Rocco Hardweather's page

726 posts. Alias of Mjolbeard89.


| HP 45/45| AC:18 (22) | T:14 | FF:15 | cmd:16 | Fort +7 | Ref +8 | Will +10


| Init. +3 | Perc:+12 | Speed 20ft | Spells: 1st (5/5) 2nd (4/4) | Status: N/A


Male Halfling Spiritualist 6/Rogue (Unchained) 1

About Rocco Hardweather

Phantom: Kurglunn the Runner

Rocco Hardweather
Male Halfling Spiritualist 6/Rogue (Unchained) 1
NG Small Humanoid (Halfling) 27 years old
Init +3; Senses Perception +12
AC 18, touch 14, flat-footed 15 (3 Dex+1 Size+4 Armor)
hp 45 (7d8+CON+1 FCB)
Fort +7, Ref +8, Will +10, +2 vs Fear, +1 vs traps
Defensive Abilities Shared Consciousness, Fearless
+1 Lawful Outsider Bane Dagger +9 (1d3+1; 19-20/x2)
Kukri +8 (1d3+0; 18-20/x2)
Underwater Light Crossbow +8 (1d6; 19-20/x2; 80ft), Sling +8 (1d3; x2. 50ft), Telekinetic Projectile +8 (1d6; x2, Close)
Offensive Abilities Sneak Attack 1d6
Spells (CL 5, Concentration +6)
0 level (DC 14) - Telekinetic Projectile, Grave Words, Daze, Stabilize, Detect Psychic Significance, Light
1 level (5/day; DC 15) - Cure Light Wounds, Cause Fear (DC 16), Burst of Insight, Chill Touch (DC 16), Heightened Awareness (Emotional Conduit)
2 level (4/day; DC 16) - Aid, Blur, Ghoul Touch (DC 17), Invisibility, Scare (DC 17, Emotional Conduit)
Str 10, Dex 16, Con 12, Int 10, Wis 18, Cha 14
BAB +4; CMB +3; CMD 16
Speed 20 ft.
Traits Historian of the Rebellion (campaign), Criminal (Disable Device)
Feats Emotional Conduit, Spell Focus (Necromancy), Deceitful (Rebellion bonus), Craft Magic Arms and Armor, Weapon Finesse, Ppint Blank Shot
SkillsTotal ranks: 35 (24 Spiritualist (4/level), 8 Rogue (8/level), 2 FCB, 1 Training bonus)
Acrobatics +9 (1)
Appraise +5 (2)
Bluff +9 (2)
Climb +6 (1)
Craft (Armor) +4 (1)
Craft (Weapon) +4 (1)
Disable Device +15 (7)
Escape Artist +7 (1)
Intimidate +6 (1)
Knowledge (arcana) +4 (1)
Knowledge (Local) +4 (1)
Knowledge (Planes) +4 (1)
Perception +12 (3)
Spellcraft +6 (3)
Stealth +20 (4)
Swim +4 (1)
Use Magic Device +9 (4) 2 cha 3 cs
Special +3 Intimidate/Stealth during Shared Consciousness, +1 bonus on Perception to notice traps, +5 bonus on Disable Device to disarm traps
Background Skills (14)
Profession (bartender) +9 (2)
Profession (burglar) +14 (7)
Sleight of Hand +11 (3)
Halfling Communities Lore (2)
Languages Common, Halfling
SQ Shared Consciousness, Bonded Manifestation (8 rounds/day)
Combat Gear Kukri, Sling, Sling Bullets (8), Cold Iron Sling Bullets (6), +2 Shadow leather armor
Wrist Sheath (R): Wand of CLW
Wrist Sheath (L): Scroll of See Invisibility
Handy Haversack: Scrolls (Comprehend Languages, Identify, Mage Armor (2/2), Magic Fang (2/2), Purge Spirit), Spirit Revivification Incense, Spiritualist's Kit, Silver Raven Wondrous Figurine, Ectoplasmic Residue, Chain Shirt
Other Gear Spiritualist's Kit, Pickpocket's Outfit, Orc Monster Mask, Spirit Revivification Incense, Ectoplasmic Residue (3), Thieves' Tools, Silver Raven Wondrous Figurine, Cloak of Elvenkind, Haramaki, Wand of Cure Light Wounds (50/50), Headband of Inspired Wisdom +2, Wrist Sheath (x2), Scroll Case, Scrolls (Comprehend Languages, Identify, Touch of Gracelessness, Magic Fang (x2), Mage Armor (x2), See Invisibility, Purge Spirit), Trapspringer's Gloves; Money (331 gp, 6 sp, 9cp)
Etheric Tether: Manifest phantom in ectoplasmic or incorporeal form. Sacrifice HP to keep phantom from being banished.
Shared Consciousness: Gain phantom’s Skill Focus skills and +4 to saves vs mind-affecting effects. Shunt failed saves to phantom.
Bonded Senses (Su): At 2nd level, as a standard action, a spiritualist can share the senses of her manifested phantom, hearing, seeing, smelling, tasting, and feeling everything her phantom does. She can use this ability a number of rounds per day equal to her spiritualist level, but those rounds do not need to be consecutive. There is no maximum range for this effect, but the phantom and the spiritualist must be on the same plane. The spiritualist can end this effect as a free action.
Bonded Manifestation (Su): At 3rd level, as a swift action, a spiritualist can pull on the consciousness of her phantom and the substance of the Ethereal Plane to partially manifest aspects of both in her own body. When she does, she uses this bonded manifestation to enhance her own abilities while the phantom is still bound to her consciousness. For the spiritualist to use this ability, the phantom must be confined in the spiritualist's consciousness; it can't be manifested in any other way.
During a bonded manifestation, the phantom can't be damaged, dismissed, or banished. A spiritualist can use bonded manifestation a number of rounds per day equal to 3 + her spiritualist level. The rounds need not be consecutive. She can dismiss the effects of a bonded manifestation as a free action, but even if she dismisses a bonded manifestation on the same round that she used it, it counts as 1 round of use.
When a spiritualist uses this ability, she must choose either ectoplasmic or incorporeal form. When she makes this choice, she gains all of the abilities based on the form she chooses and her spiritualist level.
Ectoplasmic Bonded Manifestation: When a spiritualist uses this ability and chooses ectoplasmic form, she gains an ectoplasmic shield that protects her without restricting her movement or actions. She gains a +4 shield bonus to Armor Class; this bonus applies to incorporeal touch attacks. The ectoplasmic shield has no armor check penalty or arcane spell failure chance.
Incorporeal Bonded Manifestation: When a spiritualist uses this ability and chooses incorporeal form, she becomes shrouded in a haze of insubstantial mist, granting her concealment against ranged attacks.
Spiritual Interference (Ex or Su): At 4th level, whenever a spiritualist is within the reach of her ectoplasmic manifested phantom, she gains a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. She doesn't gain these bonuses when the ectoplasmic manifested phantom is grappled, helpless, or unconscious. A spiritualist within 30 feet of her incorporeally manifested phantom receives a +2 circumstance bonus on saving throws against mind-affecting effects. This bonus is a supernatural ability and does not apply if the phantom is unconscious.
Detect Undead (Sp): At 5th level, a spiritualist's connection with the Ethereal Plane becomes so strong that she can use detect undead at will as a spell-like ability with a caster level equal to her spiritualist level.
Phantom Recall (Su): At 6th level, as either a swift or an immediate action, a spiritualist can call her manifested phantom to her side or back into her consciousness. This ability functions as dimension door, using the spiritualist’s class level as the caster level. When the spiritualist calls the phantom in this way, the phantom appears adjacent to the spiritualist (or as close as possible, if all adjacent spaces are occupied).
When the spiritualist uses this ability to call the phantom back to her consciousness, she can activate bonded manifestation as part of that action, but doing so costs 1 extra round of bonded manifestation.
The spiritualist can use this ability once per day at 6th level, plus one additional time per day for every 4 spiritualist levels she possesses beyond 6th.

Sneak Attack: Deal 1d6 precision damage against target denied Dex bonus or flanked target.
Trapfinding: Add 1/2 level bonus to Perception to locate traps and on Disable Device checks (minimum +1). Can use Disable Device to disable magical traps.
Finesse Training: Gain Weapon Finesse as a bonus feat.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Historian of the Rebellion (campaign): You’ve long been interested in the legacy of the Silver Ravens—a group of freedom fighters that rose to prominence in Kintargo during the Chelish Civil War. There’s frustratingly little information today about the group, and you suspect that most of what was recorded about the Silver Ravens has long since been redacted or destroyed by government agents, but you’ve managed to pick up a tidbit here and there. Most of your knowledge isn’t so much about the Silver Ravens specifically, but more about general histories of rebel groups and freedom fighters who have fought against oppressive governments throughout history, both in Cheliax and beyond.
Your familiarity with rebel groups allows you to grant a +2 bonus on an Organization check of your choice once the party reestablishes the Silver Ravens during the first adventure. You can change which check you assign this bonus to once at the start of the rebellion’s Upkeep phase. Your time preparing for joining the Silver Ravens has also honed your skill at remaining unseen. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Criminal (social): You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

1 - hp
2 - skill point
3 - 1/4 round that incorporeal phantom can remain out of line of sight/effect
4 - skill point
5 - 1/4 round that incorporeal phantom can remain out of line of sight/effect
6 - N/A
7 - 1/4 round that incorporeal phantom can remain out of line of sight/effect

Rocco Hardweather is a bit of a jerk. At least that’s what any of the other halflings at the Rose and Thorn Inn in Kintargo will tell you, should you be inclined to ask. Of course, if you did ask, you’d soon have Rocco after you, with all of his 3 feet and 1 inch of height right in your face…or where ever that height might get him. He would tell you to mind your own business, to think about who you’re asking around about and what you think you’re doing before you ”get yerself a knuckle sammich!”

Of course, despite all of the usual talk, there will be a few people who will tell you a different story about Rocco. They’ll tell you about the time that the half-mad and all-starved half-orc came wandering into town, smelled the food at the inn, and decided he oughta take what he wanted by force, no “please and thank you” at all! They’ll tell you how all the halflings at the Rose did what they always do when trouble is stirred up - they stirred back, and this was only one half-starved half-orc. This would be over before it even got started. But then Rocco showed up, all blustery and bothered and madder than a goblin trying to do sums. He told everyone to cut it out, that the poor old green-skin probably didn’t know no better and that everyone had better stop fighting and go on their way or they’d have to fight him too.
After the fact, no one could tell you why, but they listened. They stopped fighting. Rocco took the orc in, nursed him, and got him back to health. After that, Rocco and the orc, who said his name was Kurglunn the Runner, became real close pals, and Kurglunn decided he’d have to be Rocco’s “big brother”. The two became inseparable.
Now, as most folks now, the Rose and Thorn is as reputable an inn as Kintargo could claim, but there’s no accounting for bad seeds, and it just so happened that Rocco was a bad seed. Before long, he was leading Kurglunn off on little “explorations” of some of the city’s noble estates, taking the odd trinket every now and then so they could buy little bits and baubles for their own. What’s more, they went around looking for any talk about stirring up trouble for House Thrune, which was practically the local pastime as Rocco saw it. That’s what brought them to the protest in Aria Park. They were there looking for information about a new group of revolutionaries called the Silver Ravens, when everything turned sideways. Rocco and Kurglunn got caught up in the mess, and before you know it, Rocco was holding his “big brother’s” hand as the half-orc breathed his last, a look of sheer terror written across his dumb orc face.
But he didn’t stay gone for long. A few weeks after the protest, Rocco woke up in the middle of the night covered in some weird, shiny goop. He got up, all scared and confused, and looked around to see if some prankster had dared to stick around long enough for him to catch them in the act, but he quickly saw something he didn’t expect. His bed, the same bed where he had cared for Kurglunn for weeks, showed the imprint of a body in it, and not a halfling body. This was the imprint of a man-sized body, or an orc-sized one. The goop began to glow brighter and pulse with energy as Rocco thought back over the time he had spent with Kurglunn. Suddenly, the goop jumped up off the bed and off of Rocco and formed into a shape just like Kurglunn. Except this Kurglunn was…wrong. His mouth was open wide and slack in an eternal scream, and his wide, white eyes showed absolute terror, just like on the day of the protest. Rocco immediately recognized what had happened. Through all their time spent together, Kurglunn’s spirit had become tied to his own, and now they would be truly inseparable, a pair of outcasts and bullies.
Rocco Hardweather is still a jerk, but there’s no one in the Rose and Thorn Inn who will say that to his face. Not anymore.