Oracle

Doc Ling's page

41 posts. Alias of Knight of Rust.


Race

Fortitude [E] +20 | Reflex [T] +16 | Will [M] +22 (Resolve) | Perception [E] +19 (low-light vision) | Conditions: Freedom of Movement (1min)|

Classes/Levels

☘️ (☑☑□)) | Focus: (☑☑□) | Spell Slots: 6th (□□ ), 5th (☑☑☑), 4th (☑□□), 3rd (☑☑☑), 2nd (☑☑□), 1st (☑☑☑) @ DC 30 | Explore: Detect Magic

Gender

NG Halfling Duskwalker Oracle (Life Mystery, Medic Dedication) Level 11 | ♥️ 113/171 | AC 27 | Curse: ☑☑□ | Resistances: Fire 5, Healing 5 |

About Doc Ling

Immune to Doc's Battle Medicine for 1 hour- Doc

Botting:
Doc will start with either Vision of Weakness to discover a creature’s weakness and worst save or Life Link, depending on if he goes close to the top of the order or if people have gotten hurt. Or both, as long as it doesn’t push his curse into the Extreme. He’ll hit Aoibhean, Ciri, and Max with Life Link, and Osh with Shield Other (lowest AC).

Healing with Battle Medicine and Doctor’s Visitation when characters are between 40-60% health depending on the strength of the opponents.

When not healing, Doc will use the knowledge from Vision of Weakness to his advantage by going after their weakest saves (Plenty of Fort/Will saves, only Flame Strike and Blade Barrier are Reflex). If targeting Will saves, start with Bon Mot to help bring that down. Upon the Moderate Curse, if Doc needs a lot of healing (due to taking on damage) then he can’t take magical healing from other creatures, he’ll “go nova” by Battle Medicine on himself and a 2 action Heal.

If he’s out of spell slots, he’ll use Daze constantly, or his magic crossbow if not. Any teammate who gets downed, Doc will use Willing Death as a reaction to take on an extra 12 points of damage from that attack if it’ll help.
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Notable Actions:
Feats

Halfling Luck (Shared Luck) - 1/day, Trigger You (or an ally) fail a skill check or saving throw.

Quickened Casting - 1/day

Willing Death - 1/day, Trigger An ally within 30 feet takes damage that would otherwise reduce them to 0 Hit Points and give them the dying condition.

Battle Medicine - 1/hour per character

◆◆ Treat Condition - Medic Archetype Skill Feat

◆ or ◆◆ Doctor’s Visitation - Flourish, Stride and Medicine check

Bon Mot - Diplomacy check, penalties to Perception and Will Saves

Spells

Blood Vendetta - Trigger A creature deals piercing, slashing, or persistent bleed damage to you

Death’s Call - Focus Spell, Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed.

Life Link - Focus Spell

Vision of Weakness - Focus Spell

Item

◆◆ Cloak of the Bat - 1/day, Effect You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level Pest Form spell on you.

◆◆ Fire Energy Robe - 1/day, Effect You speak a command word, and the embroidered threads in the robe glow vividly. You gain a +30-foot status bonus to Speed for 1 minute as flames shoot out behind you to speed you up.

1 minute Messenger’s Ring - 1/day, Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring.

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Quick Backstory:
Doc is a follower of Qi Zhong, Tian God of Medicine. He's a Goka native who worked in the back alleys of the slums, taking care of whoever needed it for a reasonable price. Well loved by the people, the Halfling never charged more than anyone could handle even if it meant he barely made a copper.

One of the regulars to his practice was a young Halfling named Agnus. Agnus was always getting beaten up and bruised as he trained for the Ruby Phoenix Tournament, and despite Doc's best efforts not to get attached to his patients they became good friends. The youngling thought so, at least. As Agnus practiced, Doc did what he could to keep the boy in top shape. This story didn't have a happy ending, however.

The young man became more powerful as time passed, and he started defending the people of the slums. Whether by fate or chance he also managed to cross paths with the Golden League. Doc greeted a particularly bloody Agnus for the last time that night. As the older was patching up his younger, the Golden League came for them. Not in any position to fight, Doc attempted to show the thugs the door, giving time for Agnus to escape through the back.

Doc gave his life that day for one of his long-time patients, but that was not the end of his story. No, the Boneyard had other plans. Doc Ling rose from the ashes of his burnt down practice, skin as grey as the bleak remains of the building surrounding him. He saw Agnus near him, not run down as he fled like Doc had told him to, but beside him and surrounded by the scorched thugs who had apparently left this mortal coil before they could finish the job.

An atrocity, that's what this event was. Bile rose in the throat of the back alley doctor. His adherence to the Doctor's Oath died when he had. The feelings welling up inside of him made "Primum non nocere" lose all meaning. It took some time to get used to this body. This... Duskwalker that he had become.

With his connections, Doc began looking into the Golden League and, more importantly, the thugs that took Agnus' life.

----

So that sets up Doc to get into things with the Undercover Contender background. After that, it would have to be a discussion between me and the GM to see how things got connected from A to B.
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Ancestry Halfling (Duskwalker)
Background Undercover Contender
Class Oracle of Life 11 (Medic Archetype)
Traits Small, Humanoid, Halfling, Duskwalker
Alignement NG
Languages: (Tien) Common, Halfling, Requian, Taldane

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ABILITY SCORES

STR 8 (-1), DEX 14 (+2), CON 18 (+4)
INT 14 (+2), WIS 18 (+4), CHA 20 (+5)
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SENSES

Perception: +19 [E]
Special Senses: Low-Light Vision
Notes: gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
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DEFENSES

HIT POINTS: 171/171

ARMOR CLASS
AC: 27 (10 + (2 dex) + (13 T) + (2 item))
Unarmored [T], Light [T]

SAVING THROWS
Fortitude: +20 [E]
Reflex: +16 [T]
Will: +22 [M]
Notes: Resolve: Successes with Will Saves count as Critical Successes.

Resistance: Fire 5
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OFFENSE
Speed: 30 ft

Melee Strikes
Unarmed [E] (Agile, finesse, nonlethal, unarmed) +17 / +12 / +7 - damage (1d4-1) [p]

Ranged Strikes
+1 Striking Crossbow [E] (Reload 1) +17 / +12 / +7 - damage (2d8)

Weapon Proficiencies
Simple: [E], Martial: [UT], Other (unarmed): [E]
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MAGIC

Arcane Innate Spells
Cantrip:Message at will

Primal Innate Spells
4th: ◆◆ Freedom of Movement 1/day

Divine Spells [E]
DC 30, attack +20
Cantrip: ◆◆ Bullhorn, ◆◆ Daze, ◆◆ Detect Magic, ◆ Guidance, ◆◆ Prestidigitation, ◆◆ Stabilize
1st: ◆◆ Bane, ◆◆ Bless, ◆ to ◆◆◆ Heal*
2nd:Blood Vendetta*, ◆◆ Dispel Magic, ◆◆Shield Other
3rd: ◆◆ Agonizing Despair, ◆◆ Rouse Skeletons, ◆◆ Vampiric Touch*
4th: ◆◆ Enervation, ◆◆ Spell Immunity, ◆◆ Vampiric Maiden*
5th: ◆◆ Command, ◆◆ Flame Strike*, ◆ to ◆◆◆ Rip The Spirit
6th: ◆◆ Blade Barrier, ◆◆ Spirit Blast*

* Signature Spell

Focus Spells 3/3
Death’s Call
◆◆ Debilitating Dichotomy
Life Link
Vision of Weakness
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SKILLS

Acrobatics: +13 (+2 Item bonus to Fly)
Arcana: +15 [T]
Athletics: +10 (+2 Item bonus to High/Long Jump)
Crafting: +13
Deception: +18 [T]
Diplomacy: +24 [M]
Intimidation: +20 [E]
Lore (Underworld): +15 [T]
Medicine: +23 [M]
Nature: +17 [T]
Occultism: +13
Performance: +16
Religion: +19 [E]
Society: +13
Stealth: +15
Survival: +15
Thievery: +13
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FEATS:

Ancestry Feats and Abilities
Heritage Duskwalker
1st: Willing Death
3rd: Halfling Luck
5th: Cultural Adaptability (Human)
5th: General Training
7th: Halfling Ingenuity
9th: Unhampered Passage
11th: Shared Luck

Skill Feats
Background: Lengthy Diversion (Deception)
2nd: Battle Medicine (Medicine)
4th: Bon Mot (Diplomacy)
6th: Treat Condition (Medicine/ Medic)
8th: Ward Medic (Medicine)
10th: Continual Recovery (Medicine)

General Feats
3rd: Untrained Improvisation
5th: Adopted Ancestry (Human)
5th: Toughness
7th: Diehard
11th: Numb to Death

Class Feats and Abilities
Feature 1st: Spell Repertoire
Feature 1st: Life Mystery
Feat 2nd: Medic Dedication
Feature 3rd: Signature Spells
Feat 4th: Doctor’s Visitation
Feat 6th: Vision of Weakness
Feature 7th: Expert Spellcaster
Feature 7th: Resolve
Feat 8th: Dibilitating Dichotomy
Feature 9th: Magical Fortitude
Feat 10th: Quickened Casting
Feature 11th: Alertness
Feature 11th: Weapon Expertise
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EQUIPMENT

Stowed Gear (In Knapsack): Plague Mask Filter, Adventurer’s Pack (1 bulk), Everburning Torch (L bulk), Rope of Climbing (L bulk), Ten-Foot Pole (1 bulk), 10-foot Ladder (3 bulk), 4-person Tent (1 bulk), Crowbar (L bulk); Consumables: Darkvision Elixir x2 (L bulk), Antiplague (Lesser) x3 (L bulk), Antiplague (Moderate) (L bulk), Antidote (Lesser) x3 (L bulk), Antidote (Moderate) (L bulk), Scroll of Locate (Divine, 3rd level); Bulk: 7.3/50

Worn Gear: +1 Striking Crossbow (1 bulk), Dagger (L bulk), +1 Resilient [8th level] Padded Armor (L bulk), Expanded Healer’s Tools (1 bulk), Plague Mask (no filter, - bulk), Quiver w/ 10 bolts (L bulk)

Invested Items:
Cloak - Cloak of the Bat (L bulk) [10th level]

Backpack - Knapsack of Halflingkind 4/4 Tarts (L bulk) (Holds 50 bulk) [9th level]

Ring - Messenger’s Ring (- bulk) [9th level]

Boots - Boots of Bounding (- bulk) [7th level]

Clothing - Energy Robe (Fire) (L bulk) [7th level]

Bulk: 2.3 Bulk; Encumbered above 4, limit of 9

Coins: 87gp, 4sp, 6cp