic spirits might be unleashed upon the world, right in his home town of Rodric’s Cove. He didn’t know what these caustic entities wanted from him, but they seemed to be pushing him toward some dark outcome.

Roscoe began learning all that he could about Thassilon, including its language. He had to confront this directly, and that meant finding out all he could about this ancient, fallen empire that had slept for eons untold.

"Sorry about that...I have it totally under control."

Alaznist (F), Runelord of Wrath (Champion) - Evoker

Belimarius (F), Runelord of Envy (Guardian) - Abjurer

Karzoug (M), Runelord of Greed (Archmage) - Transmuter

Krune (None), Runelord of Sloth (Hierophant) - Conjurer

Sorshen (F), Runelord of Lust (Trickster) - Enchanter

Xanderghul (M), Runelord of Pride (Marshal) - Illusionist

Zutha (M), Runelord of Gluttony - Necromancer

Level Progression:

Level 1:

Class Taken: Medium

Class Feature Gained: knacks, spirit, spirit bonus +1, spirit power (lesser), spirit surge 1d6

Hit points Gained: 1d8, +2 Con

Skill Points (4 +2 background): bluff (1), diplomacy (1), knowledge (history)(1), linguistics (1), perception (1), use magic device (1)

Feats: legendary influence

Favored Class Bonus: Increase the bonus the medium gains from its seance boon by 1/3 point

Level 2:

Class Taken: Medium

Class Feature Gained: shared seance, taboo

Hit points Gained: 1d8, +2 Con

Skill Points (4 +2 background): acrobatics (1), knowledge (history)(1), linguistics (1), perception (1), sense motive (1), use magic device (1)

Favored Class Bonus: Increase the bonus the medium gains from its seance boon by 1/3 point

Level 3:

Class Taken: Medium

Class Feature Gained: dark communion

Hit points Gained: 1d8, +2 Con

Skill Points (4 +2 background): knowledge (arcana) (1), knowledge (history)(1), knowledge (planes)(1), knowledge (religion)(1), linguistics (1), spellcraft (1)

Favored Class Bonus: Increase the bonus the medium gains from its seance boon by 1/3 point

Feat: Improved Legendary Influence

Level 4:

Class Taken: Medium

Class Feature Gained: Spirit bonus +2

Hit points Gained: 1d8, +2 Con

Skill Points (4 +2 background): acrobatics (1), intimidate (1), knowledge (history)(1), linguistics (1), perception (1), use magic device (1)

Favored Class Bonus: Increase the bonus the medium gains from its seance boon by 1/3 point

Ability Score Increase: Cha

Level 5:

Class Taken: Medium

Class Feature Gained:

Hit points Gained: 1d8, +2 Con

Skill Points (4 +2 background): acrobatics (1), diplomacy (1), knowledge (history)(1), linguistics (1), perception (1), use magic device (1)

Favored Class Bonus: Increase the bonus the medium gains from its seance boon by 1/3 point

Feat: weapon finesse

Dice:

[dice=bite]1d20+7;1d4[/dice]

[dice=claw]1d20+7;1d4[/dice]

[dice=claw]1d20+7;1d4[/dice]

[dice=light mace]1d20+7;1d4 [/dice]

[dice=light crossbow]1d20+7;1d6[/dice]

[dice=spirit surge]1d6[/dice]

[dice=dark communion check (Cha roll vs. DC 10)]1d20+4[/dice] [ooc]Gain 5 temp hp[/ooc

*DC 12 @ 7th level, DC 14 @ 13th level

*Dark communion temp hp 1/level, gain 2 powers @ level 7, use 1/level (dark communion and contact other plane)

*séance boon increases every 3 levels (next @6)

*3 ranks in acrobatics for defensive fighting (increases Dodge bonus to +3)

*take 1 rank intimidate for frightening ambush?

*train fly, stealth, disable device

*dark communion improves at lvl 7, and 13

*spirit surge – 10th level increase to 1d8

*may force reroll 1/adventure

*crafting feats for downtime?

*buy heavy darkwood shield or tower shield for champion spirit

* Feats for natural attack build, Channel Spirit, Spirit Focus, improved initiative, scribe scroll (for making scrolls during off time), channel spirit, spiritual training, steadfast personality, toughness, expanded arcana, subconscious usurpation, way of the shooting star, additional traits

*Archmage: point blank shot, spell focus (necromancy, evocation), undead master, arcane armor training, arcane armor mastery, metamagic feats, spell focus (conjuration), augment summoning, toppling spell, extra traits (magical lineage + wayang spellhunter + toppling magic missile)

*Champion: spirit focus, weapon finesse, piranha strike, risky striker, lunge

OR

point blank shot, precise shot, rapid shot, weapon focus, snap shot (AoO with ranged weapon), improved snap shot (AoO to 15 feet), combat reflexes, deadly aim, manyshot

*Guardian: Feats improving defensive fighting, Combat reflexes, bodyguard, in harm’s way, antagonize, bludgeoner, enforcer https://rpgbot.net/pathfinder/characters/fighting_defensively.html

*Heirophant: spell focus (necromancy), undead master, selective channeling, dreamed secrets, spell focus (conjuration), augment summoning, contingent spell, extra traits (magical lineage + wayang spellhunter + contingent CLW)

*Marshall: spirit focus, flagbearer, combat advice

*Trickster: weapon finesse, combat expertise, improved feint, piranha strike, risky striker, shatter defenses, dazzling display, frightening ambush, cunning, extra traits (wisdom in the flesh)

OR

point blank shot, precise shot, rapid shot, weapon focus, snap shot (AoO with ranged weapon), improved snap shot (AoO to 15 feet), combat reflexes, deadly aim, manyshot

*wicked leader trait

* amulet of mighty fists (agile), bladed belt, MW thieves' tools, spirit bonded armor, desna's shooting star, mnemonic vestment, rune of power, spell lattice, metamagic rod (maximize, persistent, extend), four-leaf clover, luckstone, lucky horseshoe, prismatic crystal, talking board, headband of alluring charisma, belt of incredible dexterity, hat of disguise, handy haversack, talismans (danger sense, freedom, good fortune, life’s breath), phylactery of healing, bracers of archery

*unsworn shaman 2?

https://www.reddit.com/r/Pathfinder_RPG/comments/a7dcxr/i_really_love_the_m edium_class/

https://docs.google.com/document/d/1C_76w6HAD7qZvvwSU2PaSBfVPHfwzQrScLgDr3E 0F9c/edit#

https://www.reddit.com/r/Pathfinder_RPG/comments/3fdgfc/my_attempt_at_a_pfs _medium_build_share_advice/