Algon the Ever-Seeking

Algon the Paladin's page

50 posts. Alias of KatGrey.


Full Name

Algon the Paladin

Race

Archon Eidolon 3 | HP 18/33 | AC 17 Touch 11 Flat-Footed 16 | CMB +7 CMD 18 | Saves: Fort +4 Ref +2 Will +3 | Perception: +6, Darkvision 60 ft. | Init: +1

Classes/Levels

| Status: Normal | Spell Effects:

Gender

Male

Size

Medium (6'6", 265 lbs.)

Age

Ageless

Alignment

Lawful Good

Languages

Auran, Celestial, Common, Ignan, Sylvan, Thassilonian, Varisian

Strength 19
Dexterity 13
Constitution 13
Intelligence 7
Wisdom 10
Charisma 11

About Algon the Paladin

Enlarged Stat Block:
Algon the Paladin
Male Archon Eidolon 3
LG Large outsider (eidolon)
Init +0 Senses Darkvision (60 ft.); Perception +6
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Defense
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AC 15 Touch 9 Flat-footed 15 (+6 Natural, -1 Size)
hp 33 ((3d10)+3+3)
Fort +4 Ref +1 Will +3 (+4 bonus on saving throws against poison)
Resist electricity 5
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Offense
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Speed 30 ft.
Space 10 ft. Reach 10 ft.
Melee greatsword +7 (3d6+7, 19-20/x2)
. . slam +7 (2d6+7, 20/x2)
Special Attacks evolution pool (3), evolutions (ability increase [Str], improved natural armor)
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Statistics
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Str 21 Dex 11 Con 13 Int 7 Wis 10 Cha 11
Base Atk +3; CMB +9; CMD 19
Feats Martial Weapon Proficiency (Greatsword), Power Attack
Skills Climb + 9, Escape Artist +4, Intimidate +13, Perception +6, Ride +4, Sense Motive +6, Swim +6
Languages Auran, Celestial, Common, Ignan, Sylvan, Thassilonian, Varisian
SQ archon eidolon progression lv.1, darkvision, evasion, limbs (arms), limbs (legs), link, share spells, slam
Other Gear greatsword, backpack [bedroll, blanket (2), grooming kit, trail rations (1), sunrod]

Algon the Paladin
Male Archon Eidolon 3
LG Medium outsider (eidolon)
Init +1 Senses Darkvision (60 ft.); Perception +6
--------------------
Defense
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AC 17 Touch 11 Flat-footed 16 (+1 Dex, +6 Natural)
hp 33 ((3d10)+3+3)
Fort +4 Ref +2 Will +3 (+4 bonus on saving throws against poison)
Resist electricity 5
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Offense
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Speed 30 ft.
Melee greatsword +7 (2d6+6, 19-20/x2)
. . slam +7 (1d8+6)
Special Attacks evolution pool (3), evolutions (ability increase [Str], improved natural armor)
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Statistics
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Str 19 Dex 13 Con 13 Int 7 Wis 10 Cha 11
Base Atk +3; CMB +7; CMD 18
Feats Martial Weapon Proficiency (Greatsword), Power Attack
Skills Climb +8, Escape Artist +5, Intimidate +13, Perception +6, Ride +5, Sense Motive +6, Swim +5
Languages Auran, Celestial, Common, Ignan, Sylvan, Thassilonian, Varisian
SQ archon eidolon progression lv.1, darkvision, evasion, limbs (arms), limbs (legs), link, share spells, slam
Other Gear greatsword, backpack [bedroll, blanket (2), grooming kit, trail rations (1), sunrod]
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Special Abilities
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Archon Eidolon At 1st level, archon eidolons gain the resistance (electricity) evolution and the skilled (Intimidate) evolution. They also gain a +4 bonus on saving throws against poison.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Eidolon Skills (Escape Artist, Heal, Intimidate, Ride)

Evasion (Ex) If the eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw.

Evolutions Each eidolon receives a pool of evolution points, based on the summoner's class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, she must decide how these points are spent, and they are set until she gains another level of summoner.

Ability Increase (Ex) The eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon’s ability scores by 2. This evolution can be selected more than once. It can be applied only once to an individual ability score, plus one additional time for every 6 levels the summoner possesses.

Improved Natural Armor (Ex) The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2.

Resistance (Ex) The eidolon’s form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different energy type.

Skilled (Ex) The eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different skill.

Slam (Ex) The eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, up to the number of the eidolon's limbs (arms) evolutions.

Link (Ex) A summoner and her eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to her eidolon at any time. In addition, magic items interfere with the summoner's connection to her eidolon. As a result, the summoner and her eidolon share magic item slots. For example, if the summoner is wearing a ring, her eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.

Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Share Spells (Ex) The summoner can cast a spell with a target of "you" on her eidolon (as a spell with a range of touch) instead of on herself. A summoner can cast spells on her eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

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Description
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Towering over most mortals at a height of six and half feet, the entity known as Algon the Paladin cuts quite an intimidating figure without necessarily meaning to. Clad in what appears to be heavy plate armor the color of burnished gold, this is actually part of his natural armor and thus is an intrinsic part of his form. Glowing golden eyes peer out from beneath a winged, plumed helm of steel, obscuring most of the creature's facial features except for a square jaw and a pair fairly thin lips, almost perpetually downturned in a grim-faced scowl. A pair of thick leather gloves and a blood-red cape fastened over broad-set shoulders completes the outsider's look.

In the fight of good versus evil, Algon unquestionably views himself as "good". Unfortunately for most people that he comes across, "good" doesn't always mean "nice". He acts according to a strict moral code, but, as with many things about the oft-silent outsider, what exactly that code entails is a mystery even to his summoner. Outside of threatening his enemies or barking orders, Algon usually finds he has little to say. Despite his gruff demeanor, he takes his duty to protect Izbela very seriously, though this is partly due to the fact that he thinks her weak. As such, he frequently interposes himself between her and whomever he considers a threat, which, as it happens, is a great many people.