Captain Castothrane

Deregar Rogarvia's page

375 posts. Alias of ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


Full Name

Deregar Rogarvia

Race

HP 150/150| AC 27 | F +17 R +17 W +14 | Perc +14 | Resist slashing, piercing, cold, fire 2

Classes/Levels

speed 25 ft | focus 3/3| Hero 1 |5: 2/2 4: 3/3 Active Conditions:

Gender

LN male sturdy skeleton summoner 10

About Deregar Rogarvia

Deregar Rogarvia
LN Medium Male Sturdy Skeleton Summoner 10
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Backstory:
Deregar grew up with his "Auntie" Grace, a gray-haired woman who spoiled the boy a bit. Though they lived out in the hinterlands of Brevoy, Grace filled Deregar's ears with tales of the court in New Stetven--tales from when she worked as a housemaid there before the disappearance of House Rogarvia.

It was mostly a pleasant, if simple, existence. Auntie Grace hinted that they would not stay in obscurity forever, but when Deregar pressed her on the details, she always said, "When you are older, my little eager one."

When the boy was just past his 17th birthday, he and Grace suddenly fell violently ill. Both weak with astonishingly high fevers, the little family was soon desperate--effectively trapped in their small cabin with little hope of rescue. Grace's last words to him informed him that he was not "her little Egar," but was Deregar Rogarvie, stolen out of the palace in the dead of night by a lonely maid who was eager for a shild of her own.

Staggering into the night in his fever-ridden grief, the boy ran face-first into a serpentine creature, as large as a man with scales of red and gold. He could hear it's hissing voice explain that his name was Tyrkaxian, and that he had come to act as guardian. When the confused Deregar looked back at the cabin, the dragon coughed up a gout of flame, setting the place to quickly burn, and said--not unkindly--"A fitting pyre. It honors one who did so much for you to be sent off like an ancient king. Come, let's seek your fortune."

Since then, Deregar has wandered. He seems alone, but Tyrkaxian is a mere thought away, advising the boy. He knows better than to press his outrageous claim of royal blood, but the allure of the court has drawn him to Restov with its flamboyant swordlords.

Perception +14;
Languages Common, Draconic, Necril
Skills Acrobatics +15, Arcana +12, Athletics +18, Deception +17, Diplomacy +5, Intimidation +21, Lore: Politics +16, Occultism +12, Religion +12, Society +12, Survival +12

Str +4*, Dex +3, Con +3, Int +0, Wis +0, Cha +5
Items Chain Shirt, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healing Potion (Minor), Crowbar, Compass

AC 27, Fort +17, Ref +17, Will +14
HP 150; Resist slashing, piercing, cold, fire 2
Speed 25 feet
Aura of Despair (15 ft.)

Melee
+1 striking fearsome cold iron longsword +17 (versatile P), Damage 2d8+4 (S, Unholy)
+1 Longspear +17 (Reach), Damage 1d8+4 (P)
Dagger +16 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 (P)
Mace +16 (Shove), Damage 1d6+4 (B)

Ranged
Sling +14 (Propulsive), Damage 1d6+2 (B)
+1 composite longbow +15, 1d8+2 (P)

Share Senses (Concentrate, Divination, Scrying, Summoner) Requirements Your eidolon is manifested. You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose
all sensory information from your own body, but can sense through your eidolon’s body for up to 1 minute. You can Dismiss this effect. Special This action has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.

◆--◆◆◆ Act Together (Summoner, Tandem) Frequency once per round You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496).

◆◆◆ Manifest Eidolon (Concentrate, Conjuration, Manipulate, Summoner, Teleportation) Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead. The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can’t willingly go beyond
that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon’s physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again. Special This activity has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal).

◆◆ Tandem StrikeYou and your eidolon each attack, seamlessly targeting the same foe without interfering with each other's movements. Your eidolon makes a melee Strike, and then you make a melee Strike against the same creature. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after both attacks have been made.

Aura of Despair Your presence as an avatar of evil makes your foes more susceptible to terror and makes it almost impossible for them to shake off fear when you are near. Enemies in your champion's aura take a –1 circumstance penalty to saving throws against fear. In addition, an enemy that ends its turn in your champion's aura can't reduce the value of its frightened condition below 1.

Blessed Armament: Select one weapon or handwraps of mighty blows. You gain that armament's critical specialization effect, and you grant the armament a property rune of your choice from the following list: fearsome, ghost touch, returning, shifting, or vitalizing. During your daily preparations, you can change the spirit to inhabit a different armament, grant a different rune, or both.

Divine Known Spells DC 29, attack +19 5th divine immolation, truespeech (2 slots) 4th Fly, unfettered movement, whispers of the void* (2 slots); Cantrips (5th) Daze, guidance, divine lance, haunting hymn, shield

Focus Spells (1 points)
Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.

◆◆Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute. You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:
--Your eidolon gains low-light vision and darkvision.
--Your eidolon gains scent as an imprecise sense up to 30 feet. .
--Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. (Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait.)
--Your eidolon gains a +20-foot status bonus to its Speed.

Heightened (3rd) Add the following options to the list of effects you can choose:
--Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature
each regain only 2 actions at the start of your turns each round, as normal. .
--Your eidolon gains a climb Speed equal to its land Speed.

Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:
--Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet.
--Your eidolon gains a fly Speed equal to its Speed.

Death's Call Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed
Duration 1 minute
Seeing another pass from this world invigorates you. You gain temporary Hit Points equal to the triggering creature's level plus your spellcasting attribute modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain. These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier.

Touch of the Void Range touch; Targets 1 willing undead creature or 1 living creature
You infuse the target with void energy, healing undead or damaging a living creature.
Willing Undead Creature The target regains 6 Hit Points. If the target is yourself, you also gain a +2 status bonus to damage rolls for 1 round.
Living Creature The target takes 1d6 void damage with a basic Fortitude save; on a failure, the target also takes a –2 status penalty to AC for 1 round.
Heightened (+1) The amount of healing increases by 6, and the damage to a living target increases by 1d6.

Ancestry Feat
Past Life
Skeletal Resistance
Undead Empathy

Class Feats
Advanced Weaponry (Jaws, Grapple)
Energy Heart (Negative)
Champion Dedication (Obedience Cause)
Steed Form
Basic Devotion (Deity's Domain: Death)
Tandem Strike
Advanced Devotion (Aura of Dispair)
Hulking Size
Devout Blessing (Blessed Armament)
Constricting Hold
Devout Magic - Touch of the Void

General Feats
Weapon Proficiency
Toughness
Diehard

Skill Feat
Intimidating Glare
Underwater Marauder
Acrobatic Performer
Additional Lore: Politics
Eyes of the City
Terrified Retreat
Pilgrim's Token

Additional Specials Eidolon (Dragon Eidolon), Link Spells

Tyrkaxian, the Risen
Large Undead Dragon
Perception +14; darkvision
Languages Common
Skills Acrobatics +15, Arcana +11, Athletics +18, Deception +14, Diplomacy +13, Intimidation +18, Occultism +11, Religion +12, Society +11, Survival +12
Str +4, Dex +3, Con +4, Int -1, Wis +0, Cha +2

AC 27, Fort +18, Ref +17, Will +14
HP 150
Speed 25 feet

Melee
Jaws +19 (Grapple, Trip), Damage 2d8+6 (P)
Claws +19 (Agile, Finesse), Damage 2d6+6 (Negative)

Negative Essence Your undead eidolon has a link directly to your life force, which grants it a twilight state between living and undead. This renders it a living creature and therefore susceptible to many ailments that bother only the living, though it does possess some resistances to these effects.

The eidolon has negative healing, meaning it heals from negative energy effects that heal undead and is damaged by positive energy effects that damage undead. It doesn't have an undead's normal immunities, but it does gain a +2 circumstance bonus to saving throws against death effects, disease, and poison effects, and non-damaging effects that target only undead. Additionally, its necrotic essence stanches its wounds easily. The flat check to remove persistent bleed damage from the eidolon is DC 10 (or DC 5 after receiving particularly effective aid).

◆Constricting Hold Requirements Your eidolon has a creature grabbed or restrained.
Your eidolon constricts the creature, dealing bludgeoning damage equal to your eidolon's level plus its Strength modifier, with a basic Fortitude save against your spell DC. (14, DC 29)

◆◆ Drain Life; Effect Your eidolon attacks a living creature and drains some of the creature's life force to feed your shared link. Your eidolon Strikes a living enemy. If the Strike hits and deals damage, the target must attempt a Fortitude save, with the following effects. On a critical hit, the enemy uses the result one degree worse than it rolled.

Critical Success No effect.
Success Your eidolon drains a small amount of life force. The enemy takes additional negative damage equal to half your level.
Failure Your eidolon drains enough life force to satisfy itself. The enemy takes additional negative damage equal to half your level and is drained 1. Your eidolon gains temporary Hit Points equal to the enemy's level, which last for 1 minute.
Critical Failure Your eidolon drains an incredible amount of life force and is thoroughly glutted with energy. As failure, but the enemy is drained 2 and the temporary Hit Points are equal to double the enemy's level.