Jemet Winderbole

Roscoe Talbot's page

421 posts. Alias of Bozzinator.


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

About Roscoe Talbot

Male Halfling (Gutsy) Godless Graycloak Sorcerer and Bard 4 with the Medic Dedication
LN Humanoid (Halfling)
Size Small
Senses Perception +11e
Languages Common, Goblin, Halfling
Speed 25 Feet
Deity: Ex-Follower of Sarenrae
HP: 38 AC: 18
Fort: +6t Reflex: +10e Will: +11e
Melee [one-action] Dagger +8 1d4-1 Piercing (Agile, Finesse, Thrown 10ft, Versatile S)
Focus Spell [Two-Actions] Rejuvenating Flames (Costs 1 Focus Point), [Reaction] Counter Performance (Costs 1 Focus Point), [Free-Action] Lingering Composition (Costs 1 Focus Point), [One-Action] Triple Time (Costs 1 Focus Point)
Spell DC 20
Spell Attack +10
Acrobatics +8t
Arcana +7t
Athletics -1
Crafting +1
Deception +10t
Diplomacy +12e
Intimidation +10t
Halfling Lore +7t
Sarenrae Lore +7t
Medicine +11e
Nature +9t
Occultism +7t
Performance +10t
Religion +9t
Society +7t
Stealth +8t
Survival +3
Thievery +2
Str 8 Dex 14 Con 10 Int 12 Wis 16 Cha 18
Ancestry Abilities - Gutsy Halfling, Halfling Lore
Class Feats - Reach Spell, Triple Time
Skill Feats - Battle Medicine, Ward Medic
Archetype Feats - Medic Dedication, Doctor's Visitation
General Feats - Quick Identification, Continual Recovery
Class Features - Bloodline (Phoenix), Sorcerer Spellcasting, Spell Repertoire, Signature Spells, Muses (Maestro)
Worn - Explorer's Clothing, Material Component Pouch
Weapons - Dagger
Stowed - Healer's Tools, Writing Set

Healer’s Tools: This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat a Disease, Treat a Poison, or Treat Wounds.
Writing Set: Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you’ve written a large amount, you can refill your kit with extra ink and paper.
Feats and Abilities
Gutsy Halfling: Your family line is known for keeping a level head and staving off fear when the chips were down, making them wise leaders and sometimes even heroes. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.
Halfling Lore: You've dutifully learned how to keep your balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore.
Quick Identification: You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action
Bloodline: Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines presented in this book are as follows. Phoenix Bloodline.
Sorcerer Spellcasting: Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells). Because you're a sorcerer, you can usually replace material components with somatic components, so you don't need to use a material component pouch. Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 3–17: Sorcerer Spells per Day. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier. Details on calculating these statistics appear in Spell Attack Rolls.
Spell Repertoire: The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3–17), you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always the spell granted by your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-level spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-level spells, and so on. When you add spells, you might select a higher-level version of a spell you already know so that you can cast a heightened version of that spell. Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
Battle Medicine: 1-Action. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Medic Dedication: You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.
Continual Recovery: You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.
Signature Spells: You’ve learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.
Reach Spell: You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. (1-Action)
Doctor's Visitation: You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it). (1 or 2 Actions)
Ward Medic: You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.
Muses: Your muse is a virtuoso, inspiring you to greater heights. If it's a creature, it might be a performance-loving creature such as a choral angel or lillend azata; if a deity, it might be Shelyn. As a bard with a maestro muse, you are an inspiration to your allies and confident of your musical and oratorical abilities. You gain the Lingering Composition feat and add soothe to your spell repertoire.
Lingering Composition: By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Increase the number of Focus Points in your focus pool by 1.
Triple Time: You learn the triple time composition cantrip, which speeds up you and your allies for a round. You dance at a lively tempo, speeding your allies' movement. You and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round. (One-Action)
Spells Primal Spellcaster
Cantrips Known: Detect Magic, Electric Arc, Produce Flame, Ray of Frost, Stabilize
1st Level Spells Known: Burning Hands, Gust of Wind, Heal☆, Hydraulic Push
2nd Level Spells Known: Faerie Fire, Scorching Ray☆, See Invisibility, Sudden Bolt
Spells Occult Spellcaster
Cantrips Known: Daze, Guidance, Read Aura, Read the Air, Shield
1st Level Spells Known: Command, Liberating Command, Soothe☆, Spirit Link
2nd Level Spells Known: Blistering Invective, Status☆, Telekinetic Maneuver