Drow Scout

Daelendross Phaernemn's page

114 posts. Alias of thegreenteagamer.


Classes/Levels

Summoner | HP: 12/12 | AC: 15, T: 12 I, FF: 13 | Fort: 1, Reflex: 2, Will: 3 | CMB: 0, CMD:12 | Init: +4 | Perception: +7

About Daelendross Phaernemn

(Still editing down - just finished skill points and feats)
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Background:
My story? I don't have time for the entirety, but I suppose I can give you the brief version. I'm sure you've heard that the drow are a matriarchal society that treat everything that isn't one of them as, at best, sycophantic servants, and at worse, dead bodies, slaves, or when their necromancers get through with them, both. As a half-human, I wasn't exactly high on their priority list. Sure, I had drow blood, and I fell in line, so I was better than a slave, but it wasn't pure, and I was male, so not much better. I saw the way they treated the others, the way I myself was looked down on, and I knew there had to be a better way.

My mother, if you could call that horrid woman that spawned me, placed me as an overseer of the house slaves, my father among them, whether as irony, or a reminder of what I could be if I were out of line, or what else, I know not.

She new the magical gift wasn't as strong in me as it was in her, or her other children, having been watered down by my human side. What she didn't count on was my pity for those poor creatures, some of whom I shared a bloodline with, the humans, or my desperation to put that cold b*tch in her place. We worshiped demon lords. It's what we had. I never knew anything else until I came to the surface. So, in an act of fury I cried out to Abraxis for power, ability, and offered my soul in exchange for slaughtering my mother, my half siblings, and all the rest of that wicked house.

Bazgobergoban showed up that night with a message that my prayers were answered, and he was my new servant, looking forward to killing my enemies. He wasn't strong enough to kill my mother, but we took out a few of my sisters, and he wasn't happy about it when I made him leave the slaves alive, but as we ripped through guards on the way out of the surface, he was content, and those we freed were grateful.

I've been looking for a home, an escape, ever since, and trying to do my best with this horrid, tainted power I have in the meantime. I help people when I can, but Bazgobergoban...he was created with a little bit of me inside of him, and I think I have more than a little of him now. Sometimes, the anger overtakes me, and the two of us have gotten a little...overzealous...when trying to do what I thought was the right thing.


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Daelendross Phaernemn
Male Half-Elf
Unchained Summoner 1

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Stats
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Size / Type: Medium Humanoid (Elf and Human)
Alignment: CN
Deity: Abraxis
Age: 19
Speed: 30 Ft.
Initiative: +4
Senses: Perception +7, Darkvision 60ft
Passive Perception: 16
Languages: Abyssal, Common, Draconic, Elven, Undercommon

Attributes
STR 07 (-2)
DEX 14 (+2)
CON 12 (+1)
INT 12 (+1)
WIS 10 (+0)
CHA 18 (+4)

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Offense
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BAB: +0

Spiked Gauntlets
Attack: 1d20-2 (0 BAB -2 Str)
Damage: 1d4-1 (-2 Str)
Crit: x2
Range: Melee

Sling (with x10 bullets)
Attack: 1d20+2 (0 BAB +2 Dex)
Damage: 1d8-2 (-2 Str)
Crit: x2
Range: 50ft

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Defense
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HP: 12 (2d8 + 1 Con per Level)
AC: 16 (10 Base + 2 Dex + 4 Armor)
Touch: 12 / Flat-Footed: 14
CMB: 0 (1 BAB - 1 Str)
CMD: 12 (10 Base + 1 BAB - 1 Str + 2 Dex)

Fort: +1 (+0 Base +1 Con)
Refl: +2 (+0 Base +2 Dex)
Will: +2 (+2 Base +0 Wis)

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Skills
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Per Level: 5 (2 Base + 1 Int)

Skills List:

Acrobatics: +2 (+0 Ranks +2 Dex)
Appraise: +1 (+0 Ranks +1 Int)
Bluff: +4 (+0 Ranks +4 Cha)
Climb: -1 (+0 Ranks -1 Str)
*Craft (any): +1 (+0 Ranks +1 Int)
Diplomacy: +4 (+0 Ranks +4 Cha)
Disable Device: +2 (+0 Ranks +2 Dex)
Disguise: +4 (+0 Ranks +4 Cha)
Escape Artist: +2 (+0 Ranks +2 Dex)
*Fly: +2 (+0 Ranks +2 Dex)
*Handle Animal: +4 (+0 Ranks +4 Cha)
Heal: +0 (+0 Ranks +0 Wis)
Intimidate: +4 (+0 Ranks +4 Cha)
*Knowledge (arcana): +5 (+1 Ranks +3 Class Skill +1 Int)
*Knowledge (dungeoneering): +1 (+0 Ranks +6 Int)
*Knowledge (engineering): +1 (+0 Ranks +1 Int)
*Knowledge (geography): +1 (+0 Ranks +1 Int)
*Knowledge (history): +1 (+0 Ranks +1 Int)
*Knowledge (local): +1 (+0 Ranks +1 Int)
*Knowledge (nature): +1 (+0 Ranks +1 Int)
*Knowledge (nobility): +1 (+0 Ranks +1 Int)
*Knowledge (planes): +8 (1 Ranks +3 Class Skill +1 Int +3 Skill Focus)
*Knowledge (religion): +1 (+0 Ranks + 1 Int)
*Linguistics: +1 (+0 Ranks +1 Int)
*Perception: +6 (+1 Ranks +3 Class Skill +0 Wis +2 Keen Senses)
Perform (any): +4 (+0 Rank +4 Cha)
*Profession (any): +0 (+0 Rank +0 Wis)
*Ride: +2 (+0 Ranks +2 Dex)
Sense Motive: +0 (+0 Ranks +0 Wis)
Sleight of Hand: +2 (+0 Ranks +2 Dex)
*Spellcraft: +1 (+0 Ranks +1 Int)
Stealth: +2 (+0 Ranks +2 Dex)
Survival: +0 (+0 Ranks +0 Wis)
Swim: -1 (+0 Ranks -1 Str)
*Use Magic Device: +4 (+0 Ranks +4 Cha)

Notes:
Current AC penalty -1

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Traits
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Reactionary:
Reactionary (Combat) - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks.

Desperate Focus:
Desperate Focus (Magic) - You've often found yourself in situations where a lack of focus can lead to worse than a lost spell. Benefit: You gain a +2 trait bonus on concentration checks.

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Feats
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Skill Focus:
Skill Focus (Knowledge: Arcana): Fluff text. Benefit: Crunch Text. (Half-Elf Bonus Feat)

Extra Evolution:
Extra Evolution: Your eidolon has more evolutions. Prerequisites: Eidolon class feature. Benefit: Your eidolon’s evolution pool increases by 1. Special: This evolution can be taken once at 1st level, and again at 5th, 10th, 15th, and 20th. (Level 1 Feat)

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Special Abilities
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Proficiencies:
Proficiencies: Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.

Elven Immunuties:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability:
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses:
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Drow-Blooded:
Low-Light Vision[/s] [b]Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.

Elf Blood:
Elf Blopd: Half-elves count as both elves and humans for any effect related to race.

Fey Thoughts:
Multitalented Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, *Diplomacy*, Disguise, Escape Artist, Fly, Knowledge (nature), *Perception*, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.

Racial Favored Class Bonus:
Summoner: Add +1/4 to the eidolon's evolution pool.

Spells:
Spells:A summoner casts arcane spells drawn from the summoner spell list. (The unchained summoner's spell list is different from standard summoner's spell list.) He can cast any spell he knows without preparing it ahead of time.

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.

A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner Unchained. In addition, he gains bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A summoner's selection of spells is limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on Table: Unchained Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table: Unchained Summoner Spells Known are fixed.)

Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level summoner spell the summoner can cast. A summoner can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known.

A summoner doesn't need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the level.

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Unchained Summoner Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Eidolon:
Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except 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 its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains 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, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Life Link:
Life Link (Su): At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the 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 the 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 the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Summon Monster:
Summon Monster (Sp): At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX . If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Eidolon Character Sheet

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Spells
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DC: 10 + Spell Level + Charisma Modifier

Level 0:
Known:
acid splash,
detect magic,
mage hand,
message
open/close
Level 0 (At Will Per Day, 5 Known; DC 14)

Level 1:
Known:
grease,
infernal healing,
obscuring mist
Level 1 (2 Per Day, 1 Bonus, 3 Known; DC 15)

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Equipment
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Gold: 470.06

Equipment:

Masterwork Chain Shirt
Light Armour, 20lbs
+4 AC, +4 Max Dex, -1 Check Penalty

Outfit, Hot-Weather
Clothes, 7lbs, +5 fort vs. hot weather

Backpack 2lbs
Bedroll 5lbs
Belt Pouch 0.5lb
Bell 0lbs
Candle 0lbs
Canteen 1lb
Chalk 0lbs
Charcoal 0lbs
Fishhook 0lbs
Flint and Steel 0lbs
Marbles (x10 bags) 0lbs
Parchment (1 sheet) 0lbs
Sewing Needle 0lbs
Signal Whistle 0lbs
Tindertwig 0lbs
Oil 1lb
Earplugs 3cp 0lbs
False-Bottomed cup 0lbs
Paper (sheet) 0lbs
Perfume/Cologne 0lbs
Rice Paper (2 sheets) 0lbs
Stationary 0lbs
Trail Rations (2 meals) 2lbs
Wandermeal (12 meals) 0lbs
Weapon Cord 0lbs
Whistle 0lbs
Whistle, Silent 0lbs
Firework, Desnan candle 0lbs
Firework, Paper candle 0lbs
Glowing Ink, (vial) 0lbs
Invisible ink, simple 0lbs
Keros Oil 0lbs
Vermin Repellent 0lbs
String/Twine 50' 0.5lb
Grappling Arrow 0.5lb
Magnet 0.5lb
Powder 0.5lb
Compass 0.5lb
Rope, Hemp 50' 10lbs