Bugbear Tyrant

Roscoe of Sarenrae's page

51 posts. Alias of DFang.


Race

Halfling |

Classes/Levels

Summoner 3 [HP 21/21 | Spells 1(4/4) | Summon Monster (3/6) | AC 18, 14T, 15F | 3F 5R 4W | Init +3 | Percept +0]

Gender

Male

Size

Small Humanoid

Age

32

Alignment

Neutral Good

Deity

Sarenrae

Homepage URL

[url=

About Roscoe of Sarenrae

INVENTORY:

Gold: 961.37

Equipped
- Explorer's Outfit (small)
- Masterwork Chain Shirt (small)
- Billow Cape
- Wrist Sheath x2(small)
--- Masterwork Alchemical Silver Dagger (small)
--- Wand of Mage Armor

Carried
- Boar Spear
- Revolver(Bullets - 2/6)
- Belt Pouch (small)
--- Flint & Steel
--- Cartridge
- Bandolier (small)
--- Acid (flask) x2
--- Alchemist Fire (flask) x2
--- Alkali (flask) x1
--- Oil (1 pint flask) x2
- Masterwork Backpack (small)
--- Dagger
--- Torch x3
--- Bedroll (small)
--- Lantern (Bullseye/Waterproof)
--- Waterskin (filled) (small) x3
--- Rations (trail/day) (small) x5
--- Filter Hood (small)
--- Oil (1 pint flask) x3
- Spell Component Pouch

STAT BLOCK:

NG Small Humanoid (halfling)
Init +3;
Perception +0
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DEFENSE
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AC 18, Touch 14, Flat-footed 15 (+4 armor, +3 Dex, +1 size)
HP 21 (3d8+3)
Fort +3, Ref +5, Will +4, +2 vs. fear

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OFFENSE
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Speed 15 ft.
Melee dagger (small) +4 (1d3/19-20)
Ranged dagger (small/thrown) +7 (1d3/19-20)
Melee spear (boar) (small) +4 ((two handed) 1d6)
Ranged spear (boar) (small/thrown) +7 ((two handed) 1d6)
Known Summoner Spells (CL 3rd, concentration +6):

1st (4/day)—corrosive touch, expeditious retreat, mage armor, rejuvenate eidolon, lesser

0 (at will)—acid splash, detect magic, guidance, light, mage hand, open/close

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STATISTICS
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Str 11, Dex 16, Con 12, Int 14, Wis 10, Cha 16
Base Atk +2; CMB +1; CMD 14

Feats Armor Proficiency, Light, Mounted Combat, Simple Weapon Proficiency, Summoner's Call

Skills Acrobatics +0, Acrobatics (Jump) -8, Appraise +2, Bluff +3, Climb -3, Craft (Untrained) +2, Diplomacy +10, Disguise +3, Escape Artist +0, Fly +2, Heal +0, Intimidate +3, Knowledge (Religion) +8, Linguistics(Ignan, Gnoll) +9, Perception +0, Perform (Untrained) +3, Ride +8, Sense Motive +0, Spellcraft +6, Stealth +4, Survival +0, Swim -3

Languages Common, Dwarven, Elven, Gnoll, Gnome, Halfling, Ignan
SQ bond senses, bonus eidolon skill rank (3x), cantrips, eidolon, fearless, halfling luck, life link, outrider, polyglot, summon monster, weapon familiarity

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SPECIAL ABILITIES
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Bond Senses (Su) As a standard action, share the senses of your eidolon, hearing, seeing, smelling, tasting, and touching everything your eidolon does. You can use this ability 3 rounds per day. There is no range to this effect, but your eidolon and you must be on the same plane. You can end this effect as a free action.

Bonus Eidolon Skill Rank (3x) Add +1 skill rank to the summoner's eidolon.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Missionary (Diplomacy) You've spent much of the last several year serving your faith, and the conviction and dedication to your church has impressed many. Perhaps you've donated much of your personal wealth or time to serving the church, or you're the child of a powerful or well-loved member of the church, an orphan raised by the church, or a foundling with a strange birthmark that bears more than a passing resemblance to your faith's holy symbol. The faith has long supported you, and you are eager to repay the church in some way. In Katapesh, the establishment of a new village is always cause for interest to the nation's churches, as establishing new temples in villages is an excellent way to expand upon the church's resources and bring in more faithful. If the Pactmasters' plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and your faith is keenly interested in being represented there. This campaign trait is particularly suited to worshippers of Sarenrae, as Kelmarane was founded near an old monastery dedicated to the Dawnflower , and reconsecrating that monastery is of great interest to Sarenrae's church. Furthermore, a temple dedicated to her once stood in Kelmarane itself, but it has long since fallen into ruin; whispers among the religion tell that the church's old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village. You've joined Garavel's band in hopes of helping to establish a new temple in the soon-to-be revitalized village. You've been selected for your dedication to the church and your strong social graces - pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you.

Eidolon (Ex) You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.

Life Link (Su) A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If your eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If your eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when your eidolon gets closer to you, but its maximum hit point total does return to normal.

Magical Talent (Create Water) Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. You may cast Create Water once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.

Outrider Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces the sure-footed racial trait.

Polyglot Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages.

Summon Monster (Sp) You can cast Summon Monster 2 as a spell-like ability 6 times per day as a standard action and the creatures remain for 3 minutes (instead of 3 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

BACKSTORY:

Left at the doorsteps at the temple of Sarenrae in the capital city of Katapesh as a child, Roscoe has since been raised by the church. Despite his natural tendecies, Roscoe has learned to accept Sarenrae's teaching of compassion and the endless yearning for peace. Even at a young age however, he felt that his talent was far from the need for healing; instead he focused his studies towards the nature of magic.

Once during his youth, Roscoe went with a priest into the desert to travel to a nearby camp to offer healing, a pack of wild knolls attacked their caravan. The knolls broke through their guards with only a few casualties and proceeded to slaughter the rest of the civilians. Running away as fast as he can, Roscoe found an opening among the rocks and hid inside. He did not go unnoticed however; as soon as he entered a viscious claw appeared at the opening, grabbing his shirt and threw him back out. Falling back, he scrambled away backwards until his back hit another rock formation. The knoll, looking at Roscoe with obvious malice, growled and approached slowly, savoring his victory.

Squeezing his eyes shut, Roscoe prayed to Sarenrae and surrendered; Suddenly, a warm feeling spread across him, spreading from his chest towards his hands. Opening his eyes, he sees his hands glowing faintly with a golden aura. Standing up slowly, Roscoe noticed that the knoll has stopped it's advance and was looking at him in fear. Then, as if he knew what to do all along, Roscoe put his hands together in front of him as if in prayer and saw in his mind a blurred image of one of Sarenrae's guardians, a canine enveloped in a golden aura. From the depictions inside the temple Roscoe now calls home, he knows who this is. Shouting out its name "Carlabu!", Roscoe spread his hands as a flash of golden light burst from within his clasp, temporarily blinding him and the knoll. As he regained his vision, the next thing he sees a blurry version of a golden hound-like creature biting into the knoll, knocking it out. Dropping the knoll from his jaw, the hound turns its head slighly to look at Roscoe.

A mental voice permeating strength and confidence suddenly rang inside his head, "You are not whom I expected to become my link to this world, halfling... but my elders did say there would come a time someone would need my help to save it. This does not seem to be the battle I have imagined but it is not a bad start either." Without waiting for a response from the yound astoundedly stunned halfling, the hound turned and dashed towards the remaining knolls, easily forcing them to retreat and leaving many unconscious.

Returning back to Roscoe, the blurry hound-like creature sat on its hind legs, seemingly at ease and waiting for a command. After a few moments, it tilted its head and said, "Well?". This seemed to bring Roscoe back from what appears to be shock, "Th-thank you for saving us but... Wha- who are you? Are you Carlabu, the golden archon hound of Sarenrae?"

A mental laugh suddenly resounded inside Roscoe's head, "Hahahaha... I am sorry to disappoint you, but I am no divine guardian. I would not want to claim the name or place of such a high esteemed being. I am known as Tyriel in my home plane, and I am an eidolon; a magical essence from another plane given shape through the imagination of its summoner. And, apparently that summoner is you."

Upon hearing this, Roscoe focused mentally on what Tyriel would look like and slowly, a general representation of his mental image came to shape. Slowly, the golden aura fades until it only slightly obscures the rest of Tyriel's form. He has now taken on the shape of a magnificent wolf with golden mane, and a slightly thicker 'fur' on the shoulders and at the base of his neck and chest. Now that the golden aura is slightly diminished, a faintly glowing red rune is evident on his forhead. Red lines flow from this rune towards the back and side of the creature, breaking off and curling to an end at seemingly random places. "Ahh... if feels good to be really given shape this time. I was beginning to wonder how powerful of a summoner you are, but at least your mentally capable." said Tyriel.

With new found confidence, Roscoe approached Tyriel and carefully reached with a hand to hold its head and look into his eyes. "I am Roscoe, a junior member of the Temple of Sarenrae, but if magic is what I can do to serve her to save this world, then that is what I intend to do. Will you help me... my friend?" With a pause of a few heartbeats, Tyriel finally responds "Friend, such a strange word... I accept your offer Roscoe of Sarenrae. Together, we shall bring new wonders to this world."

Since then, Roscoe completely focused on training to become a summoner. Frequenting the grand libraries of Katapesh to study, and the training grounds of other magicians for practice. At night, he offers prayers to Sarenrae, thanking her teachings and inspiration that enabled him to meet a friend; one that would unknowingly last a lifetime.

Now, as a young halfling adult, Roscoe is ready to help further his temple's cause. Hearing of the toubles in Kelmarane and rumors associated with the old temple that is now in ruins, he volunteers to join Garavel's band to establish a new temple in Kelmarane. Unknowingly, this would be his first true adventure among many that would lead him and his eventual companions across the land of Katapesh.