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About Deregar RogarviaDeregar Rogarvia
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;
Str +4*, Dex +3, Con +3, Int +0, Wis +0, Cha +5
AC 27, Fort +17, Ref +17, Will +14
Melee
Ranged
◆ 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
◆--◆◆◆ 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
◆◆ 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)
◆◆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:
Heightened (3rd) Add the following options to the list of effects you can choose:
Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:
↺ Death's Call Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed
◆Touch of the Void Range touch; Targets 1 willing undead creature or 1 living creature
Ancestry Feat
Class Feats
General Feats
Skill Feat
Additional Specials Eidolon (Dragon Eidolon), Link Spells Tyrkaxian, the Risen
AC 27, Fort +18, Ref +17, Will +14
Melee
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.
◆◆ 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.
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