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: +5 (1d6-2) | Perc +10 |
About Roscoe Elring - Archmage
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 +5 (1d4-2)
Ranged Light Crossbow +5 (1d6-2)
Base Atk +3; CMB +2; CMD 15
Special Attacks Spirit Surge (1d6), Shadowhunter (deal 50% damage to incorporeal creatures), Séance Boon (+3 damage to each target from damaging spells)
Known Medium Spells (CL 5, concentration +11):
2nd (3/day) – admonishing ray
1st (5/day) – burst of insight, magic missile, oneiric horror, reduce person
0th (at will) – detect magic, detect psychic significance, guidance, jolt, 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 (Extra Traits), Improved Legendary Influence (Toppling Spell), Weapon Finesse
Traits Deft Dodger, Fate's Favored, Magical Lineage (magic missile), Time Lost, Wayang Spellhunter (admonishing ray) Drawback Haunted
Skills Acrobatics +5, Appraise +2, Bluff +8, Climb -3, Diplomacy +9, Disguise +4, Escape Artist +2, Fly +4, Heal -1, Intimidate +8, Knowledge (History) +7, Knowledge (Arcana, Planes, Religion) + 6, Linguistics +10, Perception +10, Ride +2, Sense Motive +3, Spellcraft +6, Stealth +6, Survival -1, Swim -3, Use Magic Device +11 Armor Check Penalty -1
SQ Evil Spirit, Spirit Bonus +2, Spirit Power (lesser), Shared Séance, Taboo, Dark Communion (5/day)
Dice:
[ooc]séance boon: your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target. [/ooc
[ooc]taboo: must use own magical solution to a challenge if you can, even if a mundane solution that would require fewer resources is available[/ooc
[dice=scorching ray (ranged touch)]1d20+7;4d6+3[/dice]
[dice=trip check (CL + Cha)]1d20+5+4[/dice]
[dice=magic missile]3d4+3+3[/dice] [ooc]each additional target also takes 3 extra dmg if separate targets)[/ooc
[dice=trip check (CL + Cha)]1d20+5+4[/dice]
[dice=jolt (ranged touch)]1d20+7; 1d3+3[/dice]
[dice=spirit surge]1d6[/dice]
[dice=dark communion check (Cha roll vs. DC 10)]1d20+4[/dice] [ooc]Gain 5 temp hp[/ooc